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   1  ;//////////////////////////////////////////////////////////////////////////////
   2  ;FILE: Locomotor.ini (SYSTEM) /////////////////////////////////////////////////
   3  ;//////////////////////////////////////////////////////////////////////////////
   4  ;------------------------------------------------------------------------------
   5  Locomotor LargeShipLocomotor2
   6    Surfaces             = WATER
   7    Speed                = 18  ; in dist/sec
   8    SpeedDamaged         = 14  ; in dist/sec
   9    TurnRate             = 40 ; in degrees/sec
  10    TurnRateDamaged      = 35 ; in degrees/sec
  11    Acceleration         = 4  ; in dist/(sec^2)
  12    AccelerationDamaged  = 2  ; in dist/(sec^2)
  13    Lift                 = 120 ; in dist/(sec^2)
  14    LiftDamaged          = 80  ; in dist/(sec^2)
  15    Braking              = 4 ; in dist/(sec^2)
  16    MinTurnSpeed         = 0   ; in dist/sec
  17    PreferredHeight      = 4
  18    AllowAirborneMotiveForce = Yes
  19    ZAxisBehavior                 = SURFACE_RELATIVE_HEIGHT
  20    Appearance                    = HOVER
  21  
  22    PitchStiffness              = 0.9   ; stiffness of the "springs" in the suspension forward & back.
  23    RollStiffness               = 0.95  ; stiffness of the "springs" in the suspension side to side.
  24    PitchDamping                = 0.9   ; How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
  25    RollDamping                 = 0.9   ; How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
  26    ForwardVelocityPitchFactor  = -0.1  ; How much velocity will cause the front to lift/dip
  27    LateralVelocityRollFactor   = 0.1   ; How much cornering will cause the chassis to roll.
  28    Apply2DFrictionWhenAirborne = Yes
  29    AirborneTargetingHeight     = 30
  30    LocomotorWorksWhenDead      = Yes    
  31  End
  32  
  33  
  34  ;------------------------------------------------------------------------------
  35  ;---------------------Eddited by Colonel WOG (04/10/04)-----------------------
  36  ;------------------------------------------------------------------------------
  37  Locomotor 12UMissileCLoco
  38   Surfaces             = WATER
  39     Speed               = 10
  40    SpeedDamaged        = 5
  41    TurnRate            = 2
  42    TurnRateDamaged     = 1
  43    Acceleration        = 5
  44    AccelerationDamaged = 3
  45    Lift                 = 120 ; in dist/(sec^2)
  46    LiftDamaged          = 80  ; in dist/(sec^2)
  47    Braking             = 5
  48    MinTurnSpeed        = 1
  49    PreferredHeight      = 4   ; at 1, 2, 3, the unit shakes from rounding.  at 0 the SurfaceRelativeHeight flag is ignored.
  50    AllowAirborneMotiveForce = Yes
  51    ZAxisBehavior                 = SURFACE_RELATIVE_HEIGHT
  52    Appearance                    = HOVER
  53  
  54    PitchStiffness              = 0.9   ; stiffness of the "springs" in the suspension forward & back.
  55    RollStiffness               = 0.95  ; stiffness of the "springs" in the suspension side to side.
  56    PitchDamping                = 0.9   ; How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
  57    RollDamping                 = 0.9   ; How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
  58    ForwardVelocityPitchFactor  = -0.1  ; How much velocity will cause the front to lift/dip
  59    LateralVelocityRollFactor   = 0.1   ; How much cornering will cause the chassis to roll.
  60    Apply2DFrictionWhenAirborne = Yes
  61    AirborneTargetingHeight     = 30
  62    LocomotorWorksWhenDead      = No 
  63  End   
  64  ;------------------------------------------------------------------------------
  65  Locomotor BasicHumanLocomotor
  66    Surfaces = GROUND RUBBLE
  67    Speed = 20 ;30                ; in dist/sec
  68    SpeedDamaged = 10 ;30         ; in dist/sec
  69    TurnRate = 500            ; in degrees/sec
  70    TurnRateDamaged = 500    ; in degrees/sec
  71    Acceleration = 100        ; in dist/(sec^2)
  72    AccelerationDamaged = 50 ; in dist/(sec^2)
  73    Braking = 100             ; in dist/(sec^2)
  74    MinTurnSpeed = 0          ; in dist/sec
  75    ZAxisBehavior = NO_Z_MOTIVE_FORCE
  76    Appearance = TWO_LEGS
  77    StickToGround = Yes       ; walking guys aren't allowed to catch huge (or even small) air.
  78    GroupMovementPriority = MOVES_FRONT;   Moves in the front of a group, behind small arms, ahead of artillery
  79  End
  80  
  81  ;------------------------------------------------------------------------------
  82  Locomotor MissileDefenderLocomotor
  83    Surfaces = GROUND RUBBLE
  84    Speed = 20 ;30                ; in dist/sec
  85    SpeedDamaged = 10 ;30         ; in dist/sec
  86    TurnRate = 500            ; in degrees/sec
  87    TurnRateDamaged = 500    ; in degrees/sec
  88    Acceleration = 100        ; in dist/(sec^2)
  89    AccelerationDamaged = 50 ; in dist/(sec^2)
  90    Braking = 100             ; in dist/(sec^2)
  91    MinTurnSpeed = 0          ; in dist/sec
  92    ZAxisBehavior = NO_Z_MOTIVE_FORCE
  93    Appearance = TWO_LEGS
  94    StickToGround = Yes       ; walking guys aren't allowed to catch huge (or even small) air.
  95    GroupMovementPriority = MOVES_MIDDLE;   Moves in the middle of a group, behind small arms, ahead of artillery
  96  End
  97  
  98  ;------------------------------------------------------------------------------
  99  ; basically the same as BasicHumanLocomotor, but roughly 25% faster
 100  Locomotor BasicHumanLocomotorPlus25
 101    Surfaces = GROUND RUBBLE
 102    Speed = 25                ; in dist/sec
 103    SpeedDamaged = 12         ; in dist/sec
 104    TurnRate = 360            ; in degrees/sec
 105    TurnRateDamaged = 350     ; in degrees/sec
 106    Acceleration = 125        ; in dist/(sec^2)
 107    AccelerationDamaged = 60  ; in dist/(sec^2)
 108    Braking = 100             ; in dist/(sec^2)
 109    MinTurnSpeed = 0          ; in dist/sec
 110    ZAxisBehavior = NO_Z_MOTIVE_FORCE
 111    Appearance = TWO_LEGS
 112    StickToGround = Yes       ; walking guys aren't allowed to catch huge (or even small) air.
 113    GroupMovementPriority = MOVES_FRONT;   Moves in the front of a group, behind small arms, ahead of artillery
 114  End
 115  
 116  ;------------------------------------------------------------------------------
 117  Locomotor FastHumanLocomotor
 118    Surfaces = GROUND RUBBLE
 119    Speed = 25 ;30                ; in dist/sec
 120    SpeedDamaged = 15 ;30         ; in dist/sec
 121    TurnRate = 500            ; in degrees/sec
 122    TurnRateDamaged = 500     ; in degrees/sec
 123    Acceleration = 100        ; in dist/(sec^2)
 124    AccelerationDamaged = 50 ; in dist/(sec^2)
 125    Braking = 100             ; in dist/(sec^2)
 126    MinTurnSpeed = 0          ; in dist/sec
 127    ZAxisBehavior = NO_Z_MOTIVE_FORCE
 128    Appearance = TWO_LEGS
 129    StickToGround = Yes       ; walking guys aren't allowed to catch huge (or even small) air.
 130    GroupMovementPriority = MOVES_FRONT;   Moves in the front of a group, behind small arms, ahead of artillery
 131  End
 132  
 133  ;------------------------------------------------------------------------------
 134  Locomotor ColonelBurtonGroundLocomotor
 135    Surfaces = GROUND RUBBLE
 136    Speed = 30                ; in dist/sec
 137    SpeedDamaged = 20         ; in dist/sec
 138    TurnRate = 500            ; in degrees/sec
 139    TurnRateDamaged = 500     ; in degrees/sec
 140    Acceleration = 100        ; in dist/(sec^2)
 141    AccelerationDamaged = 50 ; in dist/(sec^2)
 142    Braking = 100             ; in dist/(sec^2)
 143    MinTurnSpeed = 0          ; in dist/sec
 144    ZAxisBehavior = NO_Z_MOTIVE_FORCE
 145    Appearance = TWO_LEGS
 146    StickToGround = Yes       ; walking guys aren't allowed to catch huge (or even small) air.
 147    GroupMovementPriority = MOVES_BACK;   Moves in the back of a group, out of danger.
 148  End
 149  
 150  ;------------------------------------------------------------------------------
 151  Locomotor JarmenKellLocomotor
 152    Surfaces = GROUND RUBBLE
 153    Speed = 30                 ; in dist/sec
 154    SpeedDamaged = 20          ; in dist/sec
 155    TurnRate = 500            ; in degrees/sec
 156    TurnRateDamaged = 500    ; in degrees/sec
 157    Acceleration = 100        ; in dist/(sec^2)
 158    AccelerationDamaged = 50 ; in dist/(sec^2)
 159    Braking = 100             ; in dist/(sec^2)
 160    MinTurnSpeed = 0          ; in dist/sec
 161    ZAxisBehavior = NO_Z_MOTIVE_FORCE
 162    Appearance = TWO_LEGS
 163    StickToGround = Yes       ; walking guys aren't allowed to catch huge (or even small) air.
 164    GroupMovementPriority = MOVES_BACK;   Moves in the back of a group, out of danger.
 165  End
 166  
 167  ;------------------------------------------------------------------------------
 168  Locomotor BlackLotusLocomotor
 169    Surfaces = GROUND RUBBLE
 170    Speed = 30                 ; in dist/sec
 171    SpeedDamaged = 20          ; in dist/sec
 172    TurnRate = 500            ; in degrees/sec
 173    TurnRateDamaged = 500    ; in degrees/sec
 174    Acceleration = 100        ; in dist/(sec^2)
 175    AccelerationDamaged = 50 ; in dist/(sec^2)
 176    Braking = 100             ; in dist/(sec^2)
 177    MinTurnSpeed = 0          ; in dist/sec
 178    ZAxisBehavior = NO_Z_MOTIVE_FORCE
 179    Appearance = TWO_LEGS
 180    StickToGround = Yes       ; walking guys aren't allowed to catch huge (or even small) air.
 181    GroupMovementPriority = MOVES_BACK;   Moves in the back of a group, out of danger.
 182  End
 183  
 184  ;------------------------------------------------------------------------------
 185  Locomotor ColonelBurtonCliffLocomotor
 186    Surfaces = CLIFF
 187    Speed = 20                ; in dist/sec
 188    SpeedDamaged = 15          ; in dist/sec
 189    TurnRate = 360            ; in degrees/sec
 190    TurnRateDamaged = 350     ; in degrees/sec
 191    Acceleration = 100        ; in dist/(sec^2)
 192    AccelerationDamaged = 50  ; in dist/(sec^2)
 193    Braking = 100             ; in dist/(sec^2)
 194    MinTurnSpeed = 0          ; in dist/sec
 195    ZAxisBehavior = NO_Z_MOTIVE_FORCE
 196    Appearance = CLIMBER
 197    StickToGround = Yes       ; walking guys aren't allowed to catch huge (or even small) air.
 198  End
 199  
 200  ;------------------------------------------------------------------------------
 201  Locomotor RedguardLocomotor
 202    Surfaces = GROUND RUBBLE
 203    Speed = 25 ;30                ; in dist/sec
 204    SpeedDamaged = 15 ;30         ; in dist/sec ;DEMO -- To allieviate skating appearence, wounded speed is same as normal
 205    TurnRate = 500            ; in degrees/sec
 206    TurnRateDamaged = 500     ; in degrees/sec
 207    Acceleration = 100        ; in dist/(sec^2)
 208    AccelerationDamaged = 50 ; in dist/(sec^2)
 209    Braking = 150             ; in dist/(sec^2)
 210    MinTurnSpeed = 0          ; in dist/sec
 211    ZAxisBehavior = NO_Z_MOTIVE_FORCE
 212    Appearance = TWO_LEGS
 213    StickToGround = Yes       ; walking guys aren't allowed to catch huge (or even small) air.
 214    GroupMovementPriority = MOVES_FRONT;   Moves in the back of a group, out of danger.
 215  End
 216  
 217  ;------------------------------------------------------------------------------
 218  Locomotor ParadeRedguardLocomotor
 219    Surfaces = GROUND
 220    Speed = 10 ;30                ; in dist/sec
 221    SpeedDamaged = 10 ;30         ; in dist/sec ;DEMO -- To allieviate skating appearence, wounded speed is same as normal
 222    TurnRate = 350            ; in degrees/sec
 223    TurnRateDamaged = 350     ; in degrees/sec
 224    Acceleration = 100        ; in dist/(sec^2)
 225    AccelerationDamaged = 50 ; in dist/(sec^2)
 226    Braking = 150             ; in dist/(sec^2)
 227    MinTurnSpeed = 0          ; in dist/sec
 228    ZAxisBehavior = NO_Z_MOTIVE_FORCE
 229    Appearance = TWO_LEGS
 230    StickToGround = Yes       ; walking guys aren't allowed to catch huge (or even small) air.
 231  End
 232  
 233  ;------------------------------------------------------------------------------
 234  ;****************** Cinematic-Only unit ***************************************
 235  Locomotor CINE_ParadeRedguardLocomotor
 236    Surfaces = GROUND
 237    Speed = 10 ;30                ; in dist/sec
 238    SpeedDamaged = 10 ;30         ; in dist/sec ;DEMO -- To allieviate skating appearence, wounded speed is same as normal
 239    TurnRate = 350            ; in degrees/sec
 240    TurnRateDamaged = 350     ; in degrees/sec
 241    Acceleration = 100        ; in dist/(sec^2)
 242    AccelerationDamaged = 50 ; in dist/(sec^2)
 243    Braking = 150             ; in dist/(sec^2)
 244    MinTurnSpeed = 0          ; in dist/sec
 245    ZAxisBehavior = NO_Z_MOTIVE_FORCE
 246    Appearance = TWO_LEGS
 247    StickToGround = Yes       ; walking guys aren't allowed to catch huge (or even small) air.
 248  End
 249  
 250  ;------------------------------------------------------------------------------
 251  Locomotor WanderHumanLocomotor
 252    Surfaces = GROUND
 253    Speed = 10 ;20                ; in dist/sec
 254    SpeedDamaged = 10 ;30         ; in dist/sec
 255    TurnRate = 350            ; in degrees/sec
 256    TurnRateDamaged = 350     ; in degrees/sec
 257    Acceleration = 100        ; in dist/(sec^2)
 258    AccelerationDamaged = 50 ; in dist/(sec^2)
 259    Braking = 100             ; in dist/(sec^2)
 260    MinTurnSpeed = 0          ; in dist/sec
 261    ZAxisBehavior = NO_Z_MOTIVE_FORCE
 262    Appearance = TWO_LEGS
 263    StickToGround = Yes       ; walking guys aren't allowed to catch huge (or even small) air.
 264  
 265    ; NOTE: The two wander parameters only apply to the TWO_LEGS appearance.
 266    WanderWidthFactor = 1.0 ; how far we wander side to side approx body widths.
 267    WanderLengthFactor = 5.0; how we go forward before we cross back to the other side.
 268  
 269    WanderAboutPointRadius = 30.0; When we are wandering around a point, how far do we wander from the point (in 'feet' distance).
 270  
 271  
 272  End
 273  
 274  ;------------------------------------------------------------------------------
 275  Locomotor PanicHumanLocomotor
 276    Surfaces = GROUND RUBBLE
 277    Speed = 25 ;30                ; in dist/sec
 278    SpeedDamaged = 10 ;30         ; in dist/sec
 279    TurnRate = 350            ; in degrees/sec
 280    TurnRateDamaged = 350     ; in degrees/sec
 281    Acceleration = 100        ; in dist/(sec^2)
 282    AccelerationDamaged = 50 ; in dist/(sec^2)
 283    Braking = 100             ; in dist/(sec^2)
 284    MinTurnSpeed = 0          ; in dist/sec
 285    ZAxisBehavior = NO_Z_MOTIVE_FORCE
 286    Appearance = TWO_LEGS
 287    StickToGround = Yes       ; walking guys aren't allowed to catch huge (or even small) air.
 288  
 289    ; NOTE: The two wander parameters only apply to the TWO_LEGS_WANDER appearance.
 290    WanderWidthFactor = 1.25 ; how far we wander side to side approx body widths.
 291    WanderLengthFactor = 4.0; how we go forward before we cross back to the other side.
 292  
 293  End
 294  
 295  ;------------------------------------------------------------------------------
 296  Locomotor HazMatHumanLocomotor
 297    Surfaces = GROUND RUBBLE
 298    Speed = 25                ; in dist/sec
 299    SpeedDamaged = 20         ; in dist/sec
 300    TurnRate = 180            ; in degrees/sec
 301    TurnRateDamaged = 150     ; in degrees/sec
 302    Acceleration = 100        ; in dist/(sec^2)
 303    AccelerationDamaged = 50 ; in dist/(sec^2)
 304    Braking = 100             ; in dist/(sec^2)
 305    MinTurnSpeed = 0          ; in dist/sec
 306    ZAxisBehavior = NO_Z_MOTIVE_FORCE
 307    Appearance = TWO_LEGS
 308    StickToGround = Yes       ; walking guys aren't allowed to catch huge (or even small) air.
 309  End
 310  
 311  ;------------------------------------------------------------------------------
 312  Locomotor CINE_HazMatHumanLocomotor
 313    Surfaces = GROUND RUBBLE
 314    Speed = 10                ; in dist/sec
 315    SpeedDamaged = 5         ; in dist/sec
 316    TurnRate = 180            ; in degrees/sec
 317    TurnRateDamaged = 150     ; in degrees/sec
 318    Acceleration = 100        ; in dist/(sec^2)
 319    AccelerationDamaged = 50 ; in dist/(sec^2)
 320    Braking = 100             ; in dist/(sec^2)
 321    MinTurnSpeed = 0          ; in dist/sec
 322    ZAxisBehavior = NO_Z_MOTIVE_FORCE
 323    Appearance = TWO_LEGS
 324    StickToGround = Yes       ; walking guys aren't allowed to catch huge (or even small) air.
 325  End
 326  
 327  ;------------------------------------------------------------------------------
 328  ; NOTE NOTE NOTE NOTE
 329  ; NOTE NOTE NOTE NOTE
 330  ; NOTE NOTE NOTE NOTE
 331  ; NOTE NOTE NOTE NOTE
 332  ;
 333  ; Although POW Trucks are cut, AmericaVehiclePOWTruck remains, for cinematic purposes only.
 334  ; (It is used in USA03.) It can't do anything interesting, other than move
 335  ; and get blown up. Thus we still need this locomotor.
 336  ; (srj)
 337  ;
 338  Locomotor POWTruckLocomotor
 339    Surfaces            = GROUND
 340    Speed               = 60       ; in dist/sec
 341    SpeedDamaged        = 30       ; in dist/sec
 342    TurnRate            = 120      ; in degrees/sec
 343    TurnRateDamaged     = 120      ; in degrees/sec
 344    Acceleration        = 120       ; in dist/(sec^2)
 345    AccelerationDamaged = 90       ; in dist/(sec^2)
 346    Braking             = 50       ; in dist/(sec^2)
 347    MinTurnSpeed        = 20       ; in dist/sec
 348    TurnPivotOffset     = -0.33    ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
 349    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
 350    Appearance          = FOUR_WHEELS
 351  
 352    AccelerationPitchLimit = 3     ; Angle limit how far chassis will lift or roll from acceleration.
 353    BounceAmount           = 50    ; simulates hitting random rocks.  0==smooth pavement, 200 = bumpy.
 354    PitchStiffness = 0.1            ;  stiffness of the "springs" in the suspension forward & back.
 355    RollStiffness = 0.05            ;  stiffness of the "springs" in the suspension side to side.
 356    PitchDamping = 0.2              ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 357    RollDamping = 0.1               ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 358    
 359    ForwardAccelerationPitchFactor = 0.20  ; How much acceleration will cause the front to lift, or dip for stops.
 360    LateralAccelerationRollFactor  = 0.1   ;  How much cornering will cause the chassis to roll.
 361  
 362    HasSuspension           = Yes  ; Calculate 4 wheel independent suspension info.
 363    CanMoveBackwards        = Yes  ; Can move backwards.
 364    MaximumWheelExtension   = -2.3 ; Maximum distance the wheels will drop on the model.
 365    MaximumWheelCompression = 1.4  ; Maximum distance the wheel will move up into the chassis.
 366    FrontWheelTurnAngle     = 22   ; How many degrees the front wheels can turn.
 367  End
 368  
 369  ;------------------------------------------------------------------------------
 370  Locomotor 18WheelerLocomotor
 371    Surfaces            = GROUND
 372    Speed               = 30   ; in dist/sec
 373    SpeedDamaged        = 25   ; in dist/sec
 374    TurnRate            = 90   ; in degrees/sec
 375    TurnRateDamaged     = 60   ; in degrees/sec
 376    Acceleration        = 30   ; in dist/(sec^2)
 377    AccelerationDamaged = 8    ; in dist/(sec^2)
 378    Braking             = 50  ; in dist/(sec^2)
 379    MinTurnSpeed        = 0   ; in dist/sec
 380    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
 381    Appearance          = TREADS
 382  
 383    AccelerationPitchLimit = 5              ; Angle limit how far chassis will lift or roll from acceleration.
 384    PitchStiffness = 0.05                   ;  stiffness of the "springs" in the suspension forward & back.
 385    RollStiffness = 0.025                   ;  stiffness of the "springs" in the suspension side to side.
 386    PitchDamping = 0.8                      ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 387    RollDamping = 0.3                       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 388    ForwardAccelerationPitchFactor = 0.5    ; How much acceleration will cause the front to lift, or dip for stops.
 389    LateralAccelerationRollFactor = 0.33    ;  How much cornering will cause the chassis to roll.
 390  End
 391  
 392  ;------------------------------------------------------------------------------
 393  Locomotor SCUDMissileLocomotor
 394    Surfaces = AIR
 395    Speed = 200               ; in dist/sec
 396    SpeedDamaged        = 200   ; in dist/sec
 397    MinSpeed = 100            ; in dist/sec. (THRUST items must have nonzero minspeeds!)
 398    Acceleration = 675        ; in dist/(sec^2)
 399    Braking = 0               ; in dist/(sec^2)
 400    TurnRate = 540            ; in degrees/sec
 401    MaxThrustAngle = 45       ; in degrees (NOT degrees/sec)
 402    AllowAirborneMotiveForce = Yes
 403    Appearance = THRUST
 404    PreferredHeight = 120
 405    ;Note, PreferredHeight and DistanceToTargetBeforeDiving work in tandem for missiles.
 406    PreferredHeightDamping = 0.7      ; so that we gradually adjust our height
 407  End
 408  
 409  ;------------------------------------------------------------------------------
 410  Locomotor SCUDStormMissileLocomotor
 411    Surfaces                       = AIR
 412    Speed                          = 300   ; in dist/sec
 413    SpeedDamaged                   = 200   ; in dist/sec
 414    MinSpeed                       = 100   ; in dist/sec. (THRUST items must have nonzero minspeeds!)
 415    Acceleration                   = 675   ; in dist/(sec^2)
 416    Braking                        = 0     ; in dist/(sec^2)
 417    TurnRate                       = 540   ; in degrees/sec
 418    MaxThrustAngle                 = 45    ; in degrees (NOT degrees/sec)
 419    AllowAirborneMotiveForce  = Yes
 420    Appearance                     = THRUST
 421    PreferredHeight                = 240
 422    ;Note, PreferredHeight and DistanceToTargetBeforeDiving work in tandem for missiles.
 423    PreferredHeightDamping         = 0.7   ; so that we gradually adjust our height
 424    ThrustRoll                     = 0.06
 425    ThrustWobbleRate               = 0.008
 426    ThrustMinWobble                = -0.040
 427    ThrustMaxWobble                = 0.040
 428    CloseEnoughDist3D = Yes   ; This allows the missile to fly over the target and come back
 429  End
 430  
 431  ;------------------------------------------------------------------------------
 432  Locomotor TomahawkLocomotor
 433    Surfaces            = GROUND 
 434    Speed               = 30   ; in dist/sec
 435    SpeedDamaged        = 25   ; in dist/sec
 436    TurnRate            = 180  ;90   ; in degrees/sec
 437    TurnRateDamaged     = 180  ;60   ; in degrees/sec
 438    Acceleration        = 1000 ;240  ; in dist/(sec^2)
 439    AccelerationDamaged = 1000 ;120  ; in dist/(sec^2)
 440    Braking             = 1000 ;50   ; in dist/(sec^2)
 441    MinTurnSpeed        = 0    ; in dist/sec
 442    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
 443    Appearance          = TREADS
 444  
 445    AccelerationPitchLimit = 5              ; Angle limit how far chassis will lift or roll from acceleration.
 446    PitchStiffness = 0.05                   ;  stiffness of the "springs" in the suspension forward & back.
 447    RollStiffness = 0.025                   ;  stiffness of the "springs" in the suspension side to side.
 448    PitchDamping = 0.8                      ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 449    RollDamping = 0.3                       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 450    ForwardAccelerationPitchFactor = 0.5    ; How much acceleration will cause the front to lift, or dip for stops.
 451    LateralAccelerationRollFactor = 0.33    ;  How much cornering will cause the chassis to roll.
 452    GroupMovementPriority = MOVES_BACK;   Moves in the back of a group, behind small arms, and rockets.
 453  End
 454  
 455  ;------------------------------------------------------------------------------
 456  Locomotor NuclearCannonShellLocomotor
 457    Surfaces = AIR
 458    Speed = 300               ; in dist/sec
 459    MinSpeed = 120            ; in dist/sec. (THRUST items must have nonzero minspeeds!)
 460    Acceleration = 2160       ; in dist/(sec^2)
 461    Braking = 0               ; in dist/(sec^2)
 462    TurnRate = 225            ; in degrees/sec
 463    MaxThrustAngle = 20       ; in degrees (NOT degrees/sec)
 464    AllowAirborneMotiveForce = Yes
 465    Appearance = THRUST
 466    GroupMovementPriority = MOVES_BACK;   Moves in the back of a group, behind small arms, and rockets.
 467  End
 468  
 469  ;------------------------------------------------------------------------------
 470  Locomotor CrusaderLocomotor
 471    Surfaces            = GROUND
 472    Speed               = 30   ; in dist/sec
 473    SpeedDamaged        = 25   ; in dist/sec
 474    TurnRate            = 180  ;90   ; in degrees/sec
 475    TurnRateDamaged     = 180  ;60   ; in degrees/sec
 476    Acceleration        = 1000 ;240 ;30   ; in dist/(sec^2)
 477    AccelerationDamaged = 1000 ;120  ; in dist/(sec^2)
 478    Braking             = 1000 ;50  ; in dist/(sec^2)
 479    MinTurnSpeed        = 0   ; in dist/sec
 480    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
 481    Appearance          = TREADS
 482  
 483    AccelerationPitchLimit = 5              ; Angle limit how far chassis will lift or roll from acceleration.
 484    PitchStiffness = 0.05                   ;  stiffness of the "springs" in the suspension forward & back.
 485    RollStiffness = 0.025                   ;  stiffness of the "springs" in the suspension side to side.
 486    PitchDamping = 0.8                      ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 487    RollDamping = 0.3                       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 488    ForwardAccelerationPitchFactor = 0.3    ; How much acceleration will cause the front to lift, or dip for stops.
 489    LateralAccelerationRollFactor = 0.33    ;  How much cornering will cause the chassis to roll.
 490  End
 491  
 492  ;------------------------------------------------------------------------------
 493  ;*************************** Cinematic-Only unit ******************************
 494  Locomotor CINE_CrusaderLocomotor
 495    Surfaces            = GROUND
 496    Speed               = 30   ; in dist/sec
 497    SpeedDamaged        = 25   ; in dist/sec
 498    TurnRate            = 180  ;90   ; in degrees/sec
 499    TurnRateDamaged     = 180  ;60   ; in degrees/sec
 500    Acceleration        = 1000 ;240 ;30   ; in dist/(sec^2)
 501    AccelerationDamaged = 1000 ;120  ; in dist/(sec^2)
 502    Braking             = 1000 ;50  ; in dist/(sec^2)
 503    MinTurnSpeed        = 0   ; in dist/sec
 504    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
 505    Appearance          = TREADS
 506  
 507    AccelerationPitchLimit = 5              ; Angle limit how far chassis will lift or roll from acceleration.
 508    PitchStiffness = 0.05                   ;  stiffness of the "springs" in the suspension forward & back.
 509    RollStiffness = 0.025                   ;  stiffness of the "springs" in the suspension side to side.
 510    PitchDamping = 0.8                      ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 511    RollDamping = 0.3                       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 512    ForwardAccelerationPitchFactor = 0.5    ; How much acceleration will cause the front to lift, or dip for stops.
 513    LateralAccelerationRollFactor = 0.33    ;  How much cornering will cause the chassis to roll.
 514  End
 515  
 516  ;------------------------------------------------------------------------------
 517  Locomotor MilitiaTankLocomotor
 518    Surfaces            = GROUND
 519    Speed               = 30   ; in dist/sec
 520    SpeedDamaged        = 25   ; in dist/sec
 521    TurnRate            = 180  ;90   ; in degrees/sec
 522    TurnRateDamaged     = 180  ;60   ; in degrees/sec
 523    Acceleration        = 1000 ;30   ; in dist/(sec^2)
 524    AccelerationDamaged = 1000 ;20    ; in dist/(sec^2)
 525    Braking             = 1000 ;50  ; in dist/(sec^2)
 526    MinTurnSpeed        = 0   ; in dist/sec
 527    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
 528    Appearance          = TREADS
 529  
 530    AccelerationPitchLimit = 5              ; Angle limit how far chassis will lift or roll from acceleration.
 531    PitchStiffness = 0.05                   ;  stiffness of the "springs" in the suspension forward & back.
 532    RollStiffness = 0.025                   ;  stiffness of the "springs" in the suspension side to side.
 533    PitchDamping = 0.8                      ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 534    RollDamping = 0.3                       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 535    ForwardAccelerationPitchFactor = 0.5    ; How much acceleration will cause the front to lift, or dip for stops.
 536    LateralAccelerationRollFactor = 0.33    ;  How much cornering will cause the chassis to roll.
 537  End
 538  
 539  ;------------------------------------------------------------------------------
 540  Locomotor ScorpionLocomotor
 541    Surfaces            = GROUND
 542    Speed               = 40   ; in dist/sec
 543    SpeedDamaged        = 30   ; in dist/sec
 544    TurnRate            = 180  ;90   ; in degrees/sec
 545    TurnRateDamaged     = 180  ;60   ; in degrees/sec
 546    Acceleration        = 1000 ;30   ; in dist/(sec^2)
 547    AccelerationDamaged = 1000 ;20    ; in dist/(sec^2)
 548    Braking             = 1000 ;50  ; in dist/(sec^2)
 549    MinTurnSpeed        = 0   ; in dist/sec
 550    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
 551    Appearance          = TREADS
 552  
 553    AccelerationPitchLimit = 5              ; Angle limit how far chassis will lift or roll from acceleration.
 554    PitchStiffness = 0.05                   ;  stiffness of the "springs" in the suspension forward & back.
 555    RollStiffness = 0.025                   ;  stiffness of the "springs" in the suspension side to side.
 556    PitchDamping = 0.8                     ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 557    RollDamping = 0.3                       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 558    ForwardAccelerationPitchFactor = 0.5    ; How much acceleration will cause the front to lift, or dip for stops.
 559    LateralAccelerationRollFactor = 0.33    ;  How much cornering will cause the chassis to roll.
 560  End
 561  
 562  ;------------------------------------------------------------------------------
 563  Locomotor MarauderLocomotor
 564    Surfaces            = GROUND
 565    Speed               = 40   ; in dist/sec
 566    SpeedDamaged        = 30   ; in dist/sec
 567    TurnRate            = 180   ; in degrees/sec
 568    TurnRateDamaged     = 180  ;60   ; in degrees/sec
 569    Acceleration        = 1000 ;30   ; in dist/(sec^2)
 570    AccelerationDamaged = 1000 ;20    ; in dist/(sec^2)
 571    Braking             = 1000 ;50  ; in dist/(sec^2)
 572    MinTurnSpeed        = 0   ; in dist/sec
 573    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
 574    Appearance          = TREADS
 575  
 576    AccelerationPitchLimit = 5              ; Angle limit how far chassis will lift or roll from acceleration.
 577    PitchStiffness = 0.05                   ;  stiffness of the "springs" in the suspension forward & back.
 578    RollStiffness = 0.025                   ;  stiffness of the "springs" in the suspension side to side.
 579    PitchDamping = 0.8                     ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 580    RollDamping = 0.3                       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 581    ForwardAccelerationPitchFactor = 0.5    ; How much acceleration will cause the front to lift, or dip for stops.
 582    LateralAccelerationRollFactor = 0.33    ;  How much cornering will cause the chassis to roll.
 583  End
 584  
 585  ;------------------------------------------------------------------------------
 586  Locomotor BombTruckLocomotor
 587    Surfaces            = GROUND
 588    Speed               = 50   ; in dist/sec
 589    SpeedDamaged        = 50   ; in dist/sec
 590    TurnRate            = 90   ; in degrees/sec
 591    TurnRateDamaged     = 60   ; in degrees/sec
 592    Acceleration        = 1000 ;400  ; in dist/(sec^2)
 593    AccelerationDamaged = 1000 ;300  ; in dist/(sec^2)
 594    Braking             = 1000 ;50   ; in dist/(sec^2)
 595    MinTurnSpeed        = 0    ; in dist/sec
 596    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
 597    Appearance          = FOUR_WHEELS
 598    TurnPivotOffset     = -0.5    ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
 599  
 600    AccelerationPitchLimit = 2 ;5              ; Angle limit how far chassis will lift or roll from acceleration.
 601    PitchStiffness = 0.05                   ;  stiffness of the "springs" in the suspension forward & back.
 602    RollStiffness = 0.025                   ;  stiffness of the "springs" in the suspension side to side.
 603    PitchDamping = 0.8                      ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 604    RollDamping = 0.3                       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 605    ForwardAccelerationPitchFactor = 0 ;0.5    ; How much acceleration will cause the front to lift, or dip for stops.
 606    LateralAccelerationRollFactor = 0.33    ;  How much cornering will cause the chassis to roll.
 607  
 608    HasSuspension                   = Yes           ; Calculate 4 wheel independent suspension info.
 609    MaximumWheelExtension           = 0  ; Maximum distance the wheels will drop on the model.
 610    MaximumWheelCompression         = 0 ; Maximum distance the wheel will move up into the chassis.
 611    FrontWheelTurnAngle             = 22      ; How many degrees the front wheels can turn.
 612  End
 613  
 614  ;------------------------------------------------------------------------------
 615  Locomotor ScudLauncherLocomotor
 616    Surfaces            = GROUND
 617    Speed               = 20   ; in dist/sec
 618    SpeedDamaged        = 15   ; in dist/sec
 619    TurnRate            = 50   ; in degrees/sec
 620    TurnRateDamaged     = 45   ; in degrees/sec
 621    Acceleration        = 160  ; in dist/(sec^2)
 622    AccelerationDamaged = 120  ; in dist/(sec^2)
 623    Braking             = 50   ; in dist/(sec^2)
 624    MinTurnSpeed        = 15   ; in dist/sec
 625    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
 626  
 627    ;Appearance          = TREADS
 628    Appearance = FOUR_WHEELS
 629    TurnPivotOffset     = -0.7    ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
 630  
 631    AccelerationPitchLimit = 5              ; Angle limit how far chassis will lift or roll from acceleration.
 632    PitchStiffness = 0.05                   ;  stiffness of the "springs" in the suspension forward & back.
 633    RollStiffness = 0.025                   ;  stiffness of the "springs" in the suspension side to side.
 634    PitchDamping = 0.8                      ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 635    RollDamping = 0.3                       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 636    ForwardAccelerationPitchFactor = 0.5    ; How much acceleration will cause the front to lift, or dip for stops.
 637    LateralAccelerationRollFactor = 0.33    ;  How much cornering will cause the chassis to roll.
 638  
 639    HasSuspension = Yes           ; Calculate 4 wheel independent suspension info.
 640    CanMoveBackwards = Yes        ; Can move backwards.
 641    MaximumWheelExtension = -2.0  ; Maximum distance the wheels will drop on the model.
 642    MaximumWheelCompression = 1.1 ; Maximum distance the wheel will move up into the chassis.
 643    FrontWheelTurnAngle = 35      ; How many degrees the front wheels can turn.
 644    GroupMovementPriority = MOVES_BACK;   Moves in the back of a group, behind small arms, and rockets.
 645  
 646  End
 647  
 648  ;------------------------------------------------------------------------------
 649  Locomotor BattleMasterLocomotor
 650    Surfaces            = GROUND WATER
 651    Speed               = 25   ; in dist/sec
 652    SpeedDamaged        = 25   ; in dist/sec
 653    TurnRate            = 180  ;90   ; in degrees/sec
 654    TurnRateDamaged     = 180  ;60   ; in degrees/sec
 655    Acceleration        = 1000 ;240  ; in dist/(sec^2)
 656    AccelerationDamaged = 1000 ;180  ; