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   1  ;//////////////////////////////////////////////////////////////////////////////
   2  ;FILE: Locomotor.ini (SYSTEM) /////////////////////////////////////////////////
   3  ;//////////////////////////////////////////////////////////////////////////////
   4  
   5  ;------------------------------------------------------------------------------
   6  Locomotor BasicHumanLocomotor
   7    Surfaces = GROUND RUBBLE
   8    Speed = 20 ;30                ; in dist/sec
   9    SpeedDamaged = 10 ;30         ; in dist/sec
  10    TurnRate = 500            ; in degrees/sec
  11    TurnRateDamaged = 500    ; in degrees/sec
  12    Acceleration = 100        ; in dist/(sec^2)
  13    AccelerationDamaged = 50 ; in dist/(sec^2)
  14    Braking = 100             ; in dist/(sec^2)
  15    MinTurnSpeed = 0          ; in dist/sec
  16    ZAxisBehavior = NO_Z_MOTIVE_FORCE
  17    Appearance = TWO_LEGS
  18    StickToGround = Yes       ; walking guys aren't allowed to catch huge (or even small) air.
  19    GroupMovementPriority = MOVES_FRONT;   Moves in the front of a group, behind small arms, ahead of artillery
  20  End
  21  
  22  ;------------------------------------------------------------------------------
  23  Locomotor MissileDefenderLocomotor
  24    Surfaces = GROUND RUBBLE
  25    Speed = 20 ;30                ; in dist/sec
  26    SpeedDamaged = 10 ;30         ; in dist/sec
  27    TurnRate = 500            ; in degrees/sec
  28    TurnRateDamaged = 500    ; in degrees/sec
  29    Acceleration = 100        ; in dist/(sec^2)
  30    AccelerationDamaged = 50 ; in dist/(sec^2)
  31    Braking = 100             ; in dist/(sec^2)
  32    MinTurnSpeed = 0          ; in dist/sec
  33    ZAxisBehavior = NO_Z_MOTIVE_FORCE
  34    Appearance = TWO_LEGS
  35    StickToGround = Yes       ; walking guys aren't allowed to catch huge (or even small) air.
  36    GroupMovementPriority = MOVES_MIDDLE;   Moves in the middle of a group, behind small arms, ahead of artillery
  37  End
  38  
  39  ;------------------------------------------------------------------------------
  40  ; basically the same as BasicHumanLocomotor, but roughly 25% faster
  41  Locomotor BasicHumanLocomotorPlus25
  42    Surfaces = GROUND RUBBLE
  43    Speed = 25                ; in dist/sec
  44    SpeedDamaged = 12         ; in dist/sec
  45    TurnRate = 360            ; in degrees/sec
  46    TurnRateDamaged = 350     ; in degrees/sec
  47    Acceleration = 125        ; in dist/(sec^2)
  48    AccelerationDamaged = 60  ; in dist/(sec^2)
  49    Braking = 100             ; in dist/(sec^2)
  50    MinTurnSpeed = 0          ; in dist/sec
  51    ZAxisBehavior = NO_Z_MOTIVE_FORCE
  52    Appearance = TWO_LEGS
  53    StickToGround = Yes       ; walking guys aren't allowed to catch huge (or even small) air.
  54    GroupMovementPriority = MOVES_FRONT;   Moves in the front of a group, behind small arms, ahead of artillery
  55  End
  56  
  57  ;------------------------------------------------------------------------------
  58  Locomotor FastHumanLocomotor
  59    Surfaces = GROUND RUBBLE
  60    Speed = 25 ;30                ; in dist/sec
  61    SpeedDamaged = 15 ;30         ; in dist/sec
  62    TurnRate = 500            ; in degrees/sec
  63    TurnRateDamaged = 500     ; in degrees/sec
  64    Acceleration = 100        ; in dist/(sec^2)
  65    AccelerationDamaged = 50 ; in dist/(sec^2)
  66    Braking = 100             ; in dist/(sec^2)
  67    MinTurnSpeed = 0          ; in dist/sec
  68    ZAxisBehavior = NO_Z_MOTIVE_FORCE
  69    Appearance = TWO_LEGS
  70    StickToGround = Yes       ; walking guys aren't allowed to catch huge (or even small) air.
  71    GroupMovementPriority = MOVES_FRONT;   Moves in the front of a group, behind small arms, ahead of artillery
  72  End
  73  
  74  ;------------------------------------------------------------------------------
  75  Locomotor ColonelBurtonGroundLocomotor
  76    Surfaces = GROUND RUBBLE
  77    Speed = 30                ; in dist/sec
  78    SpeedDamaged = 20         ; in dist/sec
  79    TurnRate = 500            ; in degrees/sec
  80    TurnRateDamaged = 500     ; in degrees/sec
  81    Acceleration = 100        ; in dist/(sec^2)
  82    AccelerationDamaged = 50 ; in dist/(sec^2)
  83    Braking = 100             ; in dist/(sec^2)
  84    MinTurnSpeed = 0          ; in dist/sec
  85    ZAxisBehavior = NO_Z_MOTIVE_FORCE
  86    Appearance = TWO_LEGS
  87    StickToGround = Yes       ; walking guys aren't allowed to catch huge (or even small) air.
  88    GroupMovementPriority = MOVES_BACK;   Moves in the back of a group, out of danger.
  89  End
  90  
  91  ;------------------------------------------------------------------------------
  92  Locomotor JarmenKellLocomotor
  93    Surfaces = GROUND RUBBLE
  94    Speed = 30                 ; in dist/sec
  95    SpeedDamaged = 20          ; in dist/sec
  96    TurnRate = 500            ; in degrees/sec
  97    TurnRateDamaged = 500    ; in degrees/sec
  98    Acceleration = 100        ; in dist/(sec^2)
  99    AccelerationDamaged = 50 ; in dist/(sec^2)
 100    Braking = 100             ; in dist/(sec^2)
 101    MinTurnSpeed = 0          ; in dist/sec
 102    ZAxisBehavior = NO_Z_MOTIVE_FORCE
 103    Appearance = TWO_LEGS
 104    StickToGround = Yes       ; walking guys aren't allowed to catch huge (or even small) air.
 105    GroupMovementPriority = MOVES_BACK;   Moves in the back of a group, out of danger.
 106  End
 107  
 108  ;------------------------------------------------------------------------------
 109  Locomotor BlackLotusLocomotor
 110    Surfaces = GROUND RUBBLE
 111    Speed = 30                 ; in dist/sec
 112    SpeedDamaged = 20          ; in dist/sec
 113    TurnRate = 500            ; in degrees/sec
 114    TurnRateDamaged = 500    ; in degrees/sec
 115    Acceleration = 100        ; in dist/(sec^2)
 116    AccelerationDamaged = 50 ; in dist/(sec^2)
 117    Braking = 100             ; in dist/(sec^2)
 118    MinTurnSpeed = 0          ; in dist/sec
 119    ZAxisBehavior = NO_Z_MOTIVE_FORCE
 120    Appearance = TWO_LEGS
 121    StickToGround = Yes       ; walking guys aren't allowed to catch huge (or even small) air.
 122    GroupMovementPriority = MOVES_BACK;   Moves in the back of a group, out of danger.
 123  End
 124  
 125  ;------------------------------------------------------------------------------
 126  Locomotor ColonelBurtonCliffLocomotor
 127    Surfaces = CLIFF
 128    Speed = 20                ; in dist/sec
 129    SpeedDamaged = 15          ; in dist/sec
 130    TurnRate = 360            ; in degrees/sec
 131    TurnRateDamaged = 350     ; in degrees/sec
 132    Acceleration = 100        ; in dist/(sec^2)
 133    AccelerationDamaged = 50  ; in dist/(sec^2)
 134    Braking = 100             ; in dist/(sec^2)
 135    MinTurnSpeed = 0          ; in dist/sec
 136    ZAxisBehavior = NO_Z_MOTIVE_FORCE
 137    Appearance = CLIMBER
 138    StickToGround = Yes       ; walking guys aren't allowed to catch huge (or even small) air.
 139  End
 140  
 141  ;------------------------------------------------------------------------------
 142  Locomotor RedguardLocomotor
 143    Surfaces = GROUND RUBBLE
 144    Speed = 25 ;30                ; in dist/sec
 145    SpeedDamaged = 15 ;30         ; in dist/sec ;DEMO -- To allieviate skating appearence, wounded speed is same as normal
 146    TurnRate = 500            ; in degrees/sec
 147    TurnRateDamaged = 500     ; in degrees/sec
 148    Acceleration = 100        ; in dist/(sec^2)
 149    AccelerationDamaged = 50 ; in dist/(sec^2)
 150    Braking = 150             ; in dist/(sec^2)
 151    MinTurnSpeed = 0          ; in dist/sec
 152    ZAxisBehavior = NO_Z_MOTIVE_FORCE
 153    Appearance = TWO_LEGS
 154    StickToGround = Yes       ; walking guys aren't allowed to catch huge (or even small) air.
 155    GroupMovementPriority = MOVES_FRONT;   Moves in the back of a group, out of danger.
 156  End
 157  
 158  ;------------------------------------------------------------------------------
 159  Locomotor ParadeRedguardLocomotor
 160    Surfaces = GROUND
 161    Speed = 10 ;30                ; in dist/sec
 162    SpeedDamaged = 10 ;30         ; in dist/sec ;DEMO -- To allieviate skating appearence, wounded speed is same as normal
 163    TurnRate = 350            ; in degrees/sec
 164    TurnRateDamaged = 350     ; in degrees/sec
 165    Acceleration = 100        ; in dist/(sec^2)
 166    AccelerationDamaged = 50 ; in dist/(sec^2)
 167    Braking = 150             ; in dist/(sec^2)
 168    MinTurnSpeed = 0          ; in dist/sec
 169    ZAxisBehavior = NO_Z_MOTIVE_FORCE
 170    Appearance = TWO_LEGS
 171    StickToGround = Yes       ; walking guys aren't allowed to catch huge (or even small) air.
 172  End
 173  
 174  ;------------------------------------------------------------------------------
 175  ;****************** Cinematic-Only unit ***************************************
 176  Locomotor CINE_ParadeRedguardLocomotor
 177    Surfaces = GROUND
 178    Speed = 10 ;30                ; in dist/sec
 179    SpeedDamaged = 10 ;30         ; in dist/sec ;DEMO -- To allieviate skating appearence, wounded speed is same as normal
 180    TurnRate = 350            ; in degrees/sec
 181    TurnRateDamaged = 350     ; in degrees/sec
 182    Acceleration = 100        ; in dist/(sec^2)
 183    AccelerationDamaged = 50 ; in dist/(sec^2)
 184    Braking = 150             ; in dist/(sec^2)
 185    MinTurnSpeed = 0          ; in dist/sec
 186    ZAxisBehavior = NO_Z_MOTIVE_FORCE
 187    Appearance = TWO_LEGS
 188    StickToGround = Yes       ; walking guys aren't allowed to catch huge (or even small) air.
 189  End
 190  
 191  ;------------------------------------------------------------------------------
 192  Locomotor WanderHumanLocomotor
 193    Surfaces = GROUND
 194    Speed = 10 ;20                ; in dist/sec
 195    SpeedDamaged = 10 ;30         ; in dist/sec
 196    TurnRate = 350            ; in degrees/sec
 197    TurnRateDamaged = 350     ; in degrees/sec
 198    Acceleration = 100        ; in dist/(sec^2)
 199    AccelerationDamaged = 50 ; in dist/(sec^2)
 200    Braking = 100             ; in dist/(sec^2)
 201    MinTurnSpeed = 0          ; in dist/sec
 202    ZAxisBehavior = NO_Z_MOTIVE_FORCE
 203    Appearance = TWO_LEGS
 204    StickToGround = Yes       ; walking guys aren't allowed to catch huge (or even small) air.
 205  
 206    ; NOTE: The two wander parameters only apply to the TWO_LEGS appearance.
 207    WanderWidthFactor = 1.0 ; how far we wander side to side approx body widths.
 208    WanderLengthFactor = 5.0; how we go forward before we cross back to the other side.
 209  
 210    WanderAboutPointRadius = 30.0; When we are wandering around a point, how far do we wander from the point (in 'feet' distance).
 211  
 212  
 213  End
 214  
 215  ;------------------------------------------------------------------------------
 216  Locomotor PanicHumanLocomotor
 217    Surfaces = GROUND RUBBLE
 218    Speed = 25 ;30                ; in dist/sec
 219    SpeedDamaged = 10 ;30         ; in dist/sec
 220    TurnRate = 350            ; in degrees/sec
 221    TurnRateDamaged = 350     ; in degrees/sec
 222    Acceleration = 100        ; in dist/(sec^2)
 223    AccelerationDamaged = 50 ; in dist/(sec^2)
 224    Braking = 100             ; in dist/(sec^2)
 225    MinTurnSpeed = 0          ; in dist/sec
 226    ZAxisBehavior = NO_Z_MOTIVE_FORCE
 227    Appearance = TWO_LEGS
 228    StickToGround = Yes       ; walking guys aren't allowed to catch huge (or even small) air.
 229  
 230    ; NOTE: The two wander parameters only apply to the TWO_LEGS_WANDER appearance.
 231    WanderWidthFactor = 1.25 ; how far we wander side to side approx body widths.
 232    WanderLengthFactor = 4.0; how we go forward before we cross back to the other side.
 233  
 234  End
 235  
 236  ;------------------------------------------------------------------------------
 237  Locomotor HazMatHumanLocomotor
 238    Surfaces = GROUND RUBBLE
 239    Speed = 25                ; in dist/sec
 240    SpeedDamaged = 20         ; in dist/sec
 241    TurnRate = 180            ; in degrees/sec
 242    TurnRateDamaged = 150     ; in degrees/sec
 243    Acceleration = 100        ; in dist/(sec^2)
 244    AccelerationDamaged = 50 ; in dist/(sec^2)
 245    Braking = 100             ; in dist/(sec^2)
 246    MinTurnSpeed = 0          ; in dist/sec
 247    ZAxisBehavior = NO_Z_MOTIVE_FORCE
 248    Appearance = TWO_LEGS
 249    StickToGround = Yes       ; walking guys aren't allowed to catch huge (or even small) air.
 250  End
 251  
 252  ;------------------------------------------------------------------------------
 253  Locomotor CINE_HazMatHumanLocomotor
 254    Surfaces = GROUND RUBBLE
 255    Speed = 10                ; in dist/sec
 256    SpeedDamaged = 5         ; in dist/sec
 257    TurnRate = 180            ; in degrees/sec
 258    TurnRateDamaged = 150     ; in degrees/sec
 259    Acceleration = 100        ; in dist/(sec^2)
 260    AccelerationDamaged = 50 ; in dist/(sec^2)
 261    Braking = 100             ; in dist/(sec^2)
 262    MinTurnSpeed = 0          ; in dist/sec
 263    ZAxisBehavior = NO_Z_MOTIVE_FORCE
 264    Appearance = TWO_LEGS
 265    StickToGround = Yes       ; walking guys aren't allowed to catch huge (or even small) air.
 266  End
 267  
 268  ;------------------------------------------------------------------------------
 269  ; NOTE NOTE NOTE NOTE
 270  ; NOTE NOTE NOTE NOTE
 271  ; NOTE NOTE NOTE NOTE
 272  ; NOTE NOTE NOTE NOTE
 273  ;
 274  ; Although POW Trucks are cut, AmericaVehiclePOWTruck remains, for cinematic purposes only.
 275  ; (It is used in USA03.) It can't do anything interesting, other than move
 276  ; and get blown up. Thus we still need this locomotor.
 277  ; (srj)
 278  ;
 279  Locomotor POWTruckLocomotor
 280    Surfaces            = GROUND
 281    Speed               = 60       ; in dist/sec
 282    SpeedDamaged        = 30       ; in dist/sec
 283    TurnRate            = 120      ; in degrees/sec
 284    TurnRateDamaged     = 120      ; in degrees/sec
 285    Acceleration        = 120       ; in dist/(sec^2)
 286    AccelerationDamaged = 90       ; in dist/(sec^2)
 287    Braking             = 50       ; in dist/(sec^2)
 288    MinTurnSpeed        = 20       ; in dist/sec
 289    TurnPivotOffset     = -0.33    ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
 290    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
 291    Appearance          = FOUR_WHEELS
 292  
 293    AccelerationPitchLimit = 3     ; Angle limit how far chassis will lift or roll from acceleration.
 294    BounceAmount           = 50    ; simulates hitting random rocks.  0==smooth pavement, 200 = bumpy.
 295    PitchStiffness = 0.1            ;  stiffness of the "springs" in the suspension forward & back.
 296    RollStiffness = 0.05            ;  stiffness of the "springs" in the suspension side to side.
 297    PitchDamping = 0.2              ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 298    RollDamping = 0.1               ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 299    
 300    ForwardAccelerationPitchFactor = 0.20  ; How much acceleration will cause the front to lift, or dip for stops.
 301    LateralAccelerationRollFactor  = 0.1   ;  How much cornering will cause the chassis to roll.
 302  
 303    HasSuspension           = Yes  ; Calculate 4 wheel independent suspension info.
 304    CanMoveBackwards        = Yes  ; Can move backwards.
 305    MaximumWheelExtension   = -2.3 ; Maximum distance the wheels will drop on the model.
 306    MaximumWheelCompression = 1.4  ; Maximum distance the wheel will move up into the chassis.
 307    FrontWheelTurnAngle     = 22   ; How many degrees the front wheels can turn.
 308  End
 309  
 310  ;------------------------------------------------------------------------------
 311  Locomotor 18WheelerLocomotor
 312    Surfaces            = GROUND
 313    Speed               = 30   ; in dist/sec
 314    SpeedDamaged        = 25   ; in dist/sec
 315    TurnRate            = 90   ; in degrees/sec
 316    TurnRateDamaged     = 60   ; in degrees/sec
 317    Acceleration        = 30   ; in dist/(sec^2)
 318    AccelerationDamaged = 8    ; in dist/(sec^2)
 319    Braking             = 50  ; in dist/(sec^2)
 320    MinTurnSpeed        = 0   ; in dist/sec
 321    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
 322    Appearance          = TREADS
 323  
 324    AccelerationPitchLimit = 5              ; Angle limit how far chassis will lift or roll from acceleration.
 325    PitchStiffness = 0.05                   ;  stiffness of the "springs" in the suspension forward & back.
 326    RollStiffness = 0.025                   ;  stiffness of the "springs" in the suspension side to side.
 327    PitchDamping = 0.8                      ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 328    RollDamping = 0.3                       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 329    ForwardAccelerationPitchFactor = 0.5    ; How much acceleration will cause the front to lift, or dip for stops.
 330    LateralAccelerationRollFactor = 0.33    ;  How much cornering will cause the chassis to roll.
 331  End
 332  
 333  ;------------------------------------------------------------------------------
 334  Locomotor SCUDMissileLocomotor
 335    Surfaces = AIR
 336    Speed = 200               ; in dist/sec
 337    SpeedDamaged        = 200   ; in dist/sec
 338    MinSpeed = 100            ; in dist/sec. (THRUST items must have nonzero minspeeds!)
 339    Acceleration = 675        ; in dist/(sec^2)
 340    Braking = 0               ; in dist/(sec^2)
 341    TurnRate = 540            ; in degrees/sec
 342    MaxThrustAngle = 45       ; in degrees (NOT degrees/sec)
 343    AllowAirborneMotiveForce = Yes
 344    Appearance = THRUST
 345    PreferredHeight = 120
 346    ;Note, PreferredHeight and DistanceToTargetBeforeDiving work in tandem for missiles.
 347    PreferredHeightDamping = 0.7      ; so that we gradually adjust our height
 348  End
 349  
 350  ;------------------------------------------------------------------------------
 351  Locomotor SCUDStormMissileLocomotor
 352    Surfaces                       = AIR
 353    Speed                          = 300   ; in dist/sec
 354    SpeedDamaged                   = 200   ; in dist/sec
 355    MinSpeed                       = 100   ; in dist/sec. (THRUST items must have nonzero minspeeds!)
 356    Acceleration                   = 675   ; in dist/(sec^2)
 357    Braking                        = 0     ; in dist/(sec^2)
 358    TurnRate                       = 540   ; in degrees/sec
 359    MaxThrustAngle                 = 45    ; in degrees (NOT degrees/sec)
 360    AllowAirborneMotiveForce  = Yes
 361    Appearance                     = THRUST
 362    PreferredHeight                = 240
 363    ;Note, PreferredHeight and DistanceToTargetBeforeDiving work in tandem for missiles.
 364    PreferredHeightDamping         = 0.7   ; so that we gradually adjust our height
 365    ThrustRoll                     = 0.06
 366    ThrustWobbleRate               = 0.008
 367    ThrustMinWobble                = -0.040
 368    ThrustMaxWobble                = 0.040
 369    CloseEnoughDist3D = Yes   ; This allows the missile to fly over the target and come back
 370  End
 371  
 372  ;------------------------------------------------------------------------------
 373  Locomotor TomahawkLocomotor
 374    Surfaces            = GROUND 
 375    Speed               = 30   ; in dist/sec
 376    SpeedDamaged        = 25   ; in dist/sec
 377    TurnRate            = 180  ;90   ; in degrees/sec
 378    TurnRateDamaged     = 180  ;60   ; in degrees/sec
 379    Acceleration        = 1000 ;240  ; in dist/(sec^2)
 380    AccelerationDamaged = 1000 ;120  ; in dist/(sec^2)
 381    Braking             = 1000 ;50   ; in dist/(sec^2)
 382    MinTurnSpeed        = 0    ; in dist/sec
 383    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
 384    Appearance          = TREADS
 385  
 386    AccelerationPitchLimit = 5              ; Angle limit how far chassis will lift or roll from acceleration.
 387    PitchStiffness = 0.05                   ;  stiffness of the "springs" in the suspension forward & back.
 388    RollStiffness = 0.025                   ;  stiffness of the "springs" in the suspension side to side.
 389    PitchDamping = 0.8                      ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 390    RollDamping = 0.3                       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 391    ForwardAccelerationPitchFactor = 0.5    ; How much acceleration will cause the front to lift, or dip for stops.
 392    LateralAccelerationRollFactor = 0.33    ;  How much cornering will cause the chassis to roll.
 393    GroupMovementPriority = MOVES_BACK;   Moves in the back of a group, behind small arms, and rockets.
 394  End
 395  
 396  ;------------------------------------------------------------------------------
 397  Locomotor NuclearCannonShellLocomotor
 398    Surfaces = AIR
 399    Speed = 300               ; in dist/sec
 400    MinSpeed = 120            ; in dist/sec. (THRUST items must have nonzero minspeeds!)
 401    Acceleration = 2160       ; in dist/(sec^2)
 402    Braking = 0               ; in dist/(sec^2)
 403    TurnRate = 225            ; in degrees/sec
 404    MaxThrustAngle = 20       ; in degrees (NOT degrees/sec)
 405    AllowAirborneMotiveForce = Yes
 406    Appearance = THRUST
 407    GroupMovementPriority = MOVES_BACK;   Moves in the back of a group, behind small arms, and rockets.
 408  End
 409  
 410  ;------------------------------------------------------------------------------
 411  Locomotor CrusaderLocomotor
 412    Surfaces            = GROUND
 413    Speed               = 30   ; in dist/sec
 414    SpeedDamaged        = 25   ; in dist/sec
 415    TurnRate            = 180  ;90   ; in degrees/sec
 416    TurnRateDamaged     = 180  ;60   ; in degrees/sec
 417    Acceleration        = 1000 ;240 ;30   ; in dist/(sec^2)
 418    AccelerationDamaged = 1000 ;120  ; in dist/(sec^2)
 419    Braking             = 1000 ;50  ; in dist/(sec^2)
 420    MinTurnSpeed        = 0   ; in dist/sec
 421    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
 422    Appearance          = TREADS
 423  
 424    AccelerationPitchLimit = 5              ; Angle limit how far chassis will lift or roll from acceleration.
 425    PitchStiffness = 0.05                   ;  stiffness of the "springs" in the suspension forward & back.
 426    RollStiffness = 0.025                   ;  stiffness of the "springs" in the suspension side to side.
 427    PitchDamping = 0.8                      ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 428    RollDamping = 0.3                       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 429    ForwardAccelerationPitchFactor = 0.3    ; How much acceleration will cause the front to lift, or dip for stops.
 430    LateralAccelerationRollFactor = 0.33    ;  How much cornering will cause the chassis to roll.
 431  End
 432  
 433  ;------------------------------------------------------------------------------
 434  ;*************************** Cinematic-Only unit ******************************
 435  Locomotor CINE_CrusaderLocomotor
 436    Surfaces            = GROUND
 437    Speed               = 30   ; in dist/sec
 438    SpeedDamaged        = 25   ; in dist/sec
 439    TurnRate            = 180  ;90   ; in degrees/sec
 440    TurnRateDamaged     = 180  ;60   ; in degrees/sec
 441    Acceleration        = 1000 ;240 ;30   ; in dist/(sec^2)
 442    AccelerationDamaged = 1000 ;120  ; in dist/(sec^2)
 443    Braking             = 1000 ;50  ; in dist/(sec^2)
 444    MinTurnSpeed        = 0   ; in dist/sec
 445    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
 446    Appearance          = TREADS
 447  
 448    AccelerationPitchLimit = 5              ; Angle limit how far chassis will lift or roll from acceleration.
 449    PitchStiffness = 0.05                   ;  stiffness of the "springs" in the suspension forward & back.
 450    RollStiffness = 0.025                   ;  stiffness of the "springs" in the suspension side to side.
 451    PitchDamping = 0.8                      ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 452    RollDamping = 0.3                       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 453    ForwardAccelerationPitchFactor = 0.5    ; How much acceleration will cause the front to lift, or dip for stops.
 454    LateralAccelerationRollFactor = 0.33    ;  How much cornering will cause the chassis to roll.
 455  End
 456  
 457  ;------------------------------------------------------------------------------
 458  Locomotor MilitiaTankLocomotor
 459    Surfaces            = GROUND
 460    Speed               = 30   ; in dist/sec
 461    SpeedDamaged        = 25   ; in dist/sec
 462    TurnRate            = 180  ;90   ; in degrees/sec
 463    TurnRateDamaged     = 180  ;60   ; in degrees/sec
 464    Acceleration        = 1000 ;30   ; in dist/(sec^2)
 465    AccelerationDamaged = 1000 ;20    ; in dist/(sec^2)
 466    Braking             = 1000 ;50  ; in dist/(sec^2)
 467    MinTurnSpeed        = 0   ; in dist/sec
 468    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
 469    Appearance          = TREADS
 470  
 471    AccelerationPitchLimit = 5              ; Angle limit how far chassis will lift or roll from acceleration.
 472    PitchStiffness = 0.05                   ;  stiffness of the "springs" in the suspension forward & back.
 473    RollStiffness = 0.025                   ;  stiffness of the "springs" in the suspension side to side.
 474    PitchDamping = 0.8                      ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 475    RollDamping = 0.3                       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 476    ForwardAccelerationPitchFactor = 0.5    ; How much acceleration will cause the front to lift, or dip for stops.
 477    LateralAccelerationRollFactor = 0.33    ;  How much cornering will cause the chassis to roll.
 478  End
 479  
 480  ;------------------------------------------------------------------------------
 481  Locomotor ScorpionLocomotor
 482    Surfaces            = GROUND
 483    Speed               = 40   ; in dist/sec
 484    SpeedDamaged        = 30   ; in dist/sec
 485    TurnRate            = 180  ;90   ; in degrees/sec
 486    TurnRateDamaged     = 180  ;60   ; in degrees/sec
 487    Acceleration        = 1000 ;30   ; in dist/(sec^2)
 488    AccelerationDamaged = 1000 ;20    ; in dist/(sec^2)
 489    Braking             = 1000 ;50  ; in dist/(sec^2)
 490    MinTurnSpeed        = 0   ; in dist/sec
 491    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
 492    Appearance          = TREADS
 493  
 494    AccelerationPitchLimit = 5              ; Angle limit how far chassis will lift or roll from acceleration.
 495    PitchStiffness = 0.05                   ;  stiffness of the "springs" in the suspension forward & back.
 496    RollStiffness = 0.025                   ;  stiffness of the "springs" in the suspension side to side.
 497    PitchDamping = 0.8                     ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 498    RollDamping = 0.3                       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 499    ForwardAccelerationPitchFactor = 0.5    ; How much acceleration will cause the front to lift, or dip for stops.
 500    LateralAccelerationRollFactor = 0.33    ;  How much cornering will cause the chassis to roll.
 501  End
 502  
 503  ;------------------------------------------------------------------------------
 504  Locomotor MarauderLocomotor
 505    Surfaces            = GROUND
 506    Speed               = 40   ; in dist/sec
 507    SpeedDamaged        = 30   ; in dist/sec
 508    TurnRate            = 180   ; in degrees/sec
 509    TurnRateDamaged     = 180  ;60   ; in degrees/sec
 510    Acceleration        = 1000 ;30   ; in dist/(sec^2)
 511    AccelerationDamaged = 1000 ;20    ; in dist/(sec^2)
 512    Braking             = 1000 ;50  ; in dist/(sec^2)
 513    MinTurnSpeed        = 0   ; in dist/sec
 514    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
 515    Appearance          = TREADS
 516  
 517    AccelerationPitchLimit = 5              ; Angle limit how far chassis will lift or roll from acceleration.
 518    PitchStiffness = 0.05                   ;  stiffness of the "springs" in the suspension forward & back.
 519    RollStiffness = 0.025                   ;  stiffness of the "springs" in the suspension side to side.
 520    PitchDamping = 0.8                     ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 521    RollDamping = 0.3                       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 522    ForwardAccelerationPitchFactor = 0.5    ; How much acceleration will cause the front to lift, or dip for stops.
 523    LateralAccelerationRollFactor = 0.33    ;  How much cornering will cause the chassis to roll.
 524  End
 525  
 526  ;------------------------------------------------------------------------------
 527  Locomotor BombTruckLocomotor
 528    Surfaces            = GROUND
 529    Speed               = 50   ; in dist/sec
 530    SpeedDamaged        = 50   ; in dist/sec
 531    TurnRate            = 90   ; in degrees/sec
 532    TurnRateDamaged     = 60   ; in degrees/sec
 533    Acceleration        = 1000 ;400  ; in dist/(sec^2)
 534    AccelerationDamaged = 1000 ;300  ; in dist/(sec^2)
 535    Braking             = 1000 ;50   ; in dist/(sec^2)
 536    MinTurnSpeed        = 0    ; in dist/sec
 537    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
 538    Appearance          = FOUR_WHEELS
 539    TurnPivotOffset     = -0.5    ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
 540  
 541    AccelerationPitchLimit = 2 ;5              ; Angle limit how far chassis will lift or roll from acceleration.
 542    PitchStiffness = 0.05                   ;  stiffness of the "springs" in the suspension forward & back.
 543    RollStiffness = 0.025                   ;  stiffness of the "springs" in the suspension side to side.
 544    PitchDamping = 0.8                      ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 545    RollDamping = 0.3                       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 546    ForwardAccelerationPitchFactor = 0 ;0.5    ; How much acceleration will cause the front to lift, or dip for stops.
 547    LateralAccelerationRollFactor = 0.33    ;  How much cornering will cause the chassis to roll.
 548  
 549    HasSuspension                   = Yes           ; Calculate 4 wheel independent suspension info.
 550    MaximumWheelExtension           = 0  ; Maximum distance the wheels will drop on the model.
 551    MaximumWheelCompression         = 0 ; Maximum distance the wheel will move up into the chassis.
 552    FrontWheelTurnAngle             = 22      ; How many degrees the front wheels can turn.
 553  End
 554  
 555  ;------------------------------------------------------------------------------
 556  Locomotor ScudLauncherLocomotor
 557    Surfaces            = GROUND
 558    Speed               = 20   ; in dist/sec
 559    SpeedDamaged        = 15   ; in dist/sec
 560    TurnRate            = 50   ; in degrees/sec
 561    TurnRateDamaged     = 45   ; in degrees/sec
 562    Acceleration        = 160  ; in dist/(sec^2)
 563    AccelerationDamaged = 120  ; in dist/(sec^2)
 564    Braking             = 50   ; in dist/(sec^2)
 565    MinTurnSpeed        = 15   ; in dist/sec
 566    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
 567  
 568    ;Appearance          = TREADS
 569    Appearance = FOUR_WHEELS
 570    TurnPivotOffset     = -0.7    ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
 571  
 572    AccelerationPitchLimit = 5              ; Angle limit how far chassis will lift or roll from acceleration.
 573    PitchStiffness = 0.05                   ;  stiffness of the "springs" in the suspension forward & back.
 574    RollStiffness = 0.025                   ;  stiffness of the "springs" in the suspension side to side.
 575    PitchDamping = 0.8                      ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 576    RollDamping = 0.3                       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 577    ForwardAccelerationPitchFactor = 0.5    ; How much acceleration will cause the front to lift, or dip for stops.
 578    LateralAccelerationRollFactor = 0.33    ;  How much cornering will cause the chassis to roll.
 579  
 580    HasSuspension = Yes           ; Calculate 4 wheel independent suspension info.
 581    CanMoveBackwards = Yes        ; Can move backwards.
 582    MaximumWheelExtension = -2.0  ; Maximum distance the wheels will drop on the model.
 583    MaximumWheelCompression = 1.1 ; Maximum distance the wheel will move up into the chassis.
 584    FrontWheelTurnAngle = 35      ; How many degrees the front wheels can turn.
 585    GroupMovementPriority = MOVES_BACK;   Moves in the back of a group, behind small arms, and rockets.
 586  
 587  End
 588  
 589  ;------------------------------------------------------------------------------
 590  Locomotor BattleMasterLocomotor
 591    Surfaces            = GROUND
 592    Speed               = 25   ; in dist/sec
 593    SpeedDamaged        = 25   ; in dist/sec
 594    TurnRate            = 180  ;90   ; in degrees/sec
 595    TurnRateDamaged     = 180  ;60   ; in degrees/sec
 596    Acceleration        = 1000 ;240  ; in dist/(sec^2)
 597    AccelerationDamaged = 1000 ;180  ; in dist/(sec^2)
 598    Braking             = 1000 ;50  ; in dist/(sec^2)
 599    MinTurnSpeed        = 0   ; in dist/sec
 600    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
 601    Appearance          = TREADS
 602  
 603    AccelerationPitchLimit = 5              ; Angle limit how far chassis will lift or roll from acceleration.
 604    PitchStiffness = 0.05                   ;  stiffness of the "springs" in the suspension forward & back.
 605    RollStiffness = 0.025                   ;  stiffness of the "springs" in the suspension side to side.
 606    PitchDamping = 0.8                      ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 607    RollDamping = 0.3                       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 608    ForwardAccelerationPitchFactor = 0.5    ; How much acceleration will cause the front to lift, or dip for stops.
 609    LateralAccelerationRollFactor = 0.33    ;  How much cornering will cause the chassis to roll.
 610  End
 611  
 612  ;------------------------------------------------------------------------------
 613  Locomotor NuclearBattleMasterLocomotor
 614    Surfaces            = GROUND
 615    Speed               = 35   ; 33% faster than normal
 616    SpeedDamaged        = 32   ; 33% faster than normal
 617    TurnRate            = 180  ;120  ; 33% faster than normal
 618    TurnRateDamaged     = 180  ;80   ; 33% faster than normal
 619    Acceleration        = 1000 ;240  ; 33% faster than normal
 620    AccelerationDamaged = 1000 ;240  ; 33% faster than normal
 621    Braking             = 1000 ;50  ; in dist/(sec^2)
 622    MinTurnSpeed        = 0   ; in dist/sec
 623    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
 624    Appearance          = TREADS
 625  
 626    AccelerationPitchLimit = 5              ; Angle limit how far chassis will lift or roll from acceleration.
 627    PitchStiffness = 0.05                   ;  stiffness of the "springs" in the suspension forward & back.
 628    RollStiffness = 0.025                   ;  stiffness of the "springs" in the suspension side to side.
 629    PitchDamping = 0.8                      ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 630    RollDamping = 0.3                       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 631    ForwardAccelerationPitchFactor = 0.5    ; How much acceleration will cause the front to lift, or dip for stops.
 632    LateralAccelerationRollFactor = 0.33    ;  How much cornering will cause the chassis to roll.
 633  End
 634  
 635  ;------------------------------------------------------------------------------
 636  Locomotor OverlordLocomotor
 637    Surfaces            = GROUND
 638    Speed               = 20   ; in dist/sec
 639    SpeedDamaged        = 20   ; in dist/sec
 640    TurnRate            = 60   ;25   ; in degrees/sec
 641    TurnRateDamaged     = 60   ;20   ; in degrees/sec
 642    Acceleration        = 15   ; in dist/(sec^2)
 643    AccelerationDamaged = 15   ; in dist/(sec^2)
 644    Braking             = 50   ; in dist/(sec^2)
 645    MinTurnSpeed        = 0    ; in dist/sec
 646    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
 647    Appearance          = TREADS
 648  
 649    AccelerationPitchLimit = 2              ; Angle limit how far chassis will lift or roll from acceleration.
 650    PitchStiffness = 0.05                   ;  stiffness of the "springs" in the suspension forward & back.
 651    RollStiffness = 0.05                    ;  stiffness of the "springs" in the suspension side to side.
 652    PitchDamping = 0.8                      ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 653    RollDamping = 0.3                       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 654    ForwardAccelerationPitchFactor = 0.5    ; How much acceleration will cause the front to lift, or dip for stops.
 655    LateralAccelerationRollFactor = 0.33    ;  How much cornering will cause the chassis to roll.
 656  End
 657  
 658  ;------------------------------------------------------------------------------
 659  ;*************************** Cinematic-Only unit ******************************
 660  Locomotor CINE_OverlordLocomotor
 661    Surfaces            = GROUND
 662    Speed               = 20   ; in dist/sec
 663    SpeedDamaged        = 20   ; in dist/sec
 664    TurnRate            = 60   ;25   ; in degrees/sec
 665    TurnRateDamaged     = 60   ;20   ; in degrees/sec
 666    Acceleration        = 15   ; in dist/(sec^2)
 667    AccelerationDamaged = 15   ; in dist/(sec^2)
 668    Braking             = 50   ; in dist/(sec^2)
 669    MinTurnSpeed        = 0    ; in dist/sec
 670    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
 671    Appearance          = TREADS
 672  
 673    AccelerationPitchLimit = 2              ; Angle limit how far chassis will lift or roll from acceleration.
 674    PitchStiffness = 0.05                   ;  stiffness of the "springs" in the suspension forward & back.
 675    RollStiffness = 0.05                    ;  stiffness of the "springs" in the suspension side to side.
 676    PitchDamping = 0.8                      ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 677    RollDamping = 0.3                       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 678    ForwardAccelerationPitchFactor = 0.5    ; How much acceleration will cause the front to lift, or dip for stops.
 679    LateralAccelerationRollFactor = 0.33    ;  How much cornering will cause the chassis to roll.
 680  End
 681  
 682  
 683  ;------------------------------------------------------------------------------
 684  Locomotor NuclearOverlordLocomotor
 685    Surfaces            = GROUND
 686    Speed               = 30   ; 33% faster than normal
 687    SpeedDamaged        = 30   ; 33% faster than normal
 688    TurnRate            = 60   ;32   ; 33% faster than normal
 689    TurnRateDamaged     = 60   ;27   ; 33% faster than normal
 690    Acceleration        = 30   ; 33% faster than normal
 691    AccelerationDamaged = 30   ; 33% faster than normal
 692    Braking             = 50  ; in dist/(sec^2)
 693    MinTurnSpeed        = 0   ; in dist/sec
 694    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
 695    Appearance          = TREADS
 696  
 697    AccelerationPitchLimit = 2              ; Angle limit how far chassis will lift or roll from acceleration.
 698    PitchStiffness = 0.05                   ;  stiffness of the "springs" in the suspension forward & back.
 699    RollStiffness = 0.05                    ;  stiffness of the "springs" in the suspension side to side.
 700    PitchDamping = 0.8                      ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 701    RollDamping = 0.3                       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 702    ForwardAccelerationPitchFactor = 0.5    ; How much acceleration will cause the front to lift, or dip for stops.
 703    LateralAccelerationRollFactor = 0.33    ;  How much cornering will cause the chassis to roll.
 704  End
 705  
 706  ;------------------------------------------------------------------------------
 707  Locomotor DragonLocomotor
 708    Surfaces            = GROUND
 709    Speed               = 30   ; in dist/sec
 710    SpeedDamaged        = 25   ; in dist/sec
 711    TurnRate            = 180  ;90   ; in degrees/sec
 712    TurnRateDamaged     = 180  ;60   ; in degrees/sec
 713    Acceleration        = 1000 ;240  ; in dist/(sec^2)
 714    AccelerationDamaged = 1000 ;180  ; in dist/(sec^2)
 715    Braking             = 1000 ;50  ; in dist/(sec^2)
 716    MinTurnSpeed        = 0   ; in dist/sec
 717    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
 718    Appearance          = TREADS
 719  
 720    AccelerationPitchLimit = 5              ; Angle limit how far chassis will lift or roll from acceleration.
 721    PitchStiffness = 0.05                ;  stiffness of the "springs" in the suspension forward & back.
 722    RollStiffness = 0.025                   ;  stiffness of the "springs" in the suspension side to side.
 723    PitchDamping = 0.8                      ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 724    RollDamping = 0.3                       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 725    ForwardAccelerationPitchFactor = 0.5    ; How much acceleration will cause the front to lift, or dip for stops.
 726    LateralAccelerationRollFactor = 0.33    ;  How much cornering will cause the chassis to roll.
 727    GroupMovementPriority = MOVES_FRONT;   Moves in the back of a group, behind small arms, and rockets.
 728  End
 729  
 730  ;------------------------------------------------------------------------------
 731  Locomotor BlimpLocomotor
 732    Surfaces            = GROUND
 733    Speed               = 30   ; in dist/sec
 734    SpeedDamaged        = 25   ; in dist/sec
 735    TurnRate            = 90   ; in degrees/sec
 736    TurnRateDamaged     = 60   ; in degrees/sec
 737    Acceleration        = 30   ; in dist/(sec^2)
 738    AccelerationDamaged = 8    ; in dist/(sec^2)
 739    Braking             = 50  ; in dist/(sec^2)
 740    MinTurnSpeed        = 0   ; in dist/sec
 741    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
 742    Appearance          = TREADS
 743  
 744    AccelerationPitchLimit = 5              ; Angle limit how far chassis will lift or roll from acceleration.
 745    PitchStiffness = 0.05                   ;  stiffness of the "springs" in the suspension forward & back.
 746    RollStiffness = 0.025                   ;  stiffness of the "springs" in the suspension side to side.
 747    PitchDamping = 0.7                      ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 748    RollDamping = 0.3                       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 749    ForwardAccelerationPitchFactor = 0.5    ; How much acceleration will cause the front to lift, or dip for stops.
 750    LateralAccelerationRollFactor = 0.33    ;  How much cornering will cause the chassis to roll.
 751  End
 752  
 753  ;------------------------------------------------------------------------------
 754  Locomotor TroopCrawlerLocomotor
 755    Surfaces            = GROUND
 756    Speed               = 40   ; in dist/sec
 757    SpeedDamaged        = 30   ; in dist/sec
 758    TurnRate            = 120  ;90   ; in degrees/sec
 759    TurnRateDamaged     = 120  ;60   ; in degrees/sec
 760    Acceleration        = 1000 ;400   ; in dist/(sec^2)
 761    AccelerationDamaged = 1000 ;300  ; in dist/(sec^2)
 762    Braking             = 1000 ;50  ; in dist/(sec^2)
 763    MinTurnSpeed        = 25   ; in dist/sec
 764    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
 765    Appearance          = FOUR_WHEELS
 766    TurnPivotOffset     = -0.5    ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
 767  
 768    AccelerationPitchLimit = 5              ; Angle limit how far chassis will lift or roll from acceleration.
 769    PitchStiffness = 0.05                   ;  stiffness of the "springs" in the suspension forward & back.
 770    RollStiffness = 0.025                   ;  stiffness of the "springs" in the suspension side to side.
 771    PitchDamping = 0.8                      ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 772    RollDamping = 0.3                       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 773    ForwardAccelerationPitchFactor = 0.1  ;0.5    ; How much acceleration will cause the front to lift, or dip for stops.
 774    LateralAccelerationRollFactor = 0.33    ;  How much cornering will cause the chassis to roll.
 775  
 776    HasSuspension = Yes           ; Calculate 4 wheel independent suspension info.
 777    CanMoveBackwards = Yes        ; Can move backwards.
 778    MaximumWheelExtension = -2.3  ; Maximum distance the wheels will drop on the model.
 779    MaximumWheelCompression = 1.4 ; Maximum distance the wheel will move up into the chassis.
 780    FrontWheelTurnAngle = 30
 781          ; How many degrees the front wheels can turn.
 782  End
 783  
 784  ;------------------------------------------------------------------------------
 785  Locomotor InfernoLocomotor
 786    Surfaces            = GROUND
 787    Speed               = 20   ; in dist/sec
 788    SpeedDamaged        = 20   ; in dist/sec
 789    TurnRate            = 120  ;90   ; in degrees/sec
 790    TurnRateDamaged     = 90   ;60   ; in degrees/sec
 791    Acceleration        = 1000 ;160  ; in dist/(sec^2)
 792    AccelerationDamaged = 1000 ;120  ; in dist/(sec^2)
 793    Braking             = 1000 ;50   ; in dist/(sec^2)
 794    MinTurnSpeed        = 0    ; in dist/sec
 795    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
 796    Appearance          = TREADS
 797  
 798    AccelerationPitchLimit = 5              ; Angle limit how far chassis will lift or roll from acceleration.
 799    PitchStiffness = 0.05                   ;  stiffness of the "springs" in the suspension forward & back.
 800    RollStiffness = 0.025                   ;  stiffness of the "springs" in the suspension side to side.
 801    PitchDamping = 0.8                      ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 802    RollDamping = 0.3                       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 803    ForwardAccelerationPitchFactor = 0.5    ; How much acceleration will cause the front to lift, or dip for stops.
 804    LateralAccelerationRollFactor = 0.33    ;  How much cornering will cause the chassis to roll.
 805  End
 806  
 807  ;------------------------------------------------------------------------------
 808  ;************************* Cinematic-Only unit ********************************
 809  Locomotor CINE_InfernoLocomotor
 810    Surfaces            = GROUND
 811    Speed               = 20   ; in dist/sec
 812    SpeedDamaged        = 20   ; in dist/sec
 813    TurnRate            = 120  ;90   ; in degrees/sec
 814    TurnRateDamaged     = 90   ;60   ; in degrees/sec
 815    Acceleration        = 1000 ;160  ; in dist/(sec^2)
 816    AccelerationDamaged = 1000 ;120  ; in dist/(sec^2)
 817    Braking             = 1000 ;50   ; in dist/(sec^2)
 818    MinTurnSpeed        = 0    ; in dist/sec
 819    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
 820    Appearance          = TREADS
 821  
 822    AccelerationPitchLimit = 5              ; Angle limit how far chassis will lift or roll from acceleration.
 823    PitchStiffness = 0.05                   ;  stiffness of the "springs" in the suspension forward & back.
 824    RollStiffness = 0.025                   ;  stiffness of the "springs" in the suspension side to side.
 825    PitchDamping = 0.8                      ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 826    RollDamping = 0.3                       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 827    ForwardAccelerationPitchFactor = 0.5    ; How much acceleration will cause the front to lift, or dip for stops.
 828    LateralAccelerationRollFactor = 0.33    ;  How much cornering will cause the chassis to roll.
 829  End
 830  
 831  ;------------------------------------------------------------------------------
 832  Locomotor GattlingTankLocomotor
 833    Surfaces            = GROUND
 834    Speed               = 40   ; in dist/sec
 835    SpeedDamaged        = 30   ; in dist/sec
 836    TurnRate            = 180  ;90   ; in degrees/sec
 837    TurnRateDamaged     = 180  ;60   ; in degrees/sec
 838    Acceleration        = 1000 ;240  ; in dist/(sec^2)
 839    AccelerationDamaged = 1000 ;180  ; in dist/(sec^2)
 840    Braking             = 1000 ;50   ; in dist/(sec^2)
 841    MinTurnSpeed        = 0    ; in dist/sec
 842    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
 843    Appearance          = TREADS
 844  
 845    AccelerationPitchLimit = 5              ; Angle limit how far chassis will lift or roll from acceleration.
 846    PitchStiffness = 0.05                   ;  stiffness of the "springs" in the suspension forward & back.
 847    RollStiffness = 0.025                   ;  stiffness of the "springs" in the suspension side to side.
 848    PitchDamping = 0.8                      ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 849    RollDamping = 0.3                       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 850    ForwardAccelerationPitchFactor = 0.5    ; How much acceleration will cause the front to lift, or dip for stops.
 851    LateralAccelerationRollFactor = 0.33    ;  How much cornering will cause the chassis to roll.
 852  End
 853  
 854  ;------------------------------------------------------------------------------
 855  Locomotor BasicTankLocomotor
 856    Surfaces            = GROUND
 857    Speed               = 30   ; in dist/sec
 858    SpeedDamaged        = 25   ; in dist/sec
 859    TurnRate            = 180  ;90   ; in degrees/sec
 860    TurnRateDamaged     = 180  ;60   ; in degrees/sec
 861    Acceleration        = 1000 ;240  ; in dist/(sec^2)
 862    AccelerationDamaged = 1000 ;180  ; in dist/(sec^2)
 863    Braking             = 1000 ;50   ; in dist/(sec^2)
 864    MinTurnSpeed        = 0    ; in dist/sec
 865    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
 866    Appearance          = TREADS
 867  
 868    AccelerationPitchLimit = 5              ; Angle limit how far chassis will lift or roll from acceleration.
 869    PitchStiffness = 0.05                   ;  stiffness of the "springs" in the suspension forward & back.
 870    RollStiffness = 0.025                   ;  stiffness of the "springs" in the suspension side to side.
 871    PitchDamping = 0.8                      ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 872    RollDamping = 0.3                       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 873    ForwardAccelerationPitchFactor = 0.5    ; How much acceleration will cause the front to lift, or dip for stops.
 874    LateralAccelerationRollFactor = 0.33    ;  How much cornering will cause the chassis to roll.
 875  End
 876  
 877  ;------------------------------------------------------------------------------
 878  Locomotor BasicTruckLocomotor
 879    Surfaces = GROUND
 880    Speed = 30                ; in dist/sec
 881    SpeedDamaged = 30         ; in dist/sec
 882    TurnRate = 60             ; in degrees/sec
 883    TurnRateDamaged = 60      ; in degrees/sec
 884    Acceleration = 10         ; in dist/(sec^2)
 885    AccelerationDamaged = 10  ; in dist/(sec^2)
 886    Braking = 50              ; in dist/(sec^2)
 887    MinTurnSpeed = 0          ; in dist/sec
 888    TurnPivotOffset = -0.5    ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
 889    ZAxisBehavior = NO_Z_MOTIVE_FORCE
 890    Appearance = FOUR_WHEELS
 891  
 892    AccelerationPitchLimit = 4              ; Angle limit how far chassis will lift or roll from acceleration.
 893    BounceAmount = 0                        ;  simulates hitting random rocks.  0==smooth pavement, 200 = bumpy.
 894    PitchStiffness = 0.1                    ;  stiffness of the "springs" in the suspension forward & back.
 895    RollStiffness  = 0.05                    ;  stiffness of the "springs" in the suspension side to side.
 896    PitchDamping = 0.2                ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 897    RollDamping = 0.2                ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 898    ForwardAccelerationPitchFactor = 0.5    ; How much acceleration will cause the front to lift, or dip for stops.
 899    LateralAccelerationRollFactor = 0.2     ;   How much cornering will cause the chassis to roll.
 900  End
 901  
 902  ;------------------------------------------------------------------------------
 903  ;************************* Cinematic-Only unit ********************************
 904  Locomotor CINE_NukeTruckLocomotor
 905    Surfaces = GROUND
 906    Speed = 35                ; in dist/sec
 907    SpeedDamaged = 30         ; in dist/sec
 908    TurnRate = 60             ; in degrees/sec
 909    TurnRateDamaged = 60      ; in degrees/sec
 910    Acceleration = 55         ; in dist/(sec^2)
 911    AccelerationDamaged = 10  ; in dist/(sec^2)
 912    Braking = 50              ; in dist/(sec^2)
 913    MinTurnSpeed = 0          ; in dist/sec
 914    TurnPivotOffset = -0.5    ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
 915    ZAxisBehavior = NO_Z_MOTIVE_FORCE
 916    Appearance = FOUR_WHEELS
 917  
 918    AccelerationPitchLimit = 4              ; Angle limit how far chassis will lift or roll from acceleration.
 919    BounceAmount = 0                        ;  simulates hitting random rocks.  0==smooth pavement, 200 = bumpy.
 920    PitchStiffness = 0.1                    ;  stiffness of the "springs" in the suspension forward & back.
 921    RollStiffness  = 0.05                    ;  stiffness of the "springs" in the suspension side to side.
 922    PitchDamping = 1                ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 923    RollDamping = 0.2                ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 924    ForwardAccelerationPitchFactor = 0.5    ; How much acceleration will cause the front to lift, or dip for stops.
 925    LateralAccelerationRollFactor = 0.2     ;   How much cornering will cause the chassis to roll.
 926  
 927    HasSuspension                   = Yes           ; Calculate 4 wheel independent suspension info.
 928    MaximumWheelExtension           = 0  ; Maximum distance the wheels will drop on the model.
 929    MaximumWheelCompression         = 0 ; Maximum distance the wheel will move up into the chassis.
 930    FrontWheelTurnAngle             = 22      ; How many degrees the front wheels can turn.
 931  
 932  End
 933  
 934  ;------------------------------------------------------------------------------
 935  Locomotor SupplyTruckLocomotor
 936    Surfaces                        = GROUND
 937    Speed                           = 40                ; in dist/sec
 938    SpeedDamaged                    = 20         ; in dist/sec
 939    TurnRate                        = 90             ; in degrees/sec
 940    TurnRateDamaged                 = 60      ; in degrees/sec
 941    Acceleration                    = 240         ; in dist/(sec^2)
 942    AccelerationDamaged             = 180  ; in dist/(sec^2)
 943    Braking                         = 50              ; in dist/(sec^2)
 944    MinTurnSpeed                    = 15          ; in dist/sec
 945    TurnPivotOffset                 = -0.2    ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
 946    ZAxisBehavior                   = NO_Z_MOTIVE_FORCE
 947    Appearance                      = FOUR_WHEELS
 948  
 949    AccelerationPitchLimit          = 4              ; Angle limit how far chassis will lift or roll from acceleration.
 950    BounceAmount                    = 0                        ;  simulates hitting random rocks.  0==smooth pavement, 200 = bumpy.
 951    PitchStiffness                  = 0.2                    ;  stiffness of the "springs" in the suspension forward & back.
 952    RollStiffness                   = 0.05                    ;  stiffness of the "springs" in the suspension side to side.
 953    PitchDamping                    = 0.5                ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 954    RollDamping                     = 0.5                ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 955    ForwardAccelerationPitchFactor  = 0.02    ; How much acceleration will cause the front to lift, or dip for stops.
 956    LateralAccelerationRollFactor   = 0.02     ;   How much cornering will cause the chassis to roll.
 957  
 958    HasSuspension                   = Yes           ; Calculate 4 wheel independent suspension info.
 959    MaximumWheelExtension           = 0  ; Maximum distance the wheels will drop on the model.
 960    MaximumWheelCompression         = 0 ; Maximum distance the wheel will move up into the chassis.
 961    FrontWheelTurnAngle             = 22      ; How many degrees the front wheels can turn.
 962  
 963  End
 964  
 965  ;------------------------------------------------------------------------------
 966  Locomotor BasicCarLocomotor
 967    Surfaces = GROUND
 968    Speed = 90                ; in dist/sec
 969    SpeedDamaged = 90         ; in dist/sec
 970    TurnRate = 120            ; in degrees/sec
 971    TurnRateDamaged = 120     ; in degrees/sec
 972    Acceleration = 30         ; in dist/(sec^2)
 973    AccelerationDamaged = 30  ; in dist/(sec^2)
 974    Braking = 50              ; in dist/(sec^2)
 975    MinTurnSpeed = 40         ; in dist/sec
 976    TurnPivotOffset = -0.5    ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
 977    ZAxisBehavior = NO_Z_MOTIVE_FORCE
 978    Appearance = FOUR_WHEELS
 979  
 980    AccelerationPitchLimit = 6      ; Angle limit how far chassis will lift or roll from acceleration.
 981    BounceAmount = 0                ;  simulates hitting random rocks.  0==smooth pavement, 200 = bumpy.
 982    PitchStiffness = 0.1            ;  stiffness of the "springs" in the suspension forward & back.
 983    RollStiffness  = 0.05            ;  stiffness of the "springs" in the suspension side to side.
 984    PitchDamping = 0.5        ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 985    RollDamping = 0.5        ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 986    ForwardAccelerationPitchFactor = 0.3  ; How much acceleration will cause the front to lift, or dip for stops.
 987    LateralAccelerationRollFactor = 0.2   ;   How much cornering will cause the chassis to roll.
 988  End
 989  
 990  ;------------------------------------------------------------------------------
 991  Locomotor BasicForkLiftLocomotor
 992    Surfaces = GROUND
 993    Speed = 20                ; in dist/sec
 994    SpeedDamaged = 10         ; in dist/sec
 995    TurnRate = 180            ; in degrees/sec
 996    TurnRateDamaged = 60     ; in degrees/sec
 997    Acceleration = 5         ; in dist/(sec^2)
 998    AccelerationDamaged = 30  ; in dist/(sec^2)
 999    Braking = 50              ; in dist/(sec^2)
1000    MinTurnSpeed = 40         ; in dist/sec
1001    TurnPivotOffset = -0.5    ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
1002    ZAxisBehavior = NO_Z_MOTIVE_FORCE
1003    Appearance = FOUR_WHEELS
1004  
1005    AccelerationPitchLimit = 6      ; Angle limit how far chassis will lift or roll from acceleration.
1006    BounceAmount = 0                ;  simulates hitting random rocks.  0==smooth pavement, 200 = bumpy.
1007    PitchStiffness = 0.1            ;  stiffness of the "springs" in the suspension forward & back.
1008    RollStiffness  = 0.05            ;  stiffness of the "springs" in the suspension side to side.
1009    PitchDamping = 0.5        ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1010    RollDamping = 0.5        ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1011    ForwardAccelerationPitchFactor = 0.3  ; How much acceleration will cause the front to lift, or dip for stops.
1012    LateralAccelerationRollFactor = 0.2   ;   How much cornering will cause the chassis to roll.
1013  End
1014  
1015  ;------------------------------------------------------------------------------
1016  Locomotor BasicAmphibiousLocomotor
1017    Surfaces            = GROUND WATER
1018    Speed = 40                ; in dist/sec
1019    SpeedDamaged = 30         ; in dist/sec
1020    TurnRate = 180             ; in degrees/sec
1021    TurnRateDamaged = 120      ; in degrees/sec
1022    Acceleration = 30         ; in dist/(sec^2)
1023    AccelerationDamaged = 20  ; in dist/(sec^2)
1024    Lift = 120                 ; in dist/(sec^2)
1025    LiftDamaged = 80          ; in dist/(sec^2)
1026    Braking = 50              ; in dist/(sec^2)
1027    MinTurnSpeed = 0          ; in dist/sec
1028    PreferredHeight = 4 ; at 1, 2, 3, the unit shakes from rounding.  at 0 the SurfaceRelativeHeight flag is ignored.
1029    AllowAirborneMotiveForce = Yes
1030    ZAxisBehavior       = SURFACE_RELATIVE_HEIGHT
1031    Appearance          = HOVER
1032  
1033    PitchStiffness = 0.9                  ;  stiffness of the "springs" in the suspension forward & back.
1034    RollStiffness = 0.95                  ;  stiffness of the "springs" in the suspension side to side.
1035    PitchDamping = 0.9                    ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1036    RollDamping = 0.9                     ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1037    ForwardVelocityPitchFactor = -0.1     ;  How much velocity will cause the front to lift/dip
1038    LateralVelocityRollFactor = 0.1       ;  How much cornering will cause the chassis to roll.
1039    Apply2DFrictionWhenAirborne = Yes
1040    AirborneTargetingHeight = 30
1041    LocomotorWorksWhenDead = No          ; 
1042  End
1043  
1044  ;------------------------------------------------------------------------------
1045  Locomotor SpyDroneLocomtor
1046    Surfaces            = GROUND WATER
1047    Speed = 0                ; in dist/sec
1048    SpeedDamaged = 0         ; in dist/sec
1049    TurnRate = 0             ; in degrees/sec
1050    TurnRateDamaged = 0      ; in degrees/sec
1051    Acceleration = 30         ; in dist/(sec^2)
1052    AccelerationDamaged = 20  ; in dist/(sec^2)
1053    Lift = 120                 ; in dist/(sec^2)
1054    LiftDamaged = 80          ; in dist/(sec^2)
1055    Braking = 50              ; in dist/(sec^2)
1056    MinTurnSpeed = 0          ; in dist/sec
1057    PreferredHeight = 90
1058    AllowAirborneMotiveForce = Yes
1059    ZAxisBehavior       = SURFACE_RELATIVE_HEIGHT
1060    Appearance          = HOVER
1061  
1062    PitchStiffness = 0.9                  ;  stiffness of the "springs" in the suspension forward & back.
1063    RollStiffness = 0.95                  ;  stiffness of the "springs" in the suspension side to side.
1064    PitchDamping = 0.9                    ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1065    RollDamping = 0.9                     ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1066    ForwardVelocityPitchFactor = -0.1     ;  How much velocity will cause the front to lift/dip
1067    LateralVelocityRollFactor = 0.1       ;  How much cornering will cause the chassis to roll.
1068    Apply2DFrictionWhenAirborne = Yes
1069    AirborneTargetingHeight = 30
1070    LocomotorWorksWhenDead = No          ; 
1071  End
1072  
1073  ;------------------------------------------------------------------------------
1074  Locomotor BasicBoatLocomotor
1075    Surfaces             = WATER
1076    Speed                = 40  ; in dist/sec
1077    SpeedDamaged         = 30  ; in dist/sec
1078    TurnRate             = 30 ; in degrees/sec
1079    TurnRateDamaged      = 30 ; in degrees/sec
1080    Acceleration         = 30  ; in dist/(sec^2)
1081    AccelerationDamaged  = 20  ; in dist/(sec^2)
1082    Lift                 = 120 ; in dist/(sec^2)
1083    LiftDamaged          = 80  ; in dist/(sec^2)
1084    Braking              = 50  ; in dist/(sec^2)
1085    MinTurnSpeed         = 0   ; in dist/sec
1086    PreferredHeight      = 4   ; at 1, 2, 3, the unit shakes from rounding.  at 0 the SurfaceRelativeHeight flag is ignored.
1087    AllowAirborneMotiveForce = Yes
1088    ZAxisBehavior                 = SURFACE_RELATIVE_HEIGHT
1089    Appearance                    = HOVER
1090  
1091    PitchStiffness              = 0.9   ; stiffness of the "springs" in the suspension forward & back.
1092    RollStiffness               = 0.95  ; stiffness of the "springs" in the suspension side to side.
1093    PitchDamping                = 0.9   ; How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1094    RollDamping                 = 0.9   ; How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1095    ForwardVelocityPitchFactor  = -0.1  ; How much velocity will cause the front to lift/dip
1096    LateralVelocityRollFactor   = 0.1   ; How much cornering will cause the chassis to roll.
1097    Apply2DFrictionWhenAirborne = Yes
1098    AirborneTargetingHeight     = 30
1099    LocomotorWorksWhenDead      = No    
1100  End
1101  ;------------------------------------------------------------------------------
1102  Locomotor RailroadGuideLocomotor
1103    Surfaces             = GROUND
1104    Speed                = 133  ; in dist/sec
1105    SpeedDamaged         = 60  ; in dist/sec
1106    TurnRate             = 120  ; in degrees/sec
1107    TurnRateDamaged      = 120  ; in degrees/sec
1108    Acceleration         = 9   ; in dist/(sec^2)
1109    AccelerationDamaged  = 2   ; in dist/(sec^2)
1110    Braking              = 5 ; in dist/(sec^2)
1111    MinTurnSpeed         = 0  ; in dist/sec
1112    TurnPivotOffset = 0.0     ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
1113    ZAxisBehavior                 = NO_Z_MOTIVE_FORCE
1114    Appearance                    = FOUR_WHEELS
1115  End
1116  
1117  
1118  ;------------------------------------------------------------------------------
1119  Locomotor WanderCarLocomotor
1120    Surfaces = GROUND
1121    Speed = 45                ; in dist/sec
1122    SpeedDamaged = 45         ; in dist/sec
1123    TurnRate = 120            ; in degrees/sec
1124    TurnRateDamaged = 120     ; in degrees/sec
1125    Acceleration = 10         ; in dist/(sec^2)
1126    AccelerationDamaged = 10  ; in dist/(sec^2)
1127    Braking = 50              ; in dist/(sec^2)
1128    MinTurnSpeed = 15         ; in dist/sec
1129    TurnPivotOffset = -0.5    ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
1130    ZAxisBehavior = NO_Z_MOTIVE_FORCE
1131    Appearance = FOUR_WHEELS
1132  
1133    AccelerationPitchLimit = 5      ; Angle limit how far chassis will lift or roll from acceleration.
1134    BounceAmount = 0                ;  simulates hitting random rocks.  0==smooth pavement, 200 = bumpy.
1135    PitchStiffness = 0.5            ;  stiffness of the "springs" in the suspension forward & back.
1136    RollStiffness = 0.5             ;  stiffness of the "springs" in the suspension side to side.
1137    PitchDamping = 0.5              ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1138    RollDamping = 0.5               ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1139    ForwardAccelerationPitchFactor = 0.3  ; How much acceleration will cause the front to lift, or dip for stops.
1140    LateralAccelerationRollFactor = 0.2   ;  How much cornering will cause the chassis to roll.
1141  End
1142  
1143  ;------------------------------------------------------------------------------
1144  Locomotor PanicCarLocomotor
1145    Surfaces = GROUND
1146    Speed = 90                ; in dist/sec
1147    SpeedDamaged = 90         ; in dist/sec
1148    TurnRate = 120            ; in degrees/sec
1149    TurnRateDamaged = 120     ; in degrees/sec
1150    Acceleration = 30         ; in dist/(sec^2)
1151    AccelerationDamaged = 30  ; in dist/(sec^2)
1152    Braking = 50              ; in dist/(sec^2)
1153    MinTurnSpeed = 40         ; in dist/sec
1154    TurnPivotOffset = -0.5    ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
1155    ZAxisBehavior = NO_Z_MOTIVE_FORCE
1156    Appearance = FOUR_WHEELS
1157  
1158    AccelerationPitchLimit = 6      ; Angle limit how far chassis will lift or roll from acceleration.
1159    BounceAmount = 0                ;  simulates hitting random rocks.  0==smooth pavement, 200 = bumpy.
1160    PitchStiffness = 0.5            ;  stiffness of the "springs" in the suspension forward & back.
1161    RollStiffness = 0.5             ;  stiffness of the "springs" in the suspension side to side.
1162    PitchDamping = 0.5              ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1163    RollDamping = 0.5               ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1164    ForwardAccelerationPitchFactor = 0.3  ; How much acceleration will cause the front to lift, or dip for stops.
1165    LateralAccelerationRollFactor = 0.2   ;  How much cornering will cause the chassis to roll.
1166  End
1167  
1168  ;------------------------------------------------------------------------------
1169  Locomotor BasicCarSuspensionLocomotor
1170    Surfaces = GROUND
1171    Speed = 90                ; in dist/sec
1172    SpeedDamaged = 90         ; in dist/sec
1173    TurnRate = 120            ; in degrees/sec
1174    TurnRateDamaged = 120     ; in degrees/sec
1175    Acceleration = 30         ; in dist/(sec^2)
1176    AccelerationDamaged = 30  ; in dist/(sec^2)
1177    Braking = 50              ; in dist/(sec^2)
1178    MinTurnSpeed = 40         ; in dist/sec
1179    TurnPivotOffset = -0.5    ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
1180    ZAxisBehavior = NO_Z_MOTIVE_FORCE
1181    Appearance = FOUR_WHEELS
1182  
1183    AccelerationPitchLimit = 6      ; Angle limit how far chassis will lift or roll from acceleration.
1184    BounceAmount = 0                ;  simulates hitting random rocks.  0==smooth pavement, 200 = bumpy.
1185    PitchStiffness = 0.5            ;  stiffness of the "springs" in the suspension forward & back.
1186    RollStiffness = 0.5             ;  stiffness of the "springs" in the suspension side to side.
1187    PitchDamping = 0.5              ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1188    RollDamping = 0.5               ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1189    ForwardAccelerationPitchFactor = 0.3  ; How much acceleration will cause the front to lift, or dip for stops.
1190    LateralAccelerationRollFactor = 0.2   ;  How much cornering will cause the chassis to roll.
1191  
1192    HasSuspension = Yes           ; Calculate 4 wheel independent suspension info.
1193    MaximumWheelExtension = -2.3  ; Maximum distance the wheels will drop on the model.
1194    MaximumWheelCompression = 1.4 ; Maximum distance the wheel will move up into the chassis.
1195    FrontWheelTurnAngle = 22      ; How many degrees the front wheels can turn.
1196  End
1197  
1198  ;------------------------------------------------------------------------------
1199  Locomotor WanderCarSuspensionLocomotor
1200    Surfaces = GROUND
1201    Speed = 45                ; in dist/sec
1202    SpeedDamaged = 45         ; in dist/sec
1203    TurnRate = 120            ; in degrees/sec
1204    TurnRateDamaged = 120     ; in degrees/sec
1205    Acceleration = 10         ; in dist/(sec^2)
1206    AccelerationDamaged = 10  ; in dist/(sec^2)
1207    Braking = 50              ; in dist/(sec^2)
1208    MinTurnSpeed = 15         ; in dist/sec
1209    TurnPivotOffset = -0.5    ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
1210    ZAxisBehavior = NO_Z_MOTIVE_FORCE
1211    Appearance = FOUR_WHEELS
1212  
1213    AccelerationPitchLimit = 5      ; Angle limit how far chassis will lift or roll from acceleration.
1214    BounceAmount = 0                ;  simulates hitting random rocks.  0==smooth pavement, 200 = bumpy.
1215    PitchStiffness = 0.5            ;  stiffness of the "springs" in the suspension forward & back.
1216    RollStiffness = 0.5             ;  stiffness of the "springs" in the suspension side to side.
1217    PitchDamping = 0.5              ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1218    RollDamping = 0.5               ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1219    ForwardAccelerationPitchFactor = 0.3  ; How much acceleration will cause the front to lift, or dip for stops.
1220    LateralAccelerationRollFactor = 0.2   ;  How much cornering will cause the chassis to roll.
1221  
1222    HasSuspension = Yes           ; Calculate 4 wheel independent suspension info.
1223    MaximumWheelExtension = -2.3  ; Maximum distance the wheels will drop on the model.
1224    MaximumWheelCompression = 1.4 ; Maximum distance the wheel will move up into the chassis.
1225    FrontWheelTurnAngle = 22      ; How many degrees the front wheels can turn.
1226  End
1227  
1228  ;------------------------------------------------------------------------------
1229  Locomotor PanicCarSuspensionLocomotor
1230    Surfaces = GROUND
1231    Speed = 90                ; in dist/sec
1232    SpeedDamaged = 90         ; in dist/sec
1233    TurnRate = 120            ; in degrees/sec
1234    TurnRateDamaged = 120     ; in degrees/sec
1235    Acceleration = 30         ; in dist/(sec^2)
1236    AccelerationDamaged = 30  ; in dist/(sec^2)
1237    Braking = 50              ; in dist/(sec^2)
1238    MinTurnSpeed = 40         ; in dist/sec
1239    TurnPivotOffset = -0.5    ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
1240    ZAxisBehavior = NO_Z_MOTIVE_FORCE
1241    Appearance = FOUR_WHEELS
1242  
1243    AccelerationPitchLimit = 6      ; Angle limit how far chassis will lift or roll from acceleration.
1244    BounceAmount = 0                ;  simulates hitting random rocks.  0==smooth pavement, 200 = bumpy.
1245    PitchStiffness = 0.5            ;  stiffness of the "springs" in the suspension forward & back.
1246    RollStiffness = 0.5             ;  stiffness of the "springs" in the suspension side to side.
1247    PitchDamping = 0.5              ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1248    RollDamping = 0.5               ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1249    ForwardAccelerationPitchFactor = 0.3  ; How much acceleration will cause the front to lift, or dip for stops.
1250    LateralAccelerationRollFactor = 0.2   ;  How much cornering will cause the chassis to roll.
1251  
1252    HasSuspension = Yes           ; Calculate 4 wheel independent suspension info.
1253    MaximumWheelExtension = -2.3  ; Maximum distance the wheels will drop on the model.
1254    MaximumWheelCompression = 1.4 ; Maximum distance the wheel will move up into the chassis.
1255    FrontWheelTurnAngle = 22      ; How many degrees the front wheels can turn.
1256  End
1257  
1258  ;------------------------------------------------------------------------------
1259  Locomotor RocketBuggyLocomotor
1260    Surfaces = GROUND
1261    Speed = 90                ; in dist/sec
1262    SpeedDamaged = 80         ; in dist/sec
1263    TurnRate = 180            ; in degrees/sec
1264    TurnRateDamaged = 180     ; in degrees/sec
1265    Acceleration = 90         ; in dist/(sec^2)
1266    AccelerationDamaged = 80  ; in dist/(sec^2)
1267    Braking = 50              ; in dist/(sec^2)
1268    MinTurnSpeed = 20         ; in dist/sec
1269    TurnPivotOffset = -0.33   ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
1270    ZAxisBehavior = NO_Z_MOTIVE_FORCE
1271    Appearance = FOUR_WHEELS
1272  
1273    AccelerationPitchLimit = 5      ; Angle limit how far chassis will lift or roll from acceleration.
1274    BounceAmount = 200              ;  simulates hitting random rocks.  0==smooth pavement, 200 = bumpy.
1275    PitchStiffness = 0.1            ;  stiffness of the "springs" in the suspension forward & back.
1276    RollStiffness = 0.05            ;  stiffness of the "springs" in the suspension side to side.
1277    PitchDamping = 0.1              ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1278    RollDamping = 0.1               ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1279    ForwardAccelerationPitchFactor = 0.5  ; How much acceleration will cause the front to lift, or dip for stops.
1280    LateralAccelerationRollFactor = 0.2   ;  How much cornering will cause the chassis to roll.
1281  
1282    HasSuspension = Yes           ; Calculate 4 wheel independent suspension info.
1283    CanMoveBackwards = Yes        ; Can move backwards.
1284    MaximumWheelExtension = -2.3  ; Maximum distance the wheels will drop on the model.
1285    MaximumWheelCompression = 1.4 ; Maximum distance the wheel will move up into the chassis.
1286    FrontWheelTurnAngle = 22      ; How many degrees the front wheels can turn.
1287  End
1288  
1289  ;------------------------------------------------------------------------------
1290  ;************************* Cinematic-only unit ********************************
1291  Locomotor CINE_RocketBuggyLocomotor
1292    Surfaces = GROUND
1293    Speed = 90                ; in dist/sec
1294    SpeedDamaged = 80         ; in dist/sec
1295    TurnRate = 180            ; in degrees/sec
1296    TurnRateDamaged = 180     ; in degrees/sec
1297    Acceleration = 90         ; in dist/(sec^2)
1298    AccelerationDamaged = 80  ; in dist/(sec^2)
1299    Braking = 50              ; in dist/(sec^2)
1300    MinTurnSpeed = 20         ; in dist/sec
1301    TurnPivotOffset = -0.33   ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
1302    ZAxisBehavior = NO_Z_MOTIVE_FORCE
1303    Appearance = FOUR_WHEELS
1304  
1305    AccelerationPitchLimit = 5      ; Angle limit how far chassis will lift or roll from acceleration.
1306    BounceAmount = 200              ;  simulates hitting random rocks.  0==smooth pavement, 200 = bumpy.
1307    PitchStiffness = 0.1            ;  stiffness of the "springs" in the suspension forward & back.
1308    RollStiffness = 0.05            ;  stiffness of the "springs" in the suspension side to side.
1309    PitchDamping = 0.1              ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1310    RollDamping = 0.1               ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1311    ForwardAccelerationPitchFactor = 0.5  ; How much acceleration will cause the front to lift, or dip for stops.
1312    LateralAccelerationRollFactor = 0.2   ;  How much cornering will cause the chassis to roll.
1313  
1314    HasSuspension = Yes           ; Calculate 4 wheel independent suspension info.
1315    CanMoveBackwards = Yes        ; Can move backwards.
1316    MaximumWheelExtension = -2.3  ; Maximum distance the wheels will drop on the model.
1317    MaximumWheelCompression = 1.4 ; Maximum distance the wheel will move up into the chassis.
1318    FrontWheelTurnAngle = 22      ; How many degrees the front wheels can turn.
1319  End
1320  
1321  ;------------------------------------------------------------------------------
1322  Locomotor HumveeLocomotor
1323    Surfaces                = GROUND
1324    Speed                   = 60    ; in dist/sec
1325    SpeedDamaged            = 30    ; in dist/sec
1326    TurnRate                = 180   ;120   ; in degrees/sec
1327    TurnRateDamaged         = 180   ;120   ; in degrees/sec
1328    Acceleration            = 1000  ;60    ; in dist/(sec^2)
1329    AccelerationDamaged     = 1000  ;60    ; in dist/(sec^2)
1330    Braking                 = 1000  ;60    ; in dist/(sec^2)
1331    MinTurnSpeed            = 20    ; in dist/sec
1332    TurnPivotOffset         = -0.33 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
1333    ZAxisBehavior           = NO_Z_MOTIVE_FORCE
1334    Appearance              = FOUR_WHEELS
1335    StickToGround           = No 
1336  
1337    AccelerationPitchLimit  = 0     ; Angle limit how far chassis will lift or roll from acceleration.
1338    BounceAmount            = 0    ; simulates hitting random rocks.  0==smooth pavement, 200 = bumpy.
1339    PitchStiffness          = 0.35  ; stiffness of the "springs" in the suspension forward & back.
1340    RollStiffness           = 0.05  ; stiffness of the "springs" in the suspension side to side.
1341    PitchDamping            = 0.96  ; How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1342    RollDamping             = 0.96  ; How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.  
1343    
1344    ForwardAccelerationPitchFactor = 0.00  ; How much acceleration will cause the front to lift, or dip for stops.
1345    LateralAccelerationRollFactor  = 0.10  ; How much cornering will cause the chassis to roll.
1346  
1347    HasSuspension           = Yes   ; Calculate 4 wheel independent suspension info.
1348    CanMoveBackwards        = Yes   ; Can move backwards.
1349    MaximumWheelExtension   = -1.0  ; Maximum distance the wheels will drop on the model.
1350    MaximumWheelCompression = 0.5   ; Maximum distance the wheel will move up into the chassis.
1351    FrontWheelTurnAngle     = 22    ; How many degrees the front wheels can turn.
1352  
1353  End
1354  
1355  ;------------------------------------------------------------------------------
1356  ;***************************** Cinematic-Only unit ****************************
1357  Locomotor CINE_USAHumveeLocomotor
1358    Surfaces                = GROUND
1359    Speed                   = 60    ; in dist/sec
1360    SpeedDamaged            = 30    ; in dist/sec
1361    TurnRate                = 180   ;120   ; in degrees/sec
1362    TurnRateDamaged         = 180   ;120   ; in degrees/sec
1363    Acceleration            = 1000  ;60    ; in dist/(sec^2)
1364    AccelerationDamaged     = 1000  ;60    ; in dist/(sec^2)
1365    Braking                 = 1000  ;60    ; in dist/(sec^2)
1366    MinTurnSpeed            = 20    ; in dist/sec
1367    TurnPivotOffset         = -0.33 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
1368    ZAxisBehavior           = NO_Z_MOTIVE_FORCE
1369    Appearance              = FOUR_WHEELS
1370    StickToGround           = No 
1371  
1372    AccelerationPitchLimit  = 0     ; Angle limit how far chassis will lift or roll from acceleration.
1373    BounceAmount            = 0    ; simulates hitting random rocks.  0==smooth pavement, 200 = bumpy.
1374    PitchStiffness          = 0.35  ; stiffness of the "springs" in the suspension forward & back.
1375    RollStiffness           = 0.05  ; stiffness of the "springs" in the suspension side to side.
1376    PitchDamping            = 0.96  ; How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1377    RollDamping             = 0.96  ; How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.  
1378    
1379    ForwardAccelerationPitchFactor = 0.00  ; How much acceleration will cause the front to lift, or dip for stops.
1380    LateralAccelerationRollFactor  = 0.10  ; How much cornering will cause the chassis to roll.
1381  
1382    HasSuspension           = Yes   ; Calculate 4 wheel independent suspension info.
1383    CanMoveBackwards        = Yes   ; Can move backwards.
1384    MaximumWheelExtension   = -1.0  ; Maximum distance the wheels will drop on the model.
1385    MaximumWheelCompression = 0.5   ; Maximum distance the wheel will move up into the chassis.
1386    FrontWheelTurnAngle     = 22    ; How many degrees the front wheels can turn.
1387  
1388  End
1389  
1390  ;------------------------------------------------------------------------------
1391  ;*************************Required For GLA02 INTRO*****************************
1392  Locomotor CINE_ConvoyTruckLocomotor
1393    Surfaces                        = GROUND
1394    Speed                           = 25    ; in dist/sec
1395    SpeedDamaged                    = 25    ; in dist/sec
1396    TurnRate                        = 60             ; in degrees/sec
1397    TurnRateDamaged                 = 60      ; in degrees/sec
1398    Acceleration                    = 10         ; in dist/(sec^2)
1399    AccelerationDamaged             = 10  ; in dist/(sec^2)
1400    Braking                         = 50              ; in dist/(sec^2)
1401    MinTurnSpeed                    = 0          ; in dist/sec
1402    TurnPivotOffset                 = -0.5    ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
1403    ZAxisBehavior                   = NO_Z_MOTIVE_FORCE
1404    Appearance                      = FOUR_WHEELS
1405  
1406    AccelerationPitchLimit          = 4              ; Angle limit how far chassis will lift or roll from acceleration.
1407    BounceAmount                    = 0                        ;  simulates hitting random rocks.  0==smooth pavement, 200 = bumpy.
1408    PitchStiffness                  = 0.35  ; stiffness of the "springs" in the suspension forward & back.
1409    RollStiffness                   = 0.05  ; stiffness of the "springs" in the suspension side to side.
1410    PitchDamping                    = 0.96  ; How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1411    RollDamping                     = 0.96  ; How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.  
1412    ForwardAccelerationPitchFactor  = 0.5    ; How much acceleration will cause the front to lift, or dip for stops.
1413    LateralAccelerationRollFactor   = 0.2     ;   How much cornering will cause the chassis to roll.
1414  
1415    HasSuspension                   = Yes           ; Calculate 4 wheel independent suspension info.
1416    MaximumWheelExtension           = 0  ; Maximum distance the wheels will drop on the model.
1417    MaximumWheelCompression         = 0 ; Maximum distance the wheel will move up into the chassis.
1418    FrontWheelTurnAngle             = 22      ; How many degrees the front wheels can turn.
1419  
1420  End
1421  
1422  ;------------------------------------------------------------------------------
1423  Locomotor RadarVanLocomotor
1424    Surfaces = GROUND
1425    Speed = 40           ; in dist/sec
1426    SpeedDamaged = 30         ; in dist/sec
1427    TurnRate = 180            ; in degrees/sec
1428    TurnRateDamaged = 180     ; in degrees/sec
1429    Acceleration = 50         ; in dist/(sec^2)
1430    AccelerationDamaged = 50  ; in dist/(sec^2)
1431    Braking = 50              ; in dist/(sec^2)
1432    MinTurnSpeed = 20         ; in dist/sec
1433    TurnPivotOffset = -0.33   ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
1434    ZAxisBehavior = NO_Z_MOTIVE_FORCE
1435    Appearance = FOUR_WHEELS
1436  
1437    AccelerationPitchLimit = 3      ; Angle limit how far chassis will lift or roll from acceleration.
1438    BounceAmount = 50              ;  simulates hitting random rocks.  0==smooth pavement, 200 = bumpy.
1439    PitchStiffness = 0.1            ;  stiffness of the "springs" in the suspension forward & back.
1440    RollStiffness = 0.05            ;  stiffness of the "springs" in the suspension side to side.
1441    PitchDamping = 0.2              ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1442    RollDamping = 0.1               ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1443    ForwardAccelerationPitchFactor = 0.25  ; How much acceleration will cause the front to lift, or dip for stops.
1444    LateralAccelerationRollFactor = 0.1   ;  How much cornering will cause the chassis to roll.
1445  
1446    HasSuspension = Yes           ; Calculate 4 wheel independent suspension info.
1447    MaximumWheelExtension = -1.5  ; Maximum distance the wheels will drop on the model.
1448    MaximumWheelCompression = 1.0 ; Maximum distance the wheel will move up into the chassis.
1449    FrontWheelTurnAngle = 22      ; How many degrees the front wheels can turn.
1450  End
1451  
1452  ;------------------------------------------------------------------------------
1453  Locomotor ToxinTruckLocomotor
1454    Surfaces = GROUND
1455    Speed = 30           ; in dist/sec
1456    SpeedDamaged = 20         ; in dist/sec
1457    TurnRate = 180            ; in degrees/sec
1458    TurnRateDamaged = 180     ; in degrees/sec
1459    Acceleration = 100 ;50         ; in dist/(sec^2)
1460    AccelerationDamaged = 100 ;50  ; in dist/(sec^2)
1461    Braking = 100 ;50              ; in dist/(sec^2)
1462    MinTurnSpeed = 20         ; in dist/sec
1463    TurnPivotOffset = -0.33   ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
1464    ZAxisBehavior = NO_Z_MOTIVE_FORCE
1465    Appearance = FOUR_WHEELS
1466  
1467    AccelerationPitchLimit = 3      ; Angle limit how far chassis will lift or roll from acceleration.
1468    BounceAmount = 10              ;  simulates hitting random rocks.  0==smooth pavement, 200 = bumpy.
1469    PitchStiffness = 0.05            ;  stiffness of the "springs" in the suspension forward & back.
1470    RollStiffness = 0.02            ;  stiffness of the "springs" in the suspension side to side.
1471    PitchDamping = 0.1              ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1472    RollDamping = 0.1               ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1473    ForwardAccelerationPitchFactor = 0.25  ; How much acceleration will cause the front to lift, or dip for stops.
1474    LateralAccelerationRollFactor = 0.1   ;  How much cornering will cause the chassis to roll.
1475  
1476    HasSuspension = Yes           ; Calculate 4 wheel independent suspension info.
1477    MaximumWheelExtension = -0.2  ; Maximum distance the wheels will drop on the model.
1478    MaximumWheelCompression = 0.1 ; Maximum distance the wheel will move up into the chassis.
1479    FrontWheelTurnAngle = 22      ; How many degrees the front wheels can turn.
1480  End
1481  
1482  ;------------------------------------------------------------------------------
1483  Locomotor QuadCannonLocomotor
1484    Surfaces            = GROUND
1485    Speed               = 40      ; in dist/sec
1486    SpeedDamaged        = 25      ; in dist/sec
1487    TurnRate            = 180  ;90      ; in degrees/sec
1488    TurnRateDamaged     = 180  ;60      ; in degrees/sec
1489    Acceleration        = 1000 ;240     ; in dist/(sec^2)
1490    AccelerationDamaged = 1000 ;180     ; in dist/(sec^2)
1491    Braking             = 1000 ;50      ; in dist/(sec^2)
1492    MinTurnSpeed        = 15      ; in dist/sec
1493    TurnPivotOffset     = -0.5    ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
1494    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
1495    Appearance          = FOUR_WHEELS
1496    ;TurnPivotOffset     = 0.5    ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
1497  
1498    AccelerationPitchLimit = 3      ; Angle limit how far chassis will lift or roll from acceleration.
1499    BounceAmount = 0                ;  simulates hitting random rocks.  0==smooth pavement, 200 = bumpy.
1500    PitchStiffness = 0.1            ;  stiffness of the "springs" in the suspension forward & back.
1501    RollStiffness  = 0.05            ;  stiffness of the "springs" in the suspension side to side.
1502    PitchDamping = 0.85              ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1503    RollDamping = 0.3                ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1504    ForwardAccelerationPitchFactor = 0.2  ; How much acceleration will cause the front to lift, or dip for stops.
1505    LateralAccelerationRollFactor = 0.1   ;   How much cornering will cause the chassis to roll.
1506  
1507    HasSuspension = Yes           ; Calculate 4 wheel independent suspension info.
1508    MaximumWheelExtension = -3.0  ; Maximum distance the wheels will drop on the model.
1509    MaximumWheelCompression = 1.5 ; Maximum distance the wheel will move up into the chassis.
1510    FrontWheelTurnAngle = 22      ; How many degrees the front wheels can turn.
1511  
1512  End
1513  
1514  ;------------------------------------------------------------------------------
1515  Locomotor TechnicalLocomotor
1516    Surfaces              = GROUND
1517    Speed                 = 90              ; in dist/sec
1518    SpeedDamaged          = 80              ; in dist/sec
1519    TurnRate              = 180             ; in degrees/sec
1520    TurnRateDamaged       = 180             ; in degrees/sec
1521    Acceleration          = 100 ;90              ; in dist/(sec^2)
1522    AccelerationDamaged   = 100 ;80              ; in dist/(sec^2)
1523    Braking               = 50              ; in dist/(sec^2)
1524    MinTurnSpeed          = 20              ; in dist/sec
1525    TurnPivotOffset       = -0.5            ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
1526    ZAxisBehavior         = NO_Z_MOTIVE_FORCE
1527    Appearance            = FOUR_WHEELS
1528    ;TurnPivotOffset     = 0.5    ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
1529  
1530    AccelerationPitchLimit  = 6.0    ; Angle limit how far chassis will lift or roll from acceleration.
1531    BounceAmount = 100              ;  simulates hitting random rocks.  0==smooth pavement, 200 = bumpy.
1532    PitchStiffness = 0.5            ;  stiffness of the "springs" in the suspension forward & back.
1533    RollStiffness = 0.5             ;  stiffness of the "springs" in the suspension side to side.
1534    PitchDamping = 0.5              ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1535    RollDamping = 0.5               ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1536    ForwardAccelerationPitchFactor = 0.3  ; How much acceleration will cause the front to lift, or dip for stops.
1537    LateralAccelerationRollFactor = 0.2   ;  How much cornering will cause the chassis to roll.
1538  
1539    HasSuspension = Yes           ; Calculate 4 wheel independent suspension info.
1540    CanMoveBackwards = Yes        ; Can move backwards.
1541    MaximumWheelExtension = -2.0  ; Maximum distance the wheels will drop on the model.
1542    MaximumWheelCompression = 1.0 ; Maximum distance the wheel will move up into the chassis.
1543    FrontWheelTurnAngle = 22      ; How many degrees the front wheels can turn.
1544  
1545    CloseEnoughDist = 1.0         ; How close we must get to the end of a goal path before declaring success
1546    ;CloseEnoughDist = 50.0        ; How close we must get to the end of a goal path before declaring success
1547  End
1548  
1549  ;------------------------------------------------------------------------------
1550  Locomotor ComancheLocomotor
1551    Surfaces = AIR
1552    Speed = 120               ; in dist/sec
1553    SpeedDamaged = 120         ; in dist/sec
1554    TurnRate = 180            ; in degrees/sec
1555    TurnRateDamaged = 180      ; in degrees/sec
1556    Acceleration = 60         ; in dist/(sec^2)
1557    AccelerationDamaged = 60  ; in dist/(sec^2)
1558    Lift = 120                ; in dist/(sec^2)
1559    LiftDamaged = 80          ; in dist/(sec^2)
1560    Braking = 240             ; in dist/(sec^2)
1561    MinTurnSpeed = 0          ; in dist/sec
1562    PreferredHeight = 100
1563    AllowAirborneMotiveForce = Yes
1564    ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
1565    Appearance = HOVER
1566  
1567    PitchStiffness = 0.5                  ;  stiffness of the "springs" in the suspension forward & back.
1568    RollStiffness = 0.1                   ;  stiffness of the "springs" in the suspension side to side.
1569    PitchDamping = 0.9                    ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1570    RollDamping = 0.9                     ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1571    ForwardVelocityPitchFactor = -0.05     ;  How much velocity will cause the front to lift/dip
1572    LateralVelocityRollFactor = 0.1       ;  How much cornering will cause the chassis to roll.
1573    Apply2DFrictionWhenAirborne = Yes
1574    AirborneTargetingHeight = 30
1575    LocomotorWorksWhenDead = Yes          ; HelicopterSlowDeathBehavior needs this to function correctly
1576  End
1577  
1578  ;------------------------------------------------------------------------------
1579  Locomotor CINE_USA08_ComancheLocomotor
1580    Surfaces = AIR
1581    Speed = 120               ; in dist/sec
1582    SpeedDamaged = 120         ; in dist/sec
1583    TurnRate = 180            ; in degrees/sec
1584    TurnRateDamaged = 180      ; in degrees/sec
1585    Acceleration = 60         ; in dist/(sec^2)
1586    AccelerationDamaged = 60  ; in dist/(sec^2)
1587    Lift = 120                ; in dist/(sec^2)
1588    LiftDamaged = 80          ; in dist/(sec^2)
1589    Braking = 240             ; in dist/(sec^2)
1590    MinTurnSpeed = 0          ; in dist/sec
1591    PreferredHeight = 75
1592    AllowAirborneMotiveForce = Yes
1593    ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
1594    Appearance = HOVER
1595  
1596    PitchStiffness = 0.5                  ;  stiffness of the "springs" in the suspension forward & back.
1597    RollStiffness = 0.1                   ;  stiffness of the "springs" in the suspension side to side.
1598    PitchDamping = 0.9                    ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1599    RollDamping = 0.9                     ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1600    ForwardVelocityPitchFactor = -0.05     ;  How much velocity will cause the front to lift/dip
1601    LateralVelocityRollFactor = 0.1       ;  How much cornering will cause the chassis to roll.
1602    Apply2DFrictionWhenAirborne = Yes
1603    AirborneTargetingHeight = 30
1604    LocomotorWorksWhenDead = Yes          ; HelicopterSlowDeathBehavior needs this to function correctly
1605  End
1606  
1607  ;------------------------------------------------------------------------------
1608  Locomotor BasicHelicopterTaxiLocomotor
1609    ; contrary to reality, helis need to be able to taxi (out of a hangar, at least)
1610    Surfaces            = GROUND
1611    Speed               = 30    ; in dist/sec
1612    SpeedDamaged        = 30    ; in dist/sec
1613    TurnRate            = 90    ; in degrees/sec
1614    TurnRateDamaged     = 60    ; in degrees/sec
1615    Acceleration        = 30    ; in dist/(sec^2)
1616    AccelerationDamaged = 8     ; in dist/(sec^2)
1617    Braking             = 50    ; in dist/(sec^2)
1618    MinTurnSpeed        = 0     ; in dist/sec
1619    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
1620    Appearance          = TREADS  ; so we can turn in place...
1621  End
1622  
1623  ;------------------------------------------------------------------------------
1624  Locomotor A10ThunderboltLocomotor
1625    Surfaces            = AIR
1626    Speed               = 120 ;55              ; in dist/sec
1627    SpeedDamaged        = 120 ;40         ; in dist/sec
1628    MinSpeed            = 45             ; in dist/sec
1629    TurnRate            = 200            ; in degrees/sec
1630    TurnRateDamaged     = 90      ; in degrees/sec
1631    MaxThrustAngle      = 60       ; in degrees (NOT degrees/sec)
1632    Acceleration        = 80         ; in dist/(sec^2)
1633    AccelerationDamaged = 50  ; in dist/(sec^2)
1634    Lift                = 120                ; in dist/(sec^2)
1635    LiftDamaged         = 80          ; in dist/(sec^2)
1636    Braking             = 10              ; in dist/(sec^2)
1637    MinTurnSpeed        = 70          ; in dist/sec
1638    PreferredHeight     = 150
1639    AllowAirborneMotiveForce = Yes
1640    ZAxisBehavior       = SURFACE_RELATIVE_HEIGHT
1641    CirclingRadius      = 100 ; the radius at which we circle when we are trying to maintain position. 
1642                              ; (pos = clockwise, neg = ccw, 0 = calc smallest possible radius given our speed, turning, etc)
1643    Appearance          = WINGS
1644  
1645    PitchInDirectionOfZVelFactor = 1.0    ;  how much to pitch according to our z-vel. 0=none, 1=lots (0=default)
1646    PitchStiffness = 0.5                  ;  stiffness of the "springs" in the suspension forward & back.
1647    RollStiffness = 0.4                   ;  stiffness of the "springs" in the suspension side to side.
1648    PitchDamping = 0.9                    ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1649    RollDamping = 0.8                     ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1650    ForwardVelocityPitchFactor = 0        ;  How much velocity will cause the front to lift/dip
1651    LateralVelocityRollFactor = 0.2       ;  How much cornering will cause the chassis to roll.
1652    Apply2DFrictionWhenAirborne = Yes
1653    AirborneTargetingHeight = 30
1654    LocomotorWorksWhenDead = Yes          ; JetSlowDeathBehavior needs this to function correctly
1655  End
1656  
1657  ;------------------------------------------------------------------------------
1658  Locomotor ChinookLocomotor
1659    Surfaces = AIR
1660    Speed = 150               ; in dist/sec
1661    SpeedDamaged = 60         ; in dist/sec
1662    TurnRate = 180             ; in degrees/sec
1663    TurnRateDamaged = 90      ; in degrees/sec
1664    Acceleration = 60         ; in dist/(sec^2)
1665    AccelerationDamaged = 30  ; in dist/(sec^2)
1666    Lift = 120                 ; in dist/(sec^2)
1667    LiftDamaged = 80          ; in dist/(sec^2)
1668    Braking = 100              ; in dist/(sec^2)
1669    MinTurnSpeed = 0          ; in dist/sec
1670    PreferredHeight = 100
1671    AllowAirborneMotiveForce = Yes
1672    ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
1673    Appearance = HOVER
1674  
1675    ; this applies only in "ultra-accurate" mode, and is a fudge factor that allows
1676    ; us to "slide into place" (rather than turning) when we get close to our destination.
1677    ; the magnitude is basically the number of msec it would take us to reach the dest
1678    ; at our max speed; if we're under this threshold, we just slide into place...
1679    SlideIntoPlaceTime = 100
1680  
1681    PitchStiffness = 0.5                  ;  stiffness of the "springs" in the suspension forward & back.
1682    RollStiffness = 0.1                   ;  stiffness of the "springs" in the suspension side to side.
1683    PitchDamping = 0.9                    ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1684    RollDamping = 0.9                     ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1685    ForwardVelocityPitchFactor = -0.1     ;  How much velocity will cause the front to lift/dip
1686    LateralVelocityRollFactor = 0.1       ;  How much cornering will cause the chassis to roll.
1687    Apply2DFrictionWhenAirborne = Yes
1688    AirborneTargetingHeight = 30
1689    LocomotorWorksWhenDead = Yes          ; HelicopterSlowDeathBehavior needs this to function correctly
1690  End
1691  
1692  ;------------------------------------------------------------------------------
1693  Locomotor ArrowLocomotor
1694    Surfaces = AIR
1695    Speed = 60                ; in dist/sec
1696    SpeedDamaged = 60         ; in dist/sec
1697    TurnRate = 90             ; in degrees/sec
1698    TurnRateDamaged = 90      ; in degrees/sec
1699    Acceleration = 30         ; in dist/(sec^2)
1700    AccelerationDamaged = 30  ; in dist/(sec^2)
1701    Lift = 80                 ; in dist/(sec^2)
1702    LiftDamaged = 80          ; in dist/(sec^2)
1703    Braking = 50              ; in dist/(sec^2)
1704    MinTurnSpeed = 0          ; in dist/sec
1705    PreferredHeight = 25
1706    PreferredHeightDamping = 1.0
1707    AllowAirborneMotiveForce = Yes
1708    ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
1709    Appearance = HOVER
1710  
1711    PitchStiffness = 0.5                  ;  stiffness of the "springs" in the suspension forward & back.
1712    RollStiffness = 0.1                   ;  stiffness of the "springs" in the suspension side to side.
1713    PitchDamping = 0.9                    ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1714    RollDamping = 0.9                     ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1715    ForwardVelocityPitchFactor = -0.05     ;  How much velocity will cause the front to lift/dip
1716    LateralVelocityRollFactor = 0.1       ;  How much cornering will cause the chassis to roll.
1717    Apply2DFrictionWhenAirborne = Yes
1718    AirborneTargetingHeight = 20
1719  End
1720  
1721  ;------------------------------------------------------------------------------
1722  Locomotor B52Locomotor
1723    Surfaces = AIR
1724    Speed = 125  ;100         ; in dist/sec
1725    SpeedDamaged = 75         ; in dist/sec
1726    MinSpeed = 60             ; in dist/sec
1727    TurnRate = 25             ; in degrees/sec
1728    TurnRateDamaged = 10      ; in degrees/sec
1729    Acceleration = 60         ; in dist/(sec^2)
1730    AccelerationDamaged = 30  ; in dist/(sec^2)
1731    Lift = 120                ; in dist/(sec^2)
1732    LiftDamaged = 80          ; in dist/(sec^2)
1733    Braking = 20              ; in dist/(sec^2)
1734    MinTurnSpeed = 10         ; in dist/sec
1735    PreferredHeight = 180 ;100
1736    AllowAirborneMotiveForce = Yes
1737    ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
1738    Appearance = WINGS 
1739  
1740    PitchStiffness = 0.5                  ;  stiffness of the "springs" in the suspension forward & back.
1741    RollStiffness = 0.1                   ;  stiffness of the "springs" in the suspension side to side.
1742    PitchDamping = 0.9                    ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1743    RollDamping = 0.9                     ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1744    ForwardVelocityPitchFactor = 0        ;  How much velocity will cause the front to lift/dip
1745    LateralVelocityRollFactor = 0.2       ;  How much cornering will cause the chassis to roll.
1746    Apply2DFrictionWhenAirborne = Yes
1747    AirborneTargetingHeight = 30
1748    LocomotorWorksWhenDead = Yes          ; for JetSlowDeathBehavior
1749  End
1750  
1751  ;------------------------------------------------------------------------------
1752  Locomotor CINE_USA08_B52Locomotor
1753    Surfaces = AIR
1754    Speed = 125  ;100         ; in dist/sec
1755    SpeedDamaged = 75         ; in dist/sec
1756    MinSpeed = 60             ; in dist/sec
1757    TurnRate = 25             ; in degrees/sec
1758    TurnRateDamaged = 10      ; in degrees/sec
1759    Acceleration = 60         ; in dist/(sec^2)
1760    AccelerationDamaged = 30  ; in dist/(sec^2)
1761    Lift = 120                ; in dist/(sec^2)
1762    LiftDamaged = 80          ; in dist/(sec^2)
1763    Braking = 20              ; in dist/(sec^2)
1764    MinTurnSpeed = 10         ; in dist/sec
1765    PreferredHeight = 75
1766    AllowAirborneMotiveForce = Yes
1767    ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
1768    Appearance = WINGS 
1769  
1770    PitchStiffness = 0.5                  ;  stiffness of the "springs" in the suspension forward & back.
1771    RollStiffness = 0.1                   ;  stiffness of the "springs" in the suspension side to side.
1772    PitchDamping = 0.9                    ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1773    RollDamping = 0.9                     ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1774    ForwardVelocityPitchFactor = 0        ;  How much velocity will cause the front to lift/dip
1775    LateralVelocityRollFactor = 0.2       ;  How much cornering will cause the chassis to roll.
1776    Apply2DFrictionWhenAirborne = Yes
1777    AirborneTargetingHeight = 30
1778    LocomotorWorksWhenDead = Yes          ; for JetSlowDeathBehavior
1779  End
1780  
1781  ;------------------------------------------------------------------------------
1782  Locomotor MIGLocomotor
1783    Surfaces                  = AIR
1784    Speed                     = 160
1785    SpeedDamaged              = 160
1786  ; !!! DO NOT REDUCE MinSpeed BELOW 60 UNTIL LANDINGS ARE FIXED (srj)
1787    MinSpeed                  = 60
1788    TurnRate                  = 120
1789    TurnRateDamaged           = 90
1790    Acceleration              = 110   ; note that this needs to be AT LEAST 100 in order to clear the runway of current Chinese airfields. (srj)
1791    AccelerationDamaged       = 30  
1792    Lift                      = 120 
1793    LiftDamaged               = 80  
1794    Braking                   = 10  
1795    MinTurnSpeed              = 150 
1796    PreferredHeight           = 100
1797    AllowAirborneMotiveForce  = Yes
1798    ZAxisBehavior             = SURFACE_RELATIVE_HEIGHT
1799    CirclingRadius            = 100 
1800    Appearance                = WINGS 
1801  
1802    PitchInDirectionOfZVelFactor  = 1.0    ;  how much to pitch according to our z-vel. 0=none, 1=lots (0=default)
1803    PitchStiffness                = 0.5    ;  stiffness of the "springs" in the suspension forward & back.
1804    RollStiffness                 = 0.4    ;  stiffness of the "springs" in the suspension side to side.
1805    PitchDamping                  = 0.9    ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1806    RollDamping                   = 0.8    ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1807    ForwardVelocityPitchFactor    = 0      ;  How much velocity will cause the front to lift/dip
1808    LateralVelocityRollFactor     = 0.2    ;  How much cornering will cause the chassis to roll.
1809    Apply2DFrictionWhenAirborne   = Yes
1810    AirborneTargetingHeight       = 30
1811    LocomotorWorksWhenDead        = Yes    ; JetSlowDeathBehavior needs this to function correctly
1812  End
1813  
1814  ;------------------------------------------------------------------------------
1815  Locomotor ParachuteLocomotor
1816    Surfaces = AIR
1817    Speed = 60                ; in dist/sec
1818    SpeedDamaged = 60         ; in dist/sec
1819    TurnRate = 120            ; in degrees/sec
1820    TurnRateDamaged = 90      ; in degrees/sec
1821    Acceleration = 60         ; in dist/(sec^2)
1822    AccelerationDamaged = 60  ; in dist/(sec^2)
1823    Lift = 100                ; in dist/(sec^2)
1824    LiftDamaged = 10          ; in dist/(sec^2)
1825    Braking = 100             ; in dist/(sec^2)
1826    MinTurnSpeed = 0          ; in dist/sec
1827    PreferredHeight = -1      ; nonzero, so we go as low as possible
1828    SpeedLimitZ = 15          ; max speed we want to try to fall
1829    AllowAirborneMotiveForce = Yes
1830    ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
1831    Appearance = HOVER
1832    PitchStiffness = 0.02     ;  stiffness of the "springs" in the suspension forward & back.
1833    RollStiffness = 0.02      ;  stiffness of the "springs" in the suspension side to side.
1834    PitchDamping = 0.01       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1835    RollDamping = 0.01        ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1836    Apply2DFrictionWhenAirborne = Yes
1837    Extra2DFriction = 30     ; give extra friction to reduce drift... less realistic, but much more playable  (friction/sec)
1838    AirborneTargetingHeight = 30
1839    CloseEnoughDist = 50
1840    CloseEnoughDist3D = Yes   ; This allows the parachute to fly over the target and come back
1841  End
1842  
1843  ;------------------------------------------------------------------------------
1844  Locomotor CrateParachuteLocomotor
1845    Surfaces = AIR
1846    Speed = 60                ; in dist/sec
1847    SpeedDamaged = 60         ; in dist/sec
1848    TurnRate = 120            ; in degrees/sec
1849    TurnRateDamaged = 90      ; in degrees/sec
1850    Acceleration = 60         ; in dist/(sec^2)
1851    AccelerationDamaged = 60  ; in dist/(sec^2)
1852    Lift = 100                ; in dist/(sec^2)
1853    LiftDamaged = 10          ; in dist/(sec^2)
1854    Braking = 100             ; in dist/(sec^2)
1855    MinTurnSpeed = 0          ; in dist/sec
1856    PreferredHeight = -1      ; nonzero, so we go as low as possible
1857    SpeedLimitZ = 15          ; max speed we want to try to fall
1858    AllowAirborneMotiveForce = Yes
1859    ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
1860    Appearance = HOVER
1861    PitchStiffness = 0.02     ;  stiffness of the "springs" in the suspension forward & back.
1862    RollStiffness = 0.02      ;  stiffness of the "springs" in the suspension side to side.
1863    PitchDamping = 0.01       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1864    RollDamping = 0.01        ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1865    Apply2DFrictionWhenAirborne = Yes
1866    Extra2DFriction = 30      ; give extra friction to reduce drift... less realistic, but much more playable  (friction/sec)
1867    AirborneTargetingHeight = 30
1868    CloseEnoughDist = 50
1869    CloseEnoughDist3D = Yes
1870  End
1871  
1872  ;------------------------------------------------------------------------------
1873  ; it may seem odd to have a "bomb" with a Locomotor, especially a Thrust locomotor,
1874  ; but there's a good reason: the Aurora moves so freakin' fast that it's really
1875  ; hard to (1) find a reliable drop location, and (2) actually get it close enough to
1876  ; that location. So we cheat: just get fairly close, then let the "bomb" do a little (subtle)
1877  ; navigation on the way down. This works pretty well and actually looks much better
1878  ; than you might think. (srj)
1879  Locomotor AuroraBombLocomotor
1880    Surfaces                  = AIR
1881    Speed                     = 480        ; in dist/sec 
1882    MinSpeed                  = 240        ; in dist/sec. (THRUST items must have nonzero minspeeds!)
1883    Acceleration              = 960        ; in dist/(sec^2)
1884    Braking                   = 960        ; in dist/(sec^2)
1885    TurnRate                  = 960        ; in degrees/sec
1886    MaxThrustAngle            = 60         ; in degrees (NOT degrees/sec)
1887    AllowAirborneMotiveForce  = Yes
1888    Appearance                = THRUST
1889  End
1890  
1891  ;------------------------------------------------------------------------------
1892  Locomotor FreeFallLocomotor
1893    Surfaces = AIR
1894    Speed = 0                ; in dist/sec
1895    SpeedDamaged = 0         ; in dist/sec
1896    TurnRate = 0             ; in degrees/sec
1897    TurnRateDamaged = 0      ; in degrees/sec
1898    Acceleration = 0         ; in dist/(sec^2)
1899    AccelerationDamaged = 0  ; in dist/(sec^2)
1900    Lift = 0                ; in dist/(sec^2)
1901    LiftDamaged = 0          ; in dist/(sec^2)
1902    Braking = 0               ; in dist/(sec^2)
1903    MinTurnSpeed = 0          ; in dist/sec
1904    PreferredHeight = -1      ; nonzero, so we go as low as possible
1905    SpeedLimitZ = 999999          ; max speed we want to try to fall
1906    AllowAirborneMotiveForce = Yes
1907    ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
1908    Appearance = HOVER
1909    PitchStiffness = 0            ;  stiffness of the "springs" in the suspension forward & back.
1910    RollStiffness = 0            ;  stiffness of the "springs" in the suspension side to side.
1911    PitchDamping = 0       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1912    RollDamping = 0       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1913    Apply2DFrictionWhenAirborne = No
1914    AirborneTargetingHeight = 30
1915  End
1916  
1917  ;------------------------------------------------------------------------------
1918  Locomotor CrateFreeFallLocomotor
1919    Surfaces = AIR
1920    Speed = 0                ; in dist/sec
1921    SpeedDamaged = 0         ; in dist/sec
1922    TurnRate = 0             ; in degrees/sec
1923    TurnRateDamaged = 0      ; in degrees/sec
1924    Acceleration = 0         ; in dist/(sec^2)
1925    AccelerationDamaged = 0  ; in dist/(sec^2)
1926    Lift = 0                ; in dist/(sec^2)
1927    LiftDamaged = 0          ; in dist/(sec^2)
1928    Braking = 0               ; in dist/(sec^2)
1929    MinTurnSpeed = 0          ; in dist/sec
1930    PreferredHeight = -1      ; nonzero, so we go as low as possible
1931    SpeedLimitZ = 999999          ; max speed we want to try to fall
1932    AllowAirborneMotiveForce = Yes
1933    ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
1934    Appearance = HOVER
1935    PitchStiffness = 0            ;  stiffness of the "springs" in the suspension forward & back.
1936    RollStiffness = 0            ;  stiffness of the "springs" in the suspension side to side.
1937    PitchDamping = 0       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1938    RollDamping = 0       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1939    Apply2DFrictionWhenAirborne = No
1940    AirborneTargetingHeight = 30
1941  End
1942  
1943  ;------------------------------------------------------------------------------
1944  Locomotor AngryMobNexusLocomotor
1945    Surfaces = GROUND RUBBLE
1946    Speed = 18                ; in dist/sec
1947    SpeedDamaged = 18 ;10 ;30     ; in dist/sec
1948    TurnRate = 360            ; in degrees/sec
1949    TurnRateDamaged = 350     ; in degrees/sec
1950    Acceleration = 100        ; in dist/(sec^2)
1951    AccelerationDamaged = 50  ; in dist/(sec^2)
1952    Braking = 100             ; in dist/(sec^2)
1953    MinTurnSpeed = 0          ; in dist/sec
1954    ZAxisBehavior = NO_Z_MOTIVE_FORCE
1955    Appearance = TWO_LEGS
1956    StickToGround = Yes       ; walking guys aren't allowed to catch huge (or even small) air.
1957  End
1958  
1959  ;------------------------------------------------------------------------------
1960  Locomotor AngryMobNormalLocomotor
1961    Surfaces = GROUND RUBBLE
1962    Speed = 20 ;30                ; in dist/sec
1963    SpeedDamaged = 10 ;30         ; in dist/sec
1964    TurnRate = 500            ; in degrees/sec
1965    TurnRateDamaged = 500    ; in degrees/sec
1966    Acceleration = 100        ; in dist/(sec^2)
1967    AccelerationDamaged = 50 ; in dist/(sec^2)
1968    Braking = 100             ; in dist/(sec^2)
1969    MinTurnSpeed = 0          ; in dist/sec
1970    ZAxisBehavior = NO_Z_MOTIVE_FORCE
1971    Appearance = TWO_LEGS
1972    StickToGround = Yes       ; walking guys aren't allowed to catch huge (or even small) air.
1973    GroupMovementPriority = MOVES_FRONT;   Moves in the front of a group, behind small arms, ahead of artillery
1974  End
1975  ;------------------------------------------------------------------------------
1976  Locomotor AngryMobWanderLocomotor
1977    Surfaces = GROUND RUBBLE
1978    Speed = 13 ;;IMPORTANT THAT THIS STAYS SLOWER THAN A HUMAN WANDER, SO MOBSTER CAN LET THE OTHERS CATCH UP 
1979    SpeedDamaged = 10 ;30         ; in dist/sec
1980    TurnRate = 500            ; in degrees/sec
1981    TurnRateDamaged = 500    ; in degrees/sec
1982    Acceleration = 100        ; in dist/(sec^2)
1983    AccelerationDamaged = 50 ; in dist/(sec^2)
1984    Braking = 100             ; in dist/(sec^2)
1985    MinTurnSpeed = 0          ; in dist/sec
1986    ZAxisBehavior = NO_Z_MOTIVE_FORCE
1987    Appearance = TWO_LEGS
1988    StickToGround = Yes       ; walking guys aren't allowed to catch huge (or even small) air.
1989    GroupMovementPriority = MOVES_FRONT;   Moves in the front of a group, behind small arms, ahead of artillery
1990  End
1991  ;------------------------------------------------------------------------------
1992  Locomotor AngryMobPanicLocomotor
1993    Surfaces = GROUND RUBBLE
1994    Speed = 32 ;IMPORTANT THAT THIS STAYS FASTER THAN A HUMAN PANIC, SO MOBSTER CAN CATCH UP WITH NEXUS IN A CRISIS
1995    SpeedDamaged = 10 ;30         ; in dist/sec
1996    TurnRate = 500            ; in degrees/sec
1997    TurnRateDamaged = 500    ; in degrees/sec
1998    Acceleration = 100        ; in dist/(sec^2)
1999    AccelerationDamaged = 50 ; in dist/(sec^2)
2000    Braking = 100             ; in dist/(sec^2)
2001    MinTurnSpeed = 0          ; in dist/sec
2002    ZAxisBehavior = NO_Z_MOTIVE_FORCE
2003    Appearance = TWO_LEGS
2004    StickToGround = Yes       ; walking guys aren't allowed to catch huge (or even small) air.
2005    GroupMovementPriority = MOVES_FRONT;   Moves in the front of a group, behind small arms, ahead of artillery
2006  End
2007  ;------------------------------------------------------------------------------
2008  
2009  
2010  Locomotor DroneLocomotor
2011    Surfaces = AIR
2012    Speed = 60                ; in dist/sec
2013    SpeedDamaged = 30         ; in dist/sec
2014    MinSpeed = 0             ; in dist/sec
2015    TurnRate = 180             ; in degrees/sec
2016    TurnRateDamaged = 90      ; in degrees/sec
2017    Acceleration = 60         ; in dist/(sec^2)
2018    AccelerationDamaged = 30  ; in dist/(sec^2)
2019    Lift = 120                 ; in dist/(sec^2)
2020    LiftDamaged = 80          ; in dist/(sec^2)
2021    Braking = 50              ; in dist/(sec^2)
2022    MinTurnSpeed = 10          ; in dist/sec
2023    PreferredHeight = 50
2024    AllowAirborneMotiveForce = Yes
2025    ZAxisBehavior = RELATIVE_TO_HIGHEST_LAYER
2026    Appearance = HOVER
2027    PitchStiffness = 0.5                  ;  stiffness of the "springs" in the suspension forward & back.
2028    RollStiffness = 0.1                   ;  stiffness of the "springs" in the suspension side to side.
2029    PitchDamping = 0.9                    ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2030    RollDamping = 0.9                     ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2031    ForwardVelocityPitchFactor = -0.05    ;  How much velocity will cause the front to lift/dip
2032    LateralVelocityRollFactor = 0.1       ;  How much cornering will cause the chassis to roll.
2033    Apply2DFrictionWhenAirborne = Yes
2034    AirborneTargetingHeight = 20
2035  End
2036  
2037  ;------------------------------------------------------------------------------
2038  Locomotor BattleDroneLocomotor
2039    Surfaces = AIR
2040    Speed = 40                ; in dist/sec
2041    SpeedDamaged = 20         ; in dist/sec
2042    MinSpeed = 0             ; in dist/sec
2043    TurnRate = 90             ; in degrees/sec
2044    TurnRateDamaged = 90      ; in degrees/sec
2045    Acceleration = 30         ; in dist/(sec^2)
2046    AccelerationDamaged = 15  ; in dist/(sec^2)
2047    Lift = 120                 ; in dist/(sec^2)
2048    LiftDamaged = 80          ; in dist/(sec^2)
2049    Braking = 100              ; in dist/(sec^2)
2050    MinTurnSpeed = 20          ; in dist/sec
2051    PreferredHeight = 50
2052    AllowAirborneMotiveForce = Yes
2053    ZAxisBehavior = RELATIVE_TO_HIGHEST_LAYER
2054    Appearance = HOVER
2055    PitchStiffness = 0.5                  ;  stiffness of the "springs" in the suspension forward & back.
2056    RollStiffness = 0.1                   ;  stiffness of the "springs" in the suspension side to side.
2057    PitchDamping = 0.9                    ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2058    RollDamping = 0.9                     ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2059    ForwardVelocityPitchFactor = -0.05    ;  How much velocity will cause the front to lift/dip
2060    LateralVelocityRollFactor = 0.1       ;  How much cornering will cause the chassis to roll.
2061    Apply2DFrictionWhenAirborne = Yes
2062    AirborneTargetingHeight = 20
2063  End
2064  
2065  ;------------------------------------------------------------------------------
2066  ;This is a crazy version of the battle drone -- when he's repairing
2067  ;his master, he needs to zip around nearly instantly. Otherwise,
2068  ;he slowly drives around and wastes time. He's not intended to
2069  ;move far at all.
2070  ;------------------------------------------------------------------------------
2071  Locomotor BattleDronePanicLocomotor
2072    Surfaces = AIR
2073    Speed = 140                ; in dist/sec
2074    SpeedDamaged = 140         ; in dist/sec
2075    MinSpeed = 0                ; in dist/sec
2076    TurnRate = 500             ; in degrees/sec
2077    TurnRateDamaged = 400      ; in degrees/sec
2078    Acceleration = 600         ; in dist/(sec^2)
2079    AccelerationDamaged = 400  ; in dist/(sec^2)
2080    Lift = 120                 ; in dist/(sec^2)
2081    LiftDamaged = 80          ; in dist/(sec^2)
2082    Braking = 4000              ; in dist/(sec^2)
2083    MinTurnSpeed = 360          ; in dist/sec
2084    PreferredHeight = 50
2085    AllowAirborneMotiveForce = Yes
2086    ZAxisBehavior = RELATIVE_TO_HIGHEST_LAYER  
2087    Appearance = HOVER
2088    PitchStiffness = 0.5                  ;  stiffness of the "springs" in the suspension forward & back.
2089    RollStiffness = 0.1                   ;  stiffness of the "springs" in the suspension side to side.
2090    PitchDamping = 0.9                    ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2091    RollDamping = 0.9                     ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2092    ForwardVelocityPitchFactor = -0.05    ;  How much velocity will cause the front to lift/dip
2093    LateralVelocityRollFactor = 0.1       ;  How much cornering will cause the chassis to roll.
2094    Apply2DFrictionWhenAirborne = Yes
2095    AirborneTargetingHeight = 20
2096    CloseEnoughDist3D = Yes   ; This allows the parachute to fly over the target and come back
2097  End
2098  
2099  ;------------------------------------------------------------------------------
2100  Locomotor BirdLocomotor
2101    Surfaces = AIR
2102    Speed = 60                ; in dist/sec
2103    SpeedDamaged = 50         ; in dist/sec
2104    MinSpeed = 35             ; in dist/sec
2105    TurnRate = 25             ; in degrees/sec
2106    TurnRateDamaged = 10      ; in degrees/sec
2107    Acceleration = 60         ; in dist/(sec^2)
2108    AccelerationDamaged = 30  ; in dist/(sec^2)
2109    Lift = 120                 ; in dist/(sec^2)
2110    LiftDamaged = 80          ; in dist/(sec^2)
2111    Braking = 20              ; in dist/(sec^2)
2112    MinTurnSpeed = 10          ; in dist/sec
2113    PreferredHeight = 100
2114    AllowAirborneMotiveForce = Yes
2115    ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
2116    Appearance = WINGS
2117  
2118    PitchStiffness = 0.5                  ;  stiffness of the "springs" in the suspension forward & back.
2119    RollStiffness = 0.1                   ;  stiffness of the "springs" in the suspension side to side.
2120    PitchDamping = 0.9                    ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2121    RollDamping = 0.9                     ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2122    ForwardVelocityPitchFactor = 0     ;  How much velocity will cause the front to lift/dip
2123    LateralVelocityRollFactor = 0.2       ;  How much cornering will cause the chassis to roll.
2124  End
2125  
2126  ;------------------------------------------------------------------------------
2127  Locomotor WaterWaveLocomotor
2128    Surfaces                        = AIR
2129    Speed                           = 120 ; in dist/sec
2130    TurnRate                        = 20  ; in degrees/sec
2131    Acceleration                    = 500 ; in dist/(sec^2)
2132    Lift                            = 200 ; in dist/(sec^2)
2133    Braking                         = 500 ; in dist/(sec^2)
2134    MinTurnSpeed                    = 0   ; in dist/sec
2135    PreferredHeight                 = 10.4
2136    ZAxisBehavior                   = ABSOLUTE_HEIGHT
2137    AllowAirborneMotiveForce        = Yes
2138    Apply2DFrictionWhenAirborne     = Yes
2139  End
2140  
2141  ;------------------------------------------------------------------------------
2142  Locomotor AuroraJetLocomotor
2143    Surfaces                  = AIR
2144    Speed                     = 180         ; in dist/sec
2145    SpeedDamaged              = 120         ; in dist/sec
2146  ;  MinSpeed                  = 120         ; in dist/sec
2147  ; !!! DO NOT REDUCE MinSpeed BELOW 60 UNTIL LANDINGS ARE FIXED (srj)
2148    MinSpeed                  = 60         ; in dist/sec
2149    TurnRate                  = 180         ; in degrees/sec
2150    TurnRateDamaged           = 90          ; in degrees/sec
2151    Acceleration              = 180         ; in dist/(sec^2)
2152    AccelerationDamaged       = 120         ; in dist/(sec^2)
2153    Lift                      = 120         ; in dist/(sec^2)
2154    LiftDamaged               = 80          ; in dist/(sec^2)
2155    Braking                   = 10          ; in dist/(sec^2)
2156    MinTurnSpeed              = 120         ; in dist/sec
2157    PreferredHeight           = 100
2158    AllowAirborneMotiveForce  = Yes
2159    ZAxisBehavior             = SURFACE_RELATIVE_HEIGHT
2160    CirclingRadius            = 100       ; the radius at which we circle when we are trying to maintain position. 
2161    Appearance                = WINGS
2162  
2163    PitchInDirectionOfZVelFactor  = 1.0    ;  how much to pitch according to our z-vel. 0=none, 1=lots (0=default)
2164    PitchStiffness                = 0.5    ;  stiffness of the "springs" in the suspension forward & back.
2165    RollStiffness                 = 0.4    ;  stiffness of the "springs" in the suspension side to side.
2166    PitchDamping                  = 0.9    ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2167    RollDamping                   = 0.8    ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2168    ForwardVelocityPitchFactor    = 0      ;  How much velocity will cause the front to lift/dip
2169    LateralVelocityRollFactor     = 0.2    ;  How much cornering will cause the chassis to roll.
2170    Apply2DFrictionWhenAirborne   = Yes
2171    AirborneTargetingHeight       = 30
2172    LocomotorWorksWhenDead        = Yes    ; JetSlowDeathBehavior needs this to function correctly
2173  End
2174  
2175  ;------------------------------------------------------------------------------
2176  Locomotor AuroraJetSluggishLocomotor
2177    Surfaces                  = AIR
2178    Speed                     = 120 ;90     ; in dist/sec
2179    SpeedDamaged              = 120 ;60     ; in dist/sec
2180    MinSpeed                  = 60          ; in dist/sec
2181    TurnRate                  = 60          ; in degrees/sec
2182    TurnRateDamaged           = 60          ; in degrees/sec
2183    Acceleration              = 90          ; in dist/(sec^2)
2184    AccelerationDamaged       = 60          ; in dist/(sec^2)
2185    Lift                      = 120         ; in dist/(sec^2)
2186    LiftDamaged               = 80          ; in dist/(sec^2)
2187  ; Braking                   = 360         ; LOTS of braking, so we can slow from supersonic->sluggish quickly
2188    Braking                   = 90          ; not much braking, so we go supersonic->sluggish slowly
2189    MinTurnSpeed              = 60          ; in dist/sec
2190    PreferredHeight           = 100
2191    AllowAirborneMotiveForce  = Yes
2192    ZAxisBehavior             = SURFACE_RELATIVE_HEIGHT
2193    CirclingRadius            = 100         ; the radius at which we circle when we are trying to maintain position. 
2194    Appearance                = WINGS
2195  
2196    PitchInDirectionOfZVelFactor  = 1.0    ;  how much to pitch according to our z-vel. 0=none, 1=lots (0=default)
2197    PitchStiffness                = 0.5    ;  stiffness of the "springs" in the suspension forward & back.
2198    RollStiffness                 = 0.4    ;  stiffness of the "springs" in the suspension side to side.
2199    PitchDamping                  = 0.9    ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2200    RollDamping                   = 0.8    ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2201    ForwardVelocityPitchFactor    = 0      ;  How much velocity will cause the front to lift/dip
2202    LateralVelocityRollFactor     = 0.2    ;  How much cornering will cause the chassis to roll.
2203    Apply2DFrictionWhenAirborne   = Yes
2204    AirborneTargetingHeight       = 30
2205    LocomotorWorksWhenDead        = Yes    ; JetSlowDeathBehavior needs this to function correctly
2206  End
2207  
2208  ;------------------------------------------------------------------------------
2209  Locomotor AuroraJetSupersonicLocomotor
2210    Surfaces                  = AIR
2211    Speed                     = 600 ;480    ; in dist/sec
2212    SpeedDamaged              = 350 ;240    ; in dist/sec
2213    MinSpeed                  = 60          ; in dist/sec
2214    TurnRate                  = 180         ; in degrees/sec
2215    TurnRateDamaged           = 90          ; in degrees/sec
2216    Acceleration              = 480         ; in dist/(sec^2)
2217    AccelerationDamaged       = 240         ; in dist/(sec^2)
2218    Lift                      = 120         ; in dist/(sec^2)
2219    LiftDamaged               = 80          ; in dist/(sec^2)
2220    Braking                   = 10          ; in dist/(sec^2)
2221    MinTurnSpeed              = 180         ; in dist/sec
2222    PreferredHeight           = 100
2223    AllowAirborneMotiveForce  = Yes
2224    ZAxisBehavior             = SURFACE_RELATIVE_HEIGHT
2225    CirclingRadius            = 100       ; the radius at which we circle when we are trying to maintain position. 
2226    Appearance                = WINGS
2227  
2228    PitchInDirectionOfZVelFactor  = 1.0    ;  how much to pitch according to our z-vel. 0=none, 1=lots (0=default)
2229    PitchStiffness                = 0.5    ;  stiffness of the "springs" in the suspension forward & back.
2230    RollStiffness                 = 0.4    ;  stiffness of the "springs" in the suspension side to side.
2231    PitchDamping                  = 0.9    ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2232    RollDamping                   = 0.8    ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2233    ForwardVelocityPitchFactor    = 0      ;  How much velocity will cause the front to lift/dip
2234    LateralVelocityRollFactor     = 0.2    ;  How much cornering will cause the chassis to roll.
2235    Apply2DFrictionWhenAirborne   = Yes
2236    AirborneTargetingHeight       = 30
2237    LocomotorWorksWhenDead        = Yes    ; JetSlowDeathBehavior needs this to function correctly
2238  End
2239  
2240  ;------------------------------------------------------------------------------
2241  Locomotor StealthJetLocomotor
2242    Surfaces = AIR
2243    Speed = 175                 ; in dist/sec
2244    SpeedDamaged = 120         ; in dist/sec
2245  ;  MinSpeed = 120             ; in dist/sec
2246  ; !!! DO NOT REDUCE MinSpeed BELOW 60 UNTIL LANDINGS ARE FIXED (srj)
2247    MinSpeed = 60             ; in dist/sec
2248    TurnRate = 180            ; in degrees/sec
2249    TurnRateDamaged = 90      ; in degrees/sec
2250    Acceleration = 150         ; in dist/(sec^2)
2251    AccelerationDamaged = 30  ; in dist/(sec^2)
2252    Lift = 120                ; in dist/(sec^2)
2253    LiftDamaged = 80          ; in dist/(sec^2)
2254    Braking = 10              ; in dist/(sec^2)
2255    MinTurnSpeed = 150          ; in dist/sec
2256    PreferredHeight = 100
2257    AllowAirborneMotiveForce = Yes
2258    ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
2259    CirclingRadius = 100      ; the radius at which we circle when we are trying to maintain position. 
2260                              ; (pos = clockwise, neg = ccw, 0 = calc smallest possible radius given our speed, turning, etc)
2261    Appearance = WINGS 
2262  
2263    PitchInDirectionOfZVelFactor = 1.0    ;  how much to pitch according to our z-vel. 0=none, 1=lots (0=default)
2264    PitchStiffness = 0.5                  ;  stiffness of the "springs" in the suspension forward & back.
2265    RollStiffness = 0.4                   ;  stiffness of the "springs" in the suspension side to side.
2266    PitchDamping = 0.9                    ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2267    RollDamping = 0.8                     ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2268    ForwardVelocityPitchFactor = 0        ;  How much velocity will cause the front to lift/dip
2269    LateralVelocityRollFactor = 0.2       ;  How much cornering will cause the chassis to roll.
2270    Apply2DFrictionWhenAirborne = Yes
2271    AirborneTargetingHeight = 30
2272    LocomotorWorksWhenDead = Yes          ; JetSlowDeathBehavior needs this to function correctly
2273  End
2274  
2275  ;------------------------------------------------------------------------------
2276  Locomotor RaptorJetLocomotor
2277    Surfaces = AIR
2278    Speed = 175                 ; in dist/sec
2279    SpeedDamaged = 120         ; in dist/sec
2280  ;  MinSpeed = 80             ; in dist/sec
2281  ; !!! DO NOT REDUCE MinSpeed BELOW 60 UNTIL LANDINGS ARE FIXED (srj)
2282    MinSpeed = 60             ; in dist/sec
2283    TurnRate = 120            ; in degrees/sec
2284    TurnRateDamaged = 90      ; in degrees/sec
2285    Acceleration = 120         ; in dist/(sec^2)
2286    AccelerationDamaged = 30  ; in dist/(sec^2)
2287    Lift = 120                ; in dist/(sec^2)
2288    LiftDamaged = 80          ; in dist/(sec^2)
2289    Braking = 10              ; in dist/(sec^2)
2290    MinTurnSpeed = 150          ; in dist/sec
2291    PreferredHeight = 100
2292    AllowAirborneMotiveForce = Yes
2293    ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
2294    CirclingRadius = 100      ; the radius at which we circle when we are trying to maintain position. 
2295                              ; (pos = clockwise, neg = ccw, 0 = calc smallest possible radius given our speed, turning, etc)
2296    Appearance = WINGS
2297  
2298    PitchInDirectionOfZVelFactor = 1.0    ;  how much to pitch according to our z-vel. 0=none, 1=lots (0=default)
2299    PitchStiffness = 0.5                  ;  stiffness of the "springs" in the suspension forward & back.
2300    RollStiffness = 0.4                   ;  stiffness of the "springs" in the suspension side to side.
2301    PitchDamping = 0.9                    ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2302    RollDamping = 0.8                     ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2303    ForwardVelocityPitchFactor = 0        ;  How much velocity will cause the front to lift/dip
2304    LateralVelocityRollFactor = 0.2       ;  How much cornering will cause the chassis to roll.
2305    Apply2DFrictionWhenAirborne = Yes
2306    AirborneTargetingHeight = 30
2307    LocomotorWorksWhenDead = Yes          ; JetSlowDeathBehavior needs this to function correctly
2308  End
2309  
2310  ;------------------------------------------------------------------------------
2311  Locomotor BasicJetTaxiLocomotor
2312    Surfaces            = GROUND
2313    Speed               = 50    ; in dist/sec
2314    SpeedDamaged        = 50    ; in dist/sec
2315    TurnRate            = 180    ; in degrees/sec
2316    TurnRateDamaged     = 180    ; in degrees/sec
2317    Acceleration        = 100    ; in dist/(sec^2)
2318    AccelerationDamaged = 100    ; in dist/(sec^2)
2319    Braking             = 999999    ; in dist/(sec^2)
2320    MinTurnSpeed        = 0      ; in dist/sec
2321    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
2322    Appearance          = TREADS  ; so we can turn in place...
2323  End
2324  
2325  ;------------------------------------------------------------------------------
2326  Locomotor CINE_BasicJetTaxiLocomotor
2327    Surfaces            = GROUND
2328    Speed               = 30    ; in dist/sec
2329    SpeedDamaged        = 30    ; in dist/sec
2330    TurnRate            = 60    ; in degrees/sec
2331    TurnRateDamaged     = 60    ; in degrees/sec
2332    Acceleration        = 30    ; in dist/(sec^2)
2333    AccelerationDamaged = 30   ; in dist/(sec^2)
2334    Braking             = 999999    ; in dist/(sec^2)
2335    MinTurnSpeed        = 0      ; in dist/sec
2336    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
2337    Appearance          = TREADS  ; so we can turn in place...
2338  End
2339  
2340  ;------------------------------------------------------------------------------
2341  Locomotor RocketBuggyMissileLocomotor
2342    Surfaces = AIR
2343    Speed = 225               ; in dist/sec
2344    MinSpeed = 120            ; in dist/sec. (THRUST items must have nonzero minspeeds!)
2345    Acceleration = 675        ; in dist/(sec^2)
2346    Braking = 0               ; in dist/(sec^2)
2347    TurnRate = 100            ; in degrees/sec
2348    MaxThrustAngle = 45       ; in degrees (NOT degrees/sec)
2349    AllowAirborneMotiveForce = Yes
2350    Appearance = THRUST
2351  End
2352  
2353  
2354  ;------------------------------------------------------------------------------
2355  ;------------------------------------------------------------------------------
2356  Locomotor TunnelDefenderMissileLocomotor
2357    Surfaces = AIR
2358    Speed = 225               ; in dist/sec
2359    MinSpeed = 120            ; in dist/sec. (THRUST items must have nonzero minspeeds!)
2360    Acceleration = 675        ; in dist/(sec^2)
2361    Braking = 0               ; in dist/(sec^2)
2362    TurnRate = 100            ; in degrees  /sec
2363    MaxThrustAngle = 25       ; in degrees (NOT degrees/sec)
2364    AllowAirborneMotiveForce = Yes
2365    Appearance = THRUST
2366  End
2367  ;------------------------------------------
2368  Locomotor TechnicalRPGMissileLocomotor
2369    Surfaces = AIR
2370    Speed = 225               ; in dist/sec
2371    MinSpeed = 120            ; in dist/sec. (THRUST items must have nonzero minspeeds!)
2372    Acceleration = 675        ; in dist/(sec^2)
2373    Braking = 0               ; in dist/(sec^2)
2374    TurnRate = 100            ; in degrees/sec
2375    MaxThrustAngle = 25       ; in degrees (NOT degrees/sec)
2376    AllowAirborneMotiveForce = Yes
2377    Appearance = THRUST
2378  End
2379  ;------------------------------------------
2380  Locomotor MissileDefenderMissileLocomotor
2381    Surfaces = AIR
2382    Speed = 225               ; in dist/sec
2383    MinSpeed = 120            ; in dist/sec. (THRUST items must have nonzero minspeeds!)
2384    Acceleration = 675        ; in dist/(sec^2)
2385    Braking = 0               ; in dist/(sec^2)
2386    TurnRate = 100            ; in degrees/sec
2387    MaxThrustAngle = 45       ; in degrees (NOT degrees/sec)
2388    AllowAirborneMotiveForce = Yes
2389    Appearance = THRUST
2390  End
2391  ;-------------------------------------------
2392  Locomotor TankHunterMissileLocomotor
2393    Surfaces = AIR
2394    Speed = 225               ; in dist/sec
2395    MinSpeed = 120            ; in dist/sec. (THRUST items must have nonzero minspeeds!)
2396    Acceleration = 675        ; in dist/(sec^2)
2397    Braking = 0               ; in dist/(sec^2)
2398    TurnRate = 100            ; in degrees/sec
2399    MaxThrustAngle = 45       ; in degrees (NOT degrees/sec)
2400    AllowAirborneMotiveForce = Yes
2401    Appearance = THRUST
2402  End
2403  
2404  ;------------------------------------------------------------------------------
2405  ;------------------------------------------------------------------------------
2406  Locomotor TomahawkMissileLocomotor
2407    Surfaces = AIR
2408    Speed = 200               ; in dist/sec
2409    MinSpeed = 100            ; in dist/sec. (THRUST items must have nonzero minspeeds!)
2410    Acceleration = 675        ; in dist/(sec^2)
2411    Braking = 0               ; in dist/(sec^2)
2412    TurnRate = 540            ; in degrees/sec
2413    MaxThrustAngle = 45       ; in degrees (NOT degrees/sec)
2414    AllowAirborneMotiveForce = Yes
2415    Appearance = THRUST
2416    PreferredHeight = 120
2417    AirborneTargetingHeight = 30
2418    ;Note, PreferredHeight and DistanceToTargetBeforeDiving work in tandem for missiles.
2419    PreferredHeightDamping = 0.7      ; so that we gradually adjust our height
2420  End
2421  
2422  ;------------------------------------------------------------------------------
2423  Locomotor StingerMissileLocomotor
2424    Surfaces = AIR
2425    Speed = 400               ; in dist/sec
2426    MinSpeed = 120            ; in dist/sec. (THRUST items must have nonzero minspeeds!)
2427    Acceleration = 900        ; in dist/(sec^2)
2428    Braking = 0               ; in dist/(sec^2)
2429    TurnRate = 625            ; in degrees/sec
2430    MaxThrustAngle = 60       ; in degrees (NOT degrees/sec)
2431    AllowAirborneMotiveForce = Yes
2432    Appearance = THRUST
2433    CloseEnoughDist3D = No   ; This allows the missile to fly over the target and come back
2434  End
2435  
2436  ;------------------------------------------------------------------------------
2437  Locomotor ComancheAntiTankMissileLocomotor
2438    Surfaces = AIR
2439    Speed = 225               ; in dist/sec
2440    MinSpeed = 120            ; in dist/sec. (THRUST items must have nonzero minspeeds!)
2441    Acceleration = 675        ; in dist/(sec^2)
2442    Braking = 0               ; in dist/(sec^2)
2443    TurnRate = 180            ; in degrees/sec
2444    MaxThrustAngle = 50       ; in degrees (NOT degrees/sec)
2445    AllowAirborneMotiveForce = Yes
2446    Appearance = THRUST
2447  End
2448  
2449  ;------------------------------------------------------------------------------
2450  Locomotor ComancheRocketPodLocomotor
2451    Surfaces = AIR
2452    Speed = 225               ; in dist/sec
2453    MinSpeed = 120            ; in dist/sec. (THRUST items must have nonzero minspeeds!)
2454    Acceleration = 675        ; in dist/(sec^2)
2455    Braking = 0               ; in dist/(sec^2)
2456    TurnRate = 180            ; in degrees/sec
2457    MaxThrustAngle = 25       ; in degrees (NOT degrees/sec)
2458    AllowAirborneMotiveForce = Yes
2459    Appearance = THRUST
2460  End
2461  
2462  ;------------------------------------------------------------------------------
2463  Locomotor ScorpionMissileLocomotor
2464    Surfaces = AIR
2465    Speed = 150               ; in dist/sec
2466    MinSpeed = 120            ; in dist/sec. (THRUST items must have nonzero minspeeds!)
2467    Acceleration = 450        ; in dist/(sec^2)
2468    Braking = 0               ; in dist/(sec^2)
2469    TurnRate = 540             ; in degrees/sec
2470    MaxThrustAngle = 60       ; in degrees (NOT degrees/sec)
2471    AllowAirborneMotiveForce = Yes
2472    Appearance = THRUST
2473  End
2474  
2475  ;------------------------------------------------------------------------------
2476  Locomotor PatriotMissileLocomotor
2477    Surfaces = AIR
2478    Speed = 400               ; in dist/sec (silly if not faster than planes)
2479    MinSpeed = 120            ; in dist/sec. (THRUST items must have nonzero minspeeds!)
2480    Acceleration = 450        ; in dist/(sec^2)
2481    Braking = 0               ; in dist/(sec^2)
2482    TurnRate = 300            ; in degrees/sec
2483    MaxThrustAngle = 30       ; in degrees (NOT degrees/sec)
2484    AllowAirborneMotiveForce = Yes
2485    Appearance = THRUST
2486    CloseEnoughDist = 1      ; 
2487  End
2488  
2489  ;------------------------------------------------------------------------------
2490  Locomotor DragonTankFlameLocomotor
2491    Surfaces = AIR
2492    Speed = 300               ; in dist/sec
2493    MinSpeed = 120            ; in dist/sec. (THRUST items must have nonzero minspeeds!)
2494    Acceleration = 2160       ; in dist/(sec^2)
2495    Braking = 0               ; in dist/(sec^2)
2496    TurnRate = 5            ; in degrees/sec
2497    MaxThrustAngle = 1       ; in degrees (NOT degrees/sec)
2498    AllowAirborneMotiveForce = Yes
2499    Appearance = THRUST
2500  End
2501  
2502  ;------------------------------------------------------------------------------
2503  Locomotor ToxinTruckStreamLocomotor
2504    Surfaces = AIR
2505    Speed = 300               ; in dist/sec
2506    MinSpeed = 120            ; in dist/sec. (THRUST items must have nonzero minspeeds!)
2507    Acceleration = 2160       ; in dist/(sec^2)
2508    Braking = 0               ; in dist/(sec^2)
2509    TurnRate = 225            ; in degrees/sec
2510    MaxThrustAngle = 20       ; in degrees (NOT degrees/sec)
2511    AllowAirborneMotiveForce = Yes
2512    Appearance = THRUST
2513  End
2514  
2515  ;------------------------------------------------------------------------------
2516  Locomotor FasterToxinTruckStreamLocomotor
2517    Surfaces = AIR
2518    Speed = 300               ; in dist/sec
2519    MinSpeed = 120            ; in dist/sec. (THRUST items must have nonzero minspeeds!)
2520    Acceleration = 2160       ; in dist/(sec^2)
2521    Braking = 0               ; in dist/(sec^2)
2522    TurnRate = 355            ; in degrees/sec
2523    MaxThrustAngle = 30       ; in degrees (NOT degrees/sec)
2524    AllowAirborneMotiveForce = Yes
2525    Appearance = THRUST
2526  End
2527  
2528  ;------------------------------------------------------------------------------
2529  Locomotor ToxinTruckDribbleLocomotor
2530    Surfaces = AIR
2531    Speed = 300               ; in dist/sec
2532    MinSpeed = 1            ; in dist/sec. (THRUST items must have nonzero minspeeds!)
2533    Acceleration = 2160       ; in dist/(sec^2)
2534    Braking = 0               ; in dist/(sec^2)
2535    TurnRate = 900            ; in degrees/sec
2536    MaxThrustAngle = 360       ; in degrees (NOT degrees/sec)
2537    AllowAirborneMotiveForce = Yes
2538    Appearance = THRUST
2539  End
2540  
2541  ;------------------------------------------------------------------------------
2542  Locomotor AuroraJetMissileLocomotor
2543    Surfaces = AIR
2544    Speed = 300               ; in dist/sec
2545    MinSpeed = 120            ; in dist/sec. (THRUST items must have nonzero minspeeds!)
2546    Acceleration = 900        ; in dist/(sec^2)
2547    Braking = 0               ; in dist/(sec^2)
2548    TurnRate = 200            ; in degrees/sec
2549    MaxThrustAngle = 15       ; in degrees (NOT degrees/sec)
2550    AllowAirborneMotiveForce = Yes
2551    Appearance = THRUST
2552  End
2553  
2554  ;------------------------------------------------------------------------------
2555  Locomotor A10ThunderboltMissileLocomotor
2556    Surfaces = AIR
2557    Speed = 240               ; in dist/sec
2558    MinSpeed = 120            ; in dist/sec. (THRUST items must have nonzero minspeeds!)
2559    Acceleration = 900        ; in dist/(sec^2)
2560    Braking = 0               ; in dist/(sec^2)
2561    TurnRate = 200            ; in degrees/sec
2562    MaxThrustAngle = 60       ; in degrees (NOT degrees/sec)
2563    AllowAirborneMotiveForce = Yes
2564    Appearance = THRUST
2565  End
2566  
2567  ;------------------------------------------------------------------------------
2568  Locomotor RaptorJetMissileLocomotor
2569    Surfaces = AIR
2570    Speed = 300               ; in dist/sec
2571    MinSpeed = 120            ; in dist/sec. (THRUST items must have nonzero minspeeds!)
2572    Acceleration = 900        ; in dist/(sec^2)
2573    Braking = 0               ; in dist/(sec^2)
2574    TurnRate = 200            ; in degrees/sec
2575    MaxThrustAngle = 15       ; in degrees (NOT degrees/sec)
2576    AllowAirborneMotiveForce = Yes
2577    Appearance = THRUST
2578  End
2579  
2580  ;------------------------------------------------------------------------------
2581  Locomotor StealthJetMissileLocomotor
2582    Surfaces = AIR
2583    Speed = 300               ; in dist/sec
2584    MinSpeed = 120            ; in dist/sec. (THRUST items must have nonzero minspeeds!)
2585    Acceleration = 900        ; in dist/(sec^2)
2586    Braking = 0               ; in dist/(sec^2)
2587    TurnRate = 200            ; in degrees/sec
2588    MaxThrustAngle = 15       ; in degrees (NOT degrees/sec)
2589    AllowAirborneMotiveForce = Yes
2590    Appearance = THRUST
2591  End
2592  
2593  ;------------------------------------------------------------------------------
2594  Locomotor NapalmMissileLocomotor
2595    Surfaces = AIR
2596    Speed = 300               ; in dist/sec
2597    MinSpeed = 120            ; in dist/sec. (THRUST items must have nonzero minspeeds!)
2598    Acceleration = 900        ; in dist/(sec^2)
2599    Braking = 0               ; in dist/(sec^2)
2600    TurnRate = 200            ; in degrees/sec
2601    MaxThrustAngle = 15       ; in degrees (NOT degrees/sec)
2602    AllowAirborneMotiveForce = Yes
2603    Appearance = THRUST
2604  End
2605  
2606  ;------------------------------------------------------------------------------
2607  Locomotor LimoLocomotor
2608    Surfaces = GROUND
2609    Speed = 90                ; in dist/sec
2610    SpeedDamaged = 90         ; in dist/sec
2611    TurnRate = 120            ; in degrees/sec
2612    TurnRateDamaged = 120     ; in degrees/sec
2613    Acceleration = 30         ; in dist/(sec^2)
2614    AccelerationDamaged = 30  ; in dist/(sec^2)
2615    Braking = 50              ; in dist/(sec^2)
2616    MinTurnSpeed = 40         ; in dist/sec
2617    TurnPivotOffset = -0.5    ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
2618    ZAxisBehavior = NO_Z_MOTIVE_FORCE
2619    Appearance = FOUR_WHEELS
2620  
2621    AccelerationPitchLimit = 6      ; Angle limit how far chassis will lift or roll from acceleration.
2622    BounceAmount = 0                ;  simulates hitting random rocks.  0==smooth pavement, 200 = bumpy.
2623    PitchStiffness = 0.1            ;  stiffness of the "springs" in the suspension forward & back.
2624    RollStiffness  = 0.05            ;  stiffness of the "springs" in the suspension side to side.
2625    PitchDamping = 0.5        ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2626    RollDamping = 0.5        ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2627    ForwardAccelerationPitchFactor = 0.3  ; How much acceleration will cause the front to lift, or dip for stops.
2628    LateralAccelerationRollFactor = 0.2   ;   How much cornering will cause the chassis to roll.
2629  End
2630  
2631  ;------------------------------------------------------------------------------
2632  Locomotor InchForwardLocomotor
2633    Surfaces = GROUND RUBBLE
2634    Speed = 25                ; in dist/sec
2635    MinSpeed = 25
2636    TurnRate = 1            ; in degrees/sec
2637    TurnRateDamaged = 1     ; in degrees/sec
2638    Acceleration = 100        ; in dist/(sec^2)
2639    AccelerationDamaged = 100 ; in dist/(sec^2)
2640    Braking = 1             ; in dist/(sec^2)
2641    PreferredHeight = 1
2642    ZAxisBehavior = NO_Z_MOTIVE_FORCE
2643    Appearance = HOVER
2644    StickToGround = Yes      
2645    AllowAirborneMotiveForce = Yes
2646  End
2647  
2648  ;------------------------------------------------------------------------------
2649  Locomotor ChinaArtilleryBarrageCannonLocomotor
2650    Surfaces            = AIR
2651    Speed               = 150;              ; in dist/sec
2652    SpeedDamaged        = 150         ; in dist/sec
2653    MinSpeed            = 150             ; in dist/sec
2654    TurnRate            = 200            ; in degrees/sec
2655    TurnRateDamaged     = 90      ; in degrees/sec
2656    MaxThrustAngle      = 90       ; in degrees (NOT degrees/sec)
2657    Acceleration        = 80         ; in dist/(sec^2)
2658    AccelerationDamaged = 50  ; in dist/(sec^2)
2659    Lift                = 120                ; in dist/(sec^2)
2660    LiftDamaged         = 80          ; in dist/(sec^2)
2661    Braking             = 10              ; in dist/(sec^2)
2662    MinTurnSpeed        = 70          ; in dist/sec
2663    PreferredHeight     = 500
2664    AllowAirborneMotiveForce = Yes
2665    ZAxisBehavior       = SURFACE_RELATIVE_HEIGHT
2666    CirclingRadius      = 100 ; the radius at which we circle when we are trying to maintain position. 
2667                              ; (pos = clockwise, neg = ccw, 0 = calc smallest possible radius given our speed, turning, etc)
2668    Appearance          = WINGS
2669  
2670    PitchInDirectionOfZVelFactor = 1.0    ;  how much to pitch according to our z-vel. 0=none, 1=lots (0=default)
2671    PitchStiffness = 0.5                  ;  stiffness of the "springs" in the suspension forward & back.
2672    RollStiffness = 0.4                   ;  stiffness of the "springs" in the suspension side to side.
2673    PitchDamping = 0.9                    ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2674    RollDamping = 0.8                     ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2675    ForwardVelocityPitchFactor = 0        ;  How much velocity will cause the front to lift/dip
2676    LateralVelocityRollFactor = 0.2       ;  How much cornering will cause the chassis to roll.
2677    Apply2DFrictionWhenAirborne = Yes
2678    AirborneTargetingHeight = 30
2679    LocomotorWorksWhenDead = Yes          ; JetSlowDeathBehavior needs this to function correctly
2680  End
2681  
2682  ;-----------------------------------------------------------------------------------
2683  Locomotor AmericaVehicleDozerLocomotor
2684    Surfaces            = GROUND
2685    Speed               = 30   ; in dist/sec
2686    SpeedDamaged        = 25   ; in dist/sec
2687    TurnRate            = 90   ; in degrees/sec
2688    TurnRateDamaged     = 60   ; in degrees/sec
2689    Acceleration        = 30   ; in dist/(sec^2)
2690    AccelerationDamaged = 8    ; in dist/(sec^2)
2691    Braking             = 50  ; in dist/(sec^2)
2692    MinTurnSpeed        = 25   ; in dist/sec
2693    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
2694    Appearance          = FOUR_WHEELS
2695    TurnPivotOffset     = -0.5    ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
2696  
2697    AccelerationPitchLimit = 5              ; Angle limit how far chassis will lift or roll from acceleration.
2698    PitchStiffness = 0.05                   ;  stiffness of the "springs" in the suspension forward & back.
2699    RollStiffness = 0.025                   ;  stiffness of the "springs" in the suspension side to side.
2700    PitchDamping = 0.8                      ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2701    RollDamping = 0.3                       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2702    ForwardAccelerationPitchFactor = 0.5    ; How much acceleration will cause the front to lift, or dip for stops.
2703    LateralAccelerationRollFactor = 0.33    ;  How much cornering will cause the chassis to roll.
2704  
2705    HasSuspension = Yes           ; Calculate 4 wheel independent suspension info.
2706    CanMoveBackwards = Yes        ; Can move backwards.
2707    MaximumWheelExtension = -2.3  ; Maximum distance the wheels will drop on the model.
2708    MaximumWheelCompression = 1.4 ; Maximum distance the wheel will move up into the chassis.
2709    FrontWheelTurnAngle = 30
2710          ; How many degrees the front wheels can turn.
2711  End
2712  
2713  ;-----------------------------------------------------------------------------------------
2714  Locomotor ChinaVehicleDozerLocomotor
2715    Surfaces            = GROUND
2716    Speed               = 30   ; in dist/sec
2717    SpeedDamaged        = 25   ; in dist/sec
2718    TurnRate            = 90   ; in degrees/sec
2719    TurnRateDamaged     = 60   ; in degrees/sec
2720    Acceleration        = 30   ; in dist/(sec^2)
2721    AccelerationDamaged = 8    ; in dist/(sec^2)
2722    Braking             = 50  ; in dist/(sec^2)
2723    MinTurnSpeed        = 0   ; in dist/sec
2724    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
2725    Appearance          = TREADS
2726  
2727    AccelerationPitchLimit = 5              ; Angle limit how far chassis will lift or roll from acceleration.
2728    PitchStiffness = 0.05                   ;  stiffness of the "springs" in the suspension forward & back.
2729    RollStiffness = 0.025                   ;  stiffness of the "springs" in the suspension side to side.
2730    PitchDamping = 0.8                      ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2731    RollDamping = 0.3                       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2732    ForwardAccelerationPitchFactor = 0.5    ; How much acceleration will cause the front to lift, or dip for stops.
2733    LateralAccelerationRollFactor = 0.33    ;  How much cornering will cause the chassis to roll.
2734  End
2735  
2736  ;--------------------------------------------------------------------------------------------------
2737  Locomotor ChinaNukeCannonLocomotor
2738    Surfaces            = GROUND
2739    Speed               = 20   ; in dist/sec
2740    SpeedDamaged        = 20   ; in dist/sec
2741    TurnRate            = 90   ; in degrees/sec
2742    TurnRateDamaged     = 60   ; in degrees/sec
2743    Acceleration        = 30   ; in dist/(sec^2)
2744    AccelerationDamaged = 8    ; in dist/(sec^2)
2745    Braking             = 50  ; in dist/(sec^2)
2746    MinTurnSpeed        = 0   ; in dist/sec
2747    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
2748    Appearance          = TREADS
2749  
2750    AccelerationPitchLimit = 5              ; Angle limit how far chassis will lift or roll from acceleration.
2751    PitchStiffness = 0.05                   ;  stiffness of the "springs" in the suspension forward & back.
2752    RollStiffness = 0.025                   ;  stiffness of the "springs" in the suspension side to side.
2753    PitchDamping = 0.8                      ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2754    RollDamping = 0.3                       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2755    ForwardAccelerationPitchFactor = 0.5    ; How much acceleration will cause the front to lift, or dip for stops.
2756    LateralAccelerationRollFactor = 0.33    ;  How much cornering will cause the chassis to roll.
2757  End
2758  
2759  ;------------------------------------------------------------------------------
2760  Locomotor AvalancheLocomotor
2761    Surfaces = GROUND RUBBLE CLIFF WATER ;AIR
2762    Speed = 45                ; in dist/sec
2763    TurnRate = 360            ; in degrees/sec
2764    Acceleration = 10        ; in dist/(sec^2)
2765    Braking = 10             ; in dist/(sec^2)
2766    MinTurnSpeed = 0          ; in dist/sec
2767    ZAxisBehavior       = SURFACE_RELATIVE_HEIGHT
2768    Appearance = TWO_LEGS
2769    DownhillOnly = Yes
2770  
2771  
2772    AccelerationPitchLimit = 0      ; Angle limit how far chassis will lift or roll from acceleration.
2773    BounceAmount           = 50     ; simulates hitting random rocks.  0==smooth pavement, 200 = bumpy.
2774    PitchStiffness = 0.9            ;  stiffness of the "springs" in the suspension forward & back.
2775    RollStiffness = 0.9            ;  stiffness of the "springs" in the suspension side to side.
2776    PitchDamping = 0.9              ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2777    RollDamping = 0.9               ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2778    UniformAxialDamping =  0.001   ; helium like driftiness
2779  
2780  
2781  
2782  End
2783  
2784  ;------------------------------------------------------------------------------
2785  ; ************************** Cinematic-only unit *****************************
2786  Locomotor CINE_JarmenKellLocomotor
2787    Surfaces = GROUND RUBBLE
2788    Speed = 30                 ; in dist/sec
2789    SpeedDamaged = 20          ; in dist/sec
2790    TurnRate = 500            ; in degrees/sec
2791    TurnRateDamaged = 500    ; in degrees/sec
2792    Acceleration = 100        ; in dist/(sec^2)
2793    AccelerationDamaged = 50 ; in dist/(sec^2)
2794    Braking = 100             ; in dist/(sec^2)
2795    MinTurnSpeed = 0          ; in dist/sec
2796    ZAxisBehavior = NO_Z_MOTIVE_FORCE
2797    Appearance = TWO_LEGS
2798    StickToGround = Yes       ; walking guys aren't allowed to catch huge (or even small) air.
2799    GroupMovementPriority = MOVES_BACK;   Moves in the back of a group, out of danger.
2800  End
2801  
2802  ;------------------------------------------------------------------------------
2803  ; ************************** Cinematic-only unit *****************************
2804  Locomotor CINE_TroopCrawlerLocomotor
2805    Surfaces            = GROUND
2806    Speed               = 40   ; in dist/sec
2807    SpeedDamaged        = 30   ; in dist/sec
2808    TurnRate            = 120  ;90   ; in degrees/sec
2809    TurnRateDamaged     = 120  ;60   ; in degrees/sec
2810    Acceleration        = 1000 ;400   ; in dist/(sec^2)
2811    AccelerationDamaged = 1000 ;300  ; in dist/(sec^2)
2812    Braking             = 1000 ;50  ; in dist/(sec^2)
2813    MinTurnSpeed        = 25   ; in dist/sec
2814    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
2815    Appearance          = FOUR_WHEELS
2816    TurnPivotOffset     = -0.5    ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
2817  
2818    AccelerationPitchLimit = 5              ; Angle limit how far chassis will lift or roll from acceleration.
2819    PitchStiffness = 0.05                   ;  stiffness of the "springs" in the suspension forward & back.
2820    RollStiffness = 0.025                   ;  stiffness of the "springs" in the suspension side to side.
2821    PitchDamping = 0.8                      ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2822    RollDamping = 0.3                       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2823    ForwardAccelerationPitchFactor = 0.5    ; How much acceleration will cause the front to lift, or dip for stops.
2824    LateralAccelerationRollFactor = 0.33    ;  How much cornering will cause the chassis to roll.
2825  
2826    HasSuspension = Yes           ; Calculate 4 wheel independent suspension info.
2827    CanMoveBackwards = Yes        ; Can move backwards.
2828    MaximumWheelExtension = -2.3  ; Maximum distance the wheels will drop on the model.
2829    MaximumWheelCompression = 1.4 ; Maximum distance the wheel will move up into the chassis.
2830    FrontWheelTurnAngle = 30
2831          ; How many degrees the front wheels can turn.
2832  End
2833  
2834  ;------------------------------------------------------------------------------
2835  ; ************************** Cinematic-only unit *****************************
2836  Locomotor CINE_RedguardLocomotor
2837    Surfaces = GROUND RUBBLE
2838    Speed = 25 ;30                ; in dist/sec
2839    SpeedDamaged = 15 ;30         ; in dist/sec ;DEMO -- To allieviate skating appearence, wounded speed is same as normal
2840    TurnRate = 500            ; in degrees/sec
2841    TurnRateDamaged = 500     ; in degrees/sec
2842    Acceleration = 100        ; in dist/(sec^2)
2843    AccelerationDamaged = 50 ; in dist/(sec^2)
2844    Braking = 150             ; in dist/(sec^2)
2845    MinTurnSpeed = 0          ; in dist/sec
2846    ZAxisBehavior = NO_Z_MOTIVE_FORCE
2847    Appearance = TWO_LEGS
2848    StickToGround = Yes       ; walking guys aren't allowed to catch huge (or even small) air.
2849    GroupMovementPriority = MOVES_FRONT;   Moves in the back of a group, out of danger.
2850  End
2851  
2852  ;------------------------------------------------------------------------------
2853  ; *************************** Cinematic-only unit *****************************
2854  Locomotor CINE_BattleMasterLocomotor
2855    Surfaces            = GROUND
2856    Speed               = 25   ; in dist/sec
2857    SpeedDamaged        = 25   ; in dist/sec
2858    TurnRate            = 180  ;90   ; in degrees/sec
2859    TurnRateDamaged     = 180  ;60   ; in degrees/sec
2860    Acceleration        = 1000 ;240  ; in dist/(sec^2)
2861    AccelerationDamaged = 1000 ;180  ; in dist/(sec^2)
2862    Braking             = 1000 ;50  ; in dist/(sec^2)
2863    MinTurnSpeed        = 0   ; in dist/sec
2864    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
2865    Appearance          = TREADS
2866  
2867    AccelerationPitchLimit = 5              ; Angle limit how far chassis will lift or roll from acceleration.
2868    PitchStiffness = 0.05                   ;  stiffness of the "springs" in the suspension forward & back.
2869    RollStiffness = 0.025                   ;  stiffness of the "springs" in the suspension side to side.
2870    PitchDamping = 0.8                      ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2871    RollDamping = 0.3                       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2872    ForwardAccelerationPitchFactor = 0.5    ; How much acceleration will cause the front to lift, or dip for stops.
2873    LateralAccelerationRollFactor = 0.33    ;  How much cornering will cause the chassis to roll.
2874  End
2875  
2876  ;------------------------------------------------------------------------------
2877  ; *************************** Cinematic-only unit *****************************
2878  Locomotor CINE_B52Locomotor
2879    Surfaces = AIR
2880    Speed = 125  ;100         ; in dist/sec
2881    SpeedDamaged = 75         ; in dist/sec
2882    MinSpeed = 60             ; in dist/sec
2883    TurnRate = 25             ; in degrees/sec
2884    TurnRateDamaged = 10      ; in degrees/sec
2885    Acceleration = 60         ; in dist/(sec^2)
2886    AccelerationDamaged = 30  ; in dist/(sec^2)
2887    Lift = 120                ; in dist/(sec^2)
2888    LiftDamaged = 80          ; in dist/(sec^2)
2889    Braking = 20              ; in dist/(sec^2)
2890    MinTurnSpeed = 10         ; in dist/sec
2891    PreferredHeight = 100
2892    AllowAirborneMotiveForce = Yes
2893    ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
2894    Appearance = WINGS 
2895  
2896    PitchStiffness = 0.5                  ;  stiffness of the "springs" in the suspension forward & back.
2897    RollStiffness = 0.1                   ;  stiffness of the "springs" in the suspension side to side.
2898    PitchDamping = 0.9                    ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2899    RollDamping = 0.9                     ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2900    ForwardVelocityPitchFactor = 0        ;  How much velocity will cause the front to lift/dip
2901    LateralVelocityRollFactor = 0.2       ;  How much cornering will cause the chassis to roll.
2902    Apply2DFrictionWhenAirborne = Yes
2903    AirborneTargetingHeight = 30
2904    LocomotorWorksWhenDead = Yes          ; for JetSlowDeathBehavior
2905  End
2906  
2907  ;------------------------------------------------------------------------------
2908  ; *************************** Cinematic-only unit *****************************
2909  Locomotor CINE_BasicHumanLocomotor
2910    Surfaces = GROUND RUBBLE
2911    Speed = 20 ;30                ; in dist/sec
2912    SpeedDamaged = 10 ;30         ; in dist/sec
2913    TurnRate = 500            ; in degrees/sec
2914    TurnRateDamaged = 500    ; in degrees/sec
2915    Acceleration = 100        ; in dist/(sec^2)
2916    AccelerationDamaged = 50 ; in dist/(sec^2)
2917    Braking = 100             ; in dist/(sec^2)
2918    MinTurnSpeed = 0          ; in dist/sec
2919    ZAxisBehavior = NO_Z_MOTIVE_FORCE
2920    Appearance = TWO_LEGS
2921    StickToGround = Yes       ; walking guys aren't allowed to catch huge (or even small) air.
2922    GroupMovementPriority = MOVES_FRONT;   Moves in the front of a group, behind small arms, ahead of artillery
2923  End
2924  
2925  ;------------------------------------------------------------------------------
2926  ; *************************** Cinematic-only unit *****************************
2927  Locomotor CINE_MissileDefenderLocomotor
2928    Surfaces = GROUND RUBBLE
2929    Speed = 20 ;30                ; in dist/sec
2930    SpeedDamaged = 10 ;30         ; in dist/sec
2931    TurnRate = 500            ; in degrees/sec
2932    TurnRateDamaged = 500    ; in degrees/sec
2933    Acceleration = 100        ; in dist/(sec^2)
2934    AccelerationDamaged = 50 ; in dist/(sec^2)
2935    Braking = 100             ; in dist/(sec^2)
2936    MinTurnSpeed = 0          ; in dist/sec
2937    ZAxisBehavior = NO_Z_MOTIVE_FORCE
2938    Appearance = TWO_LEGS
2939    StickToGround = Yes       ; walking guys aren't allowed to catch huge (or even small) air.
2940    GroupMovementPriority = MOVES_MIDDLE;   Moves in the middle of a group, behind small arms, ahead of artillery
2941  End
2942  
2943  ;------------------------------------------------------------------------------
2944  ; ************************* Cinematic-only unit *******************************
2945  Locomotor CINE_TechnicalLocomotor
2946    Surfaces              = GROUND
2947    Speed                 = 90              ; in dist/sec
2948    SpeedDamaged          = 80              ; in dist/sec
2949    TurnRate              = 180             ; in degrees/sec
2950    TurnRateDamaged       = 180             ; in degrees/sec
2951    Acceleration          = 100 ;90              ; in dist/(sec^2)
2952    AccelerationDamaged   = 100 ;80              ; in dist/(sec^2)
2953    Braking               = 50              ; in dist/(sec^2)
2954    MinTurnSpeed          = 20              ; in dist/sec
2955    TurnPivotOffset       = -0.5            ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
2956    ZAxisBehavior         = NO_Z_MOTIVE_FORCE
2957    Appearance            = FOUR_WHEELS
2958  
2959    AccelerationPitchLimit  = 6.0    ; Angle limit how far chassis will lift or roll from acceleration.
2960    BounceAmount = 100              ;  simulates hitting random rocks.  0==smooth pavement, 200 = bumpy.
2961    PitchStiffness = 0.5            ;  stiffness of the "springs" in the suspension forward & back.
2962    RollStiffness = 0.5             ;  stiffness of the "springs" in the suspension side to side.
2963    PitchDamping = 0.5              ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2964    RollDamping = 0.5               ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2965    ForwardAccelerationPitchFactor = 0.3  ; How much acceleration will cause the front to lift, or dip for stops.
2966    LateralAccelerationRollFactor = 0.2   ;  How much cornering will cause the chassis to roll.
2967  
2968    HasSuspension = Yes           ; Calculate 4 wheel independent suspension info.
2969    CanMoveBackwards = Yes        ; Can move backwards.
2970    MaximumWheelExtension = -2.0  ; Maximum distance the wheels will drop on the model.
2971    MaximumWheelCompression = 1.0 ; Maximum distance the wheel will move up into the chassis.
2972    FrontWheelTurnAngle = 22      ; How many degrees the front wheels can turn.
2973  
2974    CloseEnoughDist = 1.0         ; How close we must get to the end of a goal path before declaring success
2975    ;CloseEnoughDist = 50.0        ; How close we must get to the end of a goal path before declaring success
2976  End
2977  
2978  ;------------------------------------------------------------------------------
2979  ; ************************* Cinematic-only unit *******************************
2980  Locomotor CINE_ComancheLocomotor
2981    Surfaces = AIR
2982    Speed = 120               ; in dist/sec
2983    SpeedDamaged = 120         ; in dist/sec
2984    TurnRate = 180            ; in degrees/sec
2985    TurnRateDamaged = 180      ; in degrees/sec
2986    Acceleration = 60         ; in dist/(sec^2)
2987    AccelerationDamaged = 60  ; in dist/(sec^2)
2988    Lift = 120                ; in dist/(sec^2)
2989    LiftDamaged = 80          ; in dist/(sec^2)
2990    Braking = 240             ; in dist/(sec^2)
2991    MinTurnSpeed = 0          ; in dist/sec
2992    PreferredHeight = 100
2993    AllowAirborneMotiveForce = Yes
2994    ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
2995    Appearance = HOVER
2996  
2997    PitchStiffness = 0.5                  ;  stiffness of the "springs" in the suspension forward & back.
2998    RollStiffness = 0.1                   ;  stiffness of the "springs" in the suspension side to side.
2999    PitchDamping = 0.9                    ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3000    RollDamping = 0.9                     ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3001    ForwardVelocityPitchFactor = -0.05     ;  How much velocity will cause the front to lift/dip
3002    LateralVelocityRollFactor = 0.1       ;  How much cornering will cause the chassis to roll.
3003    Apply2DFrictionWhenAirborne = Yes
3004    AirborneTargetingHeight = 30
3005    LocomotorWorksWhenDead = Yes          ; HelicopterSlowDeathBehavior needs this to function correctly
3006  End
3007  
3008  ;------------------------------------------------------------------------------
3009  ;************************* Cinematic-only unit ********************************
3010  Locomotor CINE_ScorpionLocomotor
3011    Surfaces            = GROUND
3012    Speed               = 25   ; in dist/sec
3013    SpeedDamaged        = 25   ; in dist/sec
3014    TurnRate            = 60   ; in degrees/sec
3015    TurnRateDamaged     = 60   ; in degrees/sec
3016    Acceleration        = 8   ; in dist/(sec^2)
3017    AccelerationDamaged = 8    ; in dist/(sec^2)
3018    Braking             = 50  ; in dist/(sec^2)
3019    MinTurnSpeed        = 0   ; in dist/sec
3020    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
3021    Appearance          = TREADS
3022  
3023    AccelerationPitchLimit = 5              ; Angle limit how far chassis will lift or roll from acceleration.
3024    PitchStiffness = 0.05                   ;  stiffness of the "springs" in the suspension forward & back.
3025    RollStiffness = 0.025                   ;  stiffness of the "springs" in the suspension side to side.
3026    PitchDamping = 0.8                     ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3027    RollDamping = 0.3                       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3028    ForwardAccelerationPitchFactor = 0.5    ; How much acceleration will cause the front to lift, or dip for stops.
3029    LateralAccelerationRollFactor = 0.33    ;  How much cornering will cause the chassis to roll.
3030  End
3031  
3032  ;------------------------------------------------------------------------------
3033  ;************************* Cinematic-only unit ********************************
3034  Locomotor CINE_HumveeLocomotor
3035    Surfaces                = GROUND
3036    Speed                   = 25    ; in dist/sec
3037    SpeedDamaged            = 25    ; in dist/sec
3038    TurnRate                = 120   ; in degrees/sec
3039    TurnRateDamaged         = 120   ; in degrees/sec
3040    Acceleration            = 10    ; in dist/(sec^2)
3041    AccelerationDamaged     = 10    ; in dist/(sec^2)
3042    Braking                 = 50    ; in dist/(sec^2)
3043    MinTurnSpeed            = 20    ; in dist/sec
3044    TurnPivotOffset         = -0.33 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
3045    ZAxisBehavior           = NO_Z_MOTIVE_FORCE
3046    Appearance              = FOUR_WHEELS
3047    StickToGround           = No 
3048  
3049    AccelerationPitchLimit  = 0     ; Angle limit how far chassis will lift or roll from acceleration.
3050    BounceAmount            = 0    ; simulates hitting random rocks.  0==smooth pavement, 200 = bumpy.
3051    PitchStiffness          = 0.35  ; stiffness of the "springs" in the suspension forward & back.
3052    RollStiffness           = 0.05  ; stiffness of the "springs" in the suspension side to side.
3053    PitchDamping            = 0.96  ; How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3054    RollDamping             = 0.96  ; How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.  
3055    
3056    ForwardAccelerationPitchFactor = 0.00  ; How much acceleration will cause the front to lift, or dip for stops.
3057    LateralAccelerationRollFactor  = 0.10  ; How much cornering will cause the chassis to roll.
3058  
3059    HasSuspension           = Yes   ; Calculate 4 wheel independent suspension info.
3060    CanMoveBackwards        = Yes   ; Can move backwards.
3061    MaximumWheelExtension   = -1.0  ; Maximum distance the wheels will drop on the model.
3062    MaximumWheelCompression = 0.5   ; Maximum distance the wheel will move up into the chassis.
3063    FrontWheelTurnAngle     = 22    ; How many degrees the front wheels can turn.
3064  
3065  End
3066  
3067  ;------------------------------------------------------------------------------
3068  ;************************* Cinematic-only unit ********************************
3069  Locomotor CINE_MIGLocomotor
3070    Surfaces                  = AIR
3071    Speed                     = 160
3072    SpeedDamaged              = 160
3073  ; !!! DO NOT REDUCE MinSpeed BELOW 60 UNTIL LANDINGS ARE FIXED (srj)
3074    MinSpeed                  = 60
3075    TurnRate                  = 120
3076    TurnRateDamaged           = 90
3077    Acceleration              = 110   ; note that this needs to be AT LEAST 100 in order to clear the runway of current Chinese airfields. (srj)
3078    AccelerationDamaged       = 30  
3079    Lift                      = 120 
3080    LiftDamaged               = 80  
3081    Braking                   = 10  
3082    MinTurnSpeed              = 150 
3083    PreferredHeight           = 100
3084    AllowAirborneMotiveForce  = Yes
3085    ZAxisBehavior             = SURFACE_RELATIVE_HEIGHT
3086    CirclingRadius            = 100 
3087    Appearance                = WINGS 
3088  
3089    PitchInDirectionOfZVelFactor  = 1.0    ;  how much to pitch according to our z-vel. 0=none, 1=lots (0=default)
3090    PitchStiffness                = 0.5    ;  stiffness of the "springs" in the suspension forward & back.
3091    RollStiffness                 = 0.4    ;  stiffness of the "springs" in the suspension side to side.
3092    PitchDamping                  = 0.9    ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3093    RollDamping                   = 0.8    ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3094    ForwardVelocityPitchFactor    = 0      ;  How much velocity will cause the front to lift/dip
3095    LateralVelocityRollFactor     = 0.2    ;  How much cornering will cause the chassis to roll.
3096    Apply2DFrictionWhenAirborne   = Yes
3097    AirborneTargetingHeight       = 30
3098    LocomotorWorksWhenDead        = Yes    ; JetSlowDeathBehavior needs this to function correctly
3099  End
3100  
3101  ;------------------------------------------------------------------------------
3102  ; **************************** Cinematic-only unit ****************************
3103  Locomotor CINE_BasicCarLocomotor
3104    Surfaces = GROUND
3105    Speed = 90                ; in dist/sec
3106    SpeedDamaged = 90         ; in dist/sec
3107    TurnRate = 120            ; in degrees/sec
3108    TurnRateDamaged = 120     ; in degrees/sec
3109    Acceleration = 30         ; in dist/(sec^2)
3110    AccelerationDamaged = 30  ; in dist/(sec^2)
3111    Braking = 50              ; in dist/(sec^2)
3112    MinTurnSpeed = 40         ; in dist/sec
3113    TurnPivotOffset = -0.5    ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
3114    ZAxisBehavior = NO_Z_MOTIVE_FORCE
3115    Appearance = FOUR_WHEELS
3116  
3117    AccelerationPitchLimit = 1      ; Angle limit how far chassis will lift or roll from acceleration.
3118    BounceAmount = 0                ;  simulates hitting random rocks.  0==smooth pavement, 200 = bumpy.
3119    PitchStiffness = 0.05            ;  stiffness of the "springs" in the suspension forward & back.
3120    RollStiffness  = 0.05            ;  stiffness of the "springs" in the suspension side to side.
3121    PitchDamping = 0.5        ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3122    RollDamping = 0.5        ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3123    ForwardAccelerationPitchFactor = 0.3  ; How much acceleration will cause the front to lift, or dip for stops.
3124    LateralAccelerationRollFactor = 0.2   ;   How much cornering will cause the chassis to roll.
3125  End
3126  
3127  ;------------------------------------------------------------------------------
3128  ;************************** Cinematic-only unit *******************************
3129  Locomotor CINE_ColonelBurtonGroundLocomotor
3130    Surfaces = GROUND RUBBLE
3131    Speed = 30                ; in dist/sec
3132    SpeedDamaged = 20         ; in dist/sec
3133    TurnRate = 500            ; in degrees/sec
3134    TurnRateDamaged = 500     ; in degrees/sec
3135    Acceleration = 100        ; in dist/(sec^2)
3136    AccelerationDamaged = 50 ; in dist/(sec^2)
3137    Braking = 100             ; in dist/(sec^2)
3138    MinTurnSpeed = 0          ; in dist/sec
3139    ZAxisBehavior = NO_Z_MOTIVE_FORCE
3140    Appearance = TWO_LEGS
3141    StickToGround = Yes       ; walking guys aren't allowed to catch huge (or even small) air.
3142    GroupMovementPriority = MOVES_BACK;   Moves in the back of a group, out of danger.
3143  End
3144  
3145  ;------------------------------------------------------------------------------
3146  ;************************** Cinematic-only unit *******************************
3147  Locomotor CINE_ColonelBurtonCliffLocomotor
3148    Surfaces = CLIFF
3149    Speed = 20                ; in dist/sec
3150    SpeedDamaged = 15          ; in dist/sec
3151    TurnRate = 360            ; in degrees/sec
3152    TurnRateDamaged = 350     ; in degrees/sec
3153    Acceleration = 100        ; in dist/(sec^2)
3154    AccelerationDamaged = 50  ; in dist/(sec^2)
3155    Braking = 100             ; in dist/(sec^2)
3156    MinTurnSpeed = 0          ; in dist/sec
3157    ZAxisBehavior = NO_Z_MOTIVE_FORCE
3158    Appearance = CLIMBER
3159    StickToGround = Yes       ; walking guys aren't allowed to catch huge (or even small) air.
3160  End
3161  
3162  ;------------------------------------------------------------------------------
3163  ;************************** Cinematic-only unit *******************************
3164  Locomotor CINE_QuadCannonLocomotor
3165    Surfaces            = GROUND
3166    Speed               = 40      ; in dist/sec
3167    SpeedDamaged        = 25      ; in dist/sec
3168    TurnRate            = 180  ;90      ; in degrees/sec
3169    TurnRateDamaged     = 180  ;60      ; in degrees/sec
3170    Acceleration        = 1000 ;240     ; in dist/(sec^2)
3171    AccelerationDamaged = 1000 ;180     ; in dist/(sec^2)
3172    Braking             = 1000 ;50      ; in dist/(sec^2)
3173    MinTurnSpeed        = 15      ; in dist/sec
3174    TurnPivotOffset     = -0.5    ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
3175    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
3176    Appearance          = FOUR_WHEELS
3177  
3178    AccelerationPitchLimit = 3      ; Angle limit how far chassis will lift or roll from acceleration.
3179    BounceAmount = 0                ;  simulates hitting random rocks.  0==smooth pavement, 200 = bumpy.
3180    PitchStiffness = 0.1            ;  stiffness of the "springs" in the suspension forward & back.
3181    RollStiffness  = 0.05            ;  stiffness of the "springs" in the suspension side to side.
3182    PitchDamping = 0.85              ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3183    RollDamping = 0.3                ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3184    ForwardAccelerationPitchFactor = 0.2  ; How much acceleration will cause the front to lift, or dip for stops.
3185    LateralAccelerationRollFactor = 0.1   ;   How much cornering will cause the chassis to roll.
3186  
3187    HasSuspension = Yes           ; Calculate 4 wheel independent suspension info.
3188    MaximumWheelExtension = -3.0  ; Maximum distance the wheels will drop on the model.
3189    MaximumWheelCompression = 1.5 ; Maximum distance the wheel will move up into the chassis.
3190    FrontWheelTurnAngle = 22      ; How many degrees the front wheels can turn.
3191  
3192  End
3193  
3194  ;------------------------------------------------------------------------------
3195  ;************************** Cinematic-only unit *******************************
3196  Locomotor CINE_ScudLauncherLocomotor
3197    Surfaces            = GROUND
3198    Speed               = 20   ; in dist/sec
3199    SpeedDamaged        = 15   ; in dist/sec
3200    TurnRate            = 50   ; in degrees/sec
3201    TurnRateDamaged     = 45   ; in degrees/sec
3202    Acceleration        = 160  ; in dist/(sec^2)
3203    AccelerationDamaged = 120  ; in dist/(sec^2)
3204    Braking             = 50   ; in dist/(sec^2)
3205    MinTurnSpeed        = 15   ; in dist/sec
3206    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
3207  
3208    ;Appearance          = TREADS
3209    Appearance = FOUR_WHEELS
3210    TurnPivotOffset     = -0.7    ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
3211  
3212    AccelerationPitchLimit = 5              ; Angle limit how far chassis will lift or roll from acceleration.
3213    PitchStiffness = 0.05                   ;  stiffness of the "springs" in the suspension forward & back.
3214    RollStiffness = 0.025                   ;  stiffness of the "springs" in the suspension side to side.
3215    PitchDamping = 0.8                      ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3216    RollDamping = 0.3                       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3217    ForwardAccelerationPitchFactor = 0.5    ; How much acceleration will cause the front to lift, or dip for stops.
3218    LateralAccelerationRollFactor = 0.33    ;  How much cornering will cause the chassis to roll.
3219  
3220    HasSuspension = Yes           ; Calculate 4 wheel independent suspension info.
3221    CanMoveBackwards = Yes        ; Can move backwards.
3222    MaximumWheelExtension = -2.0  ; Maximum distance the wheels will drop on the model.
3223    MaximumWheelCompression = 1.1 ; Maximum distance the wheel will move up into the chassis.
3224    FrontWheelTurnAngle = 35      ; How many degrees the front wheels can turn.
3225    GroupMovementPriority = MOVES_BACK;   Moves in the back of a group, behind small arms, and rockets.
3226  
3227  End
3228  
3229  ;------------------------------------------------------------------------------
3230  ;*************************** Cinematic-only unit ******************************
3231  Locomotor CINE_BombTruckLocomotor
3232    Surfaces            = GROUND
3233    Speed               = 50   ; in dist/sec
3234    SpeedDamaged        = 50   ; in dist/sec
3235    TurnRate            = 90   ; in degrees/sec
3236    TurnRateDamaged     = 60   ; in degrees/sec
3237    Acceleration        = 1000 ;400  ; in dist/(sec^2)
3238    AccelerationDamaged = 1000 ;300  ; in dist/(sec^2)
3239    Braking             = 1000 ;50   ; in dist/(sec^2)
3240    MinTurnSpeed        = 0    ; in dist/sec
3241    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
3242    Appearance          = TREADS
3243    TurnPivotOffset     = -0.5    ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
3244  
3245    AccelerationPitchLimit = 5              ; Angle limit how far chassis will lift or roll from acceleration.
3246    PitchStiffness = 0.05                   ;  stiffness of the "springs" in the suspension forward & back.
3247    RollStiffness = 0.025                   ;  stiffness of the "springs" in the suspension side to side.
3248    PitchDamping = 0.8                      ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3249    RollDamping = 0.3                       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3250    ForwardAccelerationPitchFactor = 0.5    ; How much acceleration will cause the front to lift, or dip for stops.
3251    LateralAccelerationRollFactor = 0.33    ;  How much cornering will cause the chassis to roll.
3252  End
3253  
3254  ;------------------------------------------------------------------------------
3255  ;*************************** Cinematic-only unit ******************************
3256  Locomotor CINE_ChinookLocomotor
3257    Surfaces = AIR
3258    Speed = 150               ; in dist/sec
3259    SpeedDamaged = 60         ; in dist/sec
3260    TurnRate = 180             ; in degrees/sec
3261    TurnRateDamaged = 90      ; in degrees/sec
3262    Acceleration = 60         ; in dist/(sec^2)
3263    AccelerationDamaged = 30  ; in dist/(sec^2)
3264    Lift = 120                 ; in dist/(sec^2)
3265    LiftDamaged = 80          ; in dist/(sec^2)
3266    Braking = 100              ; in dist/(sec^2)
3267    MinTurnSpeed = 0          ; in dist/sec
3268    PreferredHeight = 100
3269    AllowAirborneMotiveForce = Yes
3270    ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
3271    Appearance = HOVER
3272  
3273    ; this applies only in "ultra-accurate" mode, and is a fudge factor that allows
3274    ; us to "slide into place" (rather than turning) when we get close to our destination.
3275    ; the magnitude is basically the number of msec it would take us to reach the dest
3276    ; at our max speed; if we're under this threshold, we just slide into place...
3277    SlideIntoPlaceTime = 100
3278  
3279    PitchStiffness = 0.5                  ;  stiffness of the "springs" in the suspension forward & back.
3280    RollStiffness = 0.1                   ;  stiffness of the "springs" in the suspension side to side.
3281    PitchDamping = 0.9                    ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3282    RollDamping = 0.9                     ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3283    ForwardVelocityPitchFactor = -0.1     ;  How much velocity will cause the front to lift/dip
3284    LateralVelocityRollFactor = 0.1       ;  How much cornering will cause the chassis to roll.
3285    Apply2DFrictionWhenAirborne = Yes
3286    AirborneTargetingHeight = 30
3287    LocomotorWorksWhenDead = Yes          ; HelicopterSlowDeathBehavior needs this to function correctly
3288  End
3289  
3290  ;------------------------------------------------------------------------------
3291  ;************************** Cinematic-only unit *******************************
3292  Locomotor CINE_DragonLocomotor
3293    Surfaces            = GROUND
3294    Speed               = 30   ; in dist/sec
3295    SpeedDamaged        = 25   ; in dist/sec
3296    TurnRate            = 180  ;90   ; in degrees/sec
3297    TurnRateDamaged     = 180  ;60   ; in degrees/sec
3298    Acceleration        = 1000 ;240  ; in dist/(sec^2)
3299    AccelerationDamaged = 1000 ;180  ; in dist/(sec^2)
3300    Braking             = 1000 ;50  ; in dist/(sec^2)
3301    MinTurnSpeed        = 0   ; in dist/sec
3302    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
3303    Appearance          = TREADS
3304  
3305    AccelerationPitchLimit = 5              ; Angle limit how far chassis will lift or roll from acceleration.
3306    PitchStiffness = 0.05                ;  stiffness of the "springs" in the suspension forward & back.
3307    RollStiffness = 0.025                   ;  stiffness of the "springs" in the suspension side to side.
3308    PitchDamping = 0.8                      ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3309    RollDamping = 0.3                       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3310    ForwardAccelerationPitchFactor = 0.5    ; How much acceleration will cause the front to lift, or dip for stops.
3311    LateralAccelerationRollFactor = 0.33    ;  How much cornering will cause the chassis to roll.
3312    GroupMovementPriority = MOVES_FRONT;   Moves in the back of a group, behind small arms, and rockets.
3313  End
3314  
3315  ;------------------------------------------------------------------------------
3316  ;************************ Cinematic-only unit *********************************
3317  Locomotor CINE_SupplyTruckLocomotor
3318    Surfaces                        = GROUND
3319    Speed                           = 40                ; in dist/sec
3320    SpeedDamaged                    = 20         ; in dist/sec
3321    TurnRate                        = 90             ; in degrees/sec
3322    TurnRateDamaged                 = 60      ; in degrees/sec
3323    Acceleration                    = 240         ; in dist/(sec^2)
3324    AccelerationDamaged             = 180  ; in dist/(sec^2)
3325    Braking                         = 50              ; in dist/(sec^2)
3326    MinTurnSpeed                    = 15          ; in dist/sec
3327    TurnPivotOffset                 = -0.2    ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
3328    ZAxisBehavior                   = NO_Z_MOTIVE_FORCE
3329    Appearance                      = FOUR_WHEELS
3330  
3331    AccelerationPitchLimit          = 4              ; Angle limit how far chassis will lift or roll from acceleration.
3332    BounceAmount                    = 0                        ;  simulates hitting random rocks.  0==smooth pavement, 200 = bumpy.
3333    PitchStiffness                  = 0.2                    ;  stiffness of the "springs" in the suspension forward & back.
3334    RollStiffness                   = 0.05                    ;  stiffness of the "springs" in the suspension side to side.
3335    PitchDamping                    = 0.5                ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3336    RollDamping                     = 0.5                ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3337    ForwardAccelerationPitchFactor  = 0.02    ; How much acceleration will cause the front to lift, or dip for stops.
3338    LateralAccelerationRollFactor   = 0.02     ;   How much cornering will cause the chassis to roll.
3339  
3340    HasSuspension                   = Yes           ; Calculate 4 wheel independent suspension info.
3341    MaximumWheelExtension           = 0  ; Maximum distance the wheels will drop on the model.
3342    MaximumWheelCompression         = 0 ; Maximum distance the wheel will move up into the chassis.
3343    FrontWheelTurnAngle             = 22      ; How many degrees the front wheels can turn.
3344  
3345  End
3346  
3347  ;------------------------------------------------------------------------------
3348  ;************************ Cinematic-only unit *********************************
3349  Locomotor CINE_BlackLotusLocomotor
3350    Surfaces = GROUND RUBBLE
3351    Speed = 30                 ; in dist/sec
3352    SpeedDamaged = 20          ; in dist/sec
3353    TurnRate = 500            ; in degrees/sec
3354    TurnRateDamaged = 500    ; in degrees/sec
3355    Acceleration = 100        ; in dist/(sec^2)
3356    AccelerationDamaged = 50 ; in dist/(sec^2)
3357    Braking = 100             ; in dist/(sec^2)
3358    MinTurnSpeed = 0          ; in dist/sec
3359    ZAxisBehavior = NO_Z_MOTIVE_FORCE
3360    Appearance = TWO_LEGS
3361    StickToGround = Yes       ; walking guys aren't allowed to catch huge (or even small) air.
3362    GroupMovementPriority = MOVES_BACK;   Moves in the back of a group, out of danger.
3363  End
3364  
3365  ;------------------------------------------------------------------------------
3366  ;*************************** Cinematic-only unit ******************************
3367  Locomotor CINE_StealthJetLocomotor
3368    Surfaces = AIR
3369    Speed = 175                 ; in dist/sec
3370    SpeedDamaged = 120         ; in dist/sec
3371  ;  MinSpeed = 120             ; in dist/sec
3372  ; !!! DO NOT REDUCE MinSpeed BELOW 60 UNTIL LANDINGS ARE FIXED (srj)
3373    MinSpeed = 60             ; in dist/sec
3374    TurnRate = 180            ; in degrees/sec
3375    TurnRateDamaged = 90      ; in degrees/sec
3376    Acceleration = 150         ; in dist/(sec^2)
3377    AccelerationDamaged = 30  ; in dist/(sec^2)
3378    Lift = 120                ; in dist/(sec^2)
3379    LiftDamaged = 80          ; in dist/(sec^2)
3380    Braking = 10              ; in dist/(sec^2)
3381    MinTurnSpeed = 150          ; in dist/sec
3382    PreferredHeight = 100
3383    AllowAirborneMotiveForce = Yes
3384    ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
3385    CirclingRadius = 100      ; the radius at which we circle when we are trying to maintain position. 
3386                              ; (pos = clockwise, neg = ccw, 0 = calc smallest possible radius given our speed, turning, etc)
3387    Appearance = WINGS 
3388  
3389    PitchInDirectionOfZVelFactor = 1.0    ;  how much to pitch according to our z-vel. 0=none, 1=lots (0=default)
3390    PitchStiffness = 0.5                  ;  stiffness of the "springs" in the suspension forward & back.
3391    RollStiffness = 0.4                   ;  stiffness of the "springs" in the suspension side to side.
3392    PitchDamping = 0.9                    ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3393    RollDamping = 0.8                     ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3394    ForwardVelocityPitchFactor = 0        ;  How much velocity will cause the front to lift/dip
3395    LateralVelocityRollFactor = 0.2       ;  How much cornering will cause the chassis to roll.
3396    Apply2DFrictionWhenAirborne = Yes
3397    AirborneTargetingHeight = 30
3398    LocomotorWorksWhenDead = Yes          ; JetSlowDeathBehavior needs this to function correctly
3399  End
3400  
3401  ;------------------------------------------------------------------------------
3402  ;*********************** Cinematic-only unit **********************************
3403  Locomotor CINE_FastHumanLocomotor
3404    Surfaces = GROUND RUBBLE
3405    Speed = 25 ;30                ; in dist/sec
3406    SpeedDamaged = 15 ;30         ; in dist/sec
3407    TurnRate = 500            ; in degrees/sec
3408    TurnRateDamaged = 500     ; in degrees/sec
3409    Acceleration = 100        ; in dist/(sec^2)
3410    AccelerationDamaged = 50 ; in dist/(sec^2)
3411    Braking = 100             ; in dist/(sec^2)
3412    MinTurnSpeed = 0          ; in dist/sec
3413    ZAxisBehavior = NO_Z_MOTIVE_FORCE
3414    Appearance = TWO_LEGS
3415    StickToGround = Yes       ; walking guys aren't allowed to catch huge (or even small) air.
3416    GroupMovementPriority = MOVES_FRONT;   Moves in the front of a group, behind small arms, ahead of artillery
3417  End
3418  
3419  ;------------------------------------------------------------------------------
3420  ;**************************** Cinematic-only unit *****************************
3421  Locomotor CINE_ToxinTruckLocomotor
3422    Surfaces = GROUND
3423    Speed = 30           ; in dist/sec
3424    SpeedDamaged = 20         ; in dist/sec
3425    TurnRate = 180            ; in degrees/sec
3426    TurnRateDamaged = 180     ; in degrees/sec
3427    Acceleration = 100 ;50         ; in dist/(sec^2)
3428    AccelerationDamaged = 100 ;50  ; in dist/(sec^2)
3429    Braking = 100 ;50              ; in dist/(sec^2)
3430    MinTurnSpeed = 20         ; in dist/sec
3431    TurnPivotOffset = -0.33   ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
3432    ZAxisBehavior = NO_Z_MOTIVE_FORCE
3433    Appearance = FOUR_WHEELS
3434  
3435    AccelerationPitchLimit = 3      ; Angle limit how far chassis will lift or roll from acceleration.
3436    BounceAmount = 10              ;  simulates hitting random rocks.  0==smooth pavement, 200 = bumpy.
3437    PitchStiffness = 0.05            ;  stiffness of the "springs" in the suspension forward & back.
3438    RollStiffness = 0.02            ;  stiffness of the "springs" in the suspension side to side.
3439    PitchDamping = 0.1              ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3440    RollDamping = 0.1               ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3441    ForwardAccelerationPitchFactor = 0.25  ; How much acceleration will cause the front to lift, or dip for stops.
3442    LateralAccelerationRollFactor = 0.1   ;  How much cornering will cause the chassis to roll.
3443  
3444    HasSuspension = Yes           ; Calculate 4 wheel independent suspension info.
3445    MaximumWheelExtension = -0.2  ; Maximum distance the wheels will drop on the model.
3446    MaximumWheelCompression = 0.1 ; Maximum distance the wheel will move up into the chassis.
3447    FrontWheelTurnAngle = 22      ; How many degrees the front wheels can turn.
3448  End
3449  
3450  ; ************** Nova Locomotors **************
3451  
3452  ;------------------------------------------------------------------------------
3453  Locomotor CobraLocomotor
3454    Surfaces            = GROUND
3455    Speed               = 60   ; in dist/sec
3456    SpeedDamaged        = 45   ; in dist/sec
3457    TurnRate            = 200  ; in degrees/sec
3458    TurnRateDamaged     = 180  ; in degrees/sec
3459    Acceleration        = 1200 ; in dist/(sec^2)
3460    AccelerationDamaged = 1000 ; in dist/(sec^2)
3461    Braking             = 1200 ; in dist/(sec^2)
3462    MinTurnSpeed        = 0   ; in dist/sec
3463    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
3464    Appearance          = TREADS
3465  
3466    AccelerationPitchLimit = 7              ; Angle limit how far chassis will lift or roll from acceleration.
3467    PitchStiffness = 0.05                   ;  stiffness of the "springs" in the suspension forward & back.
3468    RollStiffness = 0.025                   ;  stiffness of the "springs" in the suspension side to side.
3469    PitchDamping = 0.8                     ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3470    RollDamping = 0.3                       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3471    ForwardAccelerationPitchFactor = 0.5    ; How much acceleration will cause the front to lift, or dip for stops.
3472    LateralAccelerationRollFactor = 0.33    ;  How much cornering will cause the chassis to roll.
3473  End
3474  
3475  ;------------------------------------------------------------------------------
3476  Locomotor CrusaderMK2Locomotor
3477    Surfaces            = GROUND
3478    Speed               = 40   ; in dist/sec
3479    SpeedDamaged        = 30   ; in dist/sec
3480    TurnRate            = 190  ;90   ; in degrees/sec
3481    TurnRateDamaged     = 180  ;60   ; in degrees/sec
3482    Acceleration        = 1000 ;240 ;30   ; in dist/(sec^2)
3483    AccelerationDamaged = 800 ;120  ; in dist/(sec^2)
3484    Braking             = 1000 ;50  ; in dist/(sec^2)
3485    MinTurnSpeed        = 0   ; in dist/sec
3486    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
3487    Appearance          = TREADS
3488  
3489    AccelerationPitchLimit = 5              ; Angle limit how far chassis will lift or roll from acceleration.
3490    PitchStiffness = 0.05                   ;  stiffness of the "springs" in the suspension forward & back.
3491    RollStiffness = 0.025                   ;  stiffness of the "springs" in the suspension side to side.
3492    PitchDamping = 0.8                      ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3493    RollDamping = 0.3                       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3494    ForwardAccelerationPitchFactor = 0.3    ; How much acceleration will cause the front to lift, or dip for stops.
3495    LateralAccelerationRollFactor = 0.33    ;  How much cornering will cause the chassis to roll.
3496  End
3497  
3498  ;------------------------------------------------------------------------------
3499  Locomotor CrusaderAmphibiousLocomotor
3500    Surfaces            = GROUND WATER
3501    Speed = 50                ; in dist/sec
3502    SpeedDamaged = 35         ; in dist/sec
3503    TurnRate = 180             ; in degrees/sec
3504    TurnRateDamaged = 120      ; in degrees/sec
3505    Acceleration = 30         ; in dist/(sec^2)
3506    AccelerationDamaged = 20  ; in dist/(sec^2)
3507    Lift = 140                 ; in dist/(sec^2)
3508    LiftDamaged = 90          ; in dist/(sec^2)
3509    Braking = 50              ; in dist/(sec^2)
3510    MinTurnSpeed = 0          ; in dist/sec
3511    PreferredHeight = 4 ; at 1, 2, 3, the unit shakes from rounding.  at 0 the SurfaceRelativeHeight flag is ignored.
3512    AllowAirborneMotiveForce = Yes
3513    ZAxisBehavior       = SURFACE_RELATIVE_HEIGHT
3514    Appearance          = HOVER
3515  
3516    PitchStiffness = 0.9                  ;  stiffness of the "springs" in the suspension forward & back.
3517    RollStiffness = 0.95                  ;  stiffness of the "springs" in the suspension side to side.
3518    PitchDamping = 0.4                    ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3519    RollDamping = 0.4                     ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3520    ForwardVelocityPitchFactor = -0.1     ;  How much velocity will cause the front to lift/dip
3521    LateralVelocityRollFactor = 0.1       ;  How much cornering will cause the chassis to roll.
3522    Apply2DFrictionWhenAirborne = Yes
3523    AirborneTargetingHeight = 35
3524    LocomotorWorksWhenDead = No
3525  End
3526  
3527  ;------------------------------------------------------------------------------
3528  ;------------------------------------------------------------------------------
3529  Locomotor B52TomahawkMissileLocomotor
3530    Surfaces = AIR
3531    Speed = 400               ; in dist/sec
3532    MinSpeed = 300            ; in dist/sec. (THRUST items must have nonzero minspeeds!)
3533    Acceleration = 675        ; in dist/(sec^2)
3534    Braking = 0               ; in dist/(sec^2)
3535    TurnRate = 540            ; in degrees/sec
3536    MaxThrustAngle = 45       ; in degrees (NOT degrees/sec)
3537    AllowAirborneMotiveForce = Yes
3538    Appearance = THRUST
3539    PreferredHeight = 120
3540    AirborneTargetingHeight = 30
3541    PreferredHeightDamping = 0.7      ; so that we gradually adjust our height
3542  End
3543  
3544  ;------------------------------------------------------------------------------
3545  Locomotor MammothLocomotor
3546    Surfaces            = GROUND
3547    Speed               = 30   ; in dist/sec
3548    SpeedDamaged        = 25   ; in dist/sec
3549    TurnRate            = 90   ; in degrees/sec
3550    TurnRateDamaged     = 80   ; in degrees/sec
3551    Acceleration        = 20   ; in dist/(sec^2)
3552    AccelerationDamaged = 20   ; in dist/(sec^2)
3553    Braking             = 50   ; in dist/(sec^2)
3554    MinTurnSpeed        = 0    ; in dist/sec
3555    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
3556    Appearance          = TREADS
3557  
3558    AccelerationPitchLimit = 2              ; Angle limit how far chassis will lift or roll from acceleration.
3559    PitchStiffness = 0.05                   ;  stiffness of the "springs" in the suspension forward & back.
3560    RollStiffness = 0.05                    ;  stiffness of the "springs" in the suspension side to side.
3561    PitchDamping = 0.8                      ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3562    RollDamping = 0.3                       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3563    ForwardAccelerationPitchFactor = 0.5    ; How much acceleration will cause the front to lift, or dip for stops.
3564    LateralAccelerationRollFactor = 0.33    ;  How much cornering will cause the chassis to roll.
3565  End
3566  
3567  ;------------------------------------------------------------------------------
3568  Locomotor TechnicalRiderLocomotor
3569    Surfaces = GROUND RUBBLE
3570    Speed = 20                ; in dist/sec
3571    SpeedDamaged = 20         ; in dist/sec
3572    TurnRate = 500            ; in degrees/sec
3573    TurnRateDamaged = 500    ; in degrees/sec
3574    Acceleration = 100        ; in dist/(sec^2)
3575    AccelerationDamaged = 50 ; in dist/(sec^2)
3576    Braking = 100             ; in dist/(sec^2)
3577    MinTurnSpeed = 0          ; in dist/sec
3578    ZAxisBehavior = NO_Z_MOTIVE_FORCE
3579    Appearance = TWO_LEGS
3580    StickToGround = Yes       ; walking guys aren't allowed to catch huge (or even small) air.
3581    GroupMovementPriority = MOVES_FRONT;   Moves in the front of a group, behind small arms, ahead of artillery
3582  End
3583  
3584  ;------------------------------------------------------------------------------
3585  Locomotor SuicidePlaneLocomotor
3586    Surfaces = AIR
3587    Speed = 100                 ; in dist/sec
3588    SpeedDamaged = 100         ; in dist/sec
3589    MinSpeed = 60             ; in dist/sec
3590    TurnRate = 100            ; in degrees/sec
3591    TurnRateDamaged = 90      ; in degrees/sec
3592    Acceleration = 80         ; in dist/(sec^2)
3593    AccelerationDamaged = 30  ; in dist/(sec^2)
3594    Lift = 100                ; in dist/(sec^2)
3595    LiftDamaged = 80          ; in dist/(sec^2)
3596    Braking = 10              ; in dist/(sec^2)
3597    MinTurnSpeed = 80          ; in dist/sec
3598    PreferredHeight = 80
3599    AllowAirborneMotiveForce = Yes
3600    ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
3601    CirclingRadius = 200      ; the radius at which we circle when we are trying to maintain position. 
3602                              ; (pos = clockwise, neg = ccw, 0 = calc smallest possible radius given our speed, turning, etc)
3603    Appearance = WINGS
3604  
3605    PitchInDirectionOfZVelFactor = 1.0    ;  how much to pitch according to our z-vel. 0=none, 1=lots (0=default)
3606    PitchStiffness = 0.5                  ;  stiffness of the "springs" in the suspension forward & back.
3607    RollStiffness = 0.4                   ;  stiffness of the "springs" in the suspension side to side.
3608    PitchDamping = 0.9                    ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3609    RollDamping = 0.8                     ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3610    ForwardVelocityPitchFactor = 0        ;  How much velocity will cause the front to lift/dip
3611    LateralVelocityRollFactor = 0.2       ;  How much cornering will cause the chassis to roll.
3612    Apply2DFrictionWhenAirborne = Yes
3613    AirborneTargetingHeight = 30
3614    PreferredHeightDamping = 0.7
3615    LocomotorWorksWhenDead = Yes          ; JetSlowDeathBehavior needs this to function correctly
3616  End
3617  
3618  ;------------------------------------------------------------------------------
3619  Locomotor SuicidePlaneTaxiLocomotor
3620    Surfaces            = GROUND
3621    Speed               = 30    ; in dist/sec
3622    SpeedDamaged        = 30    ; in dist/sec
3623    TurnRate            = 100    ; in degrees/sec
3624    TurnRateDamaged     = 100    ; in degrees/sec
3625    Acceleration        = 80    ; in dist/(sec^2)
3626    AccelerationDamaged = 80    ; in dist/(sec^2)
3627    Braking             = 999999    ; in dist/(sec^2)
3628    MinTurnSpeed        = 0      ; in dist/sec
3629    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
3630    Appearance          = TREADS  ; so we can turn in place...
3631  End


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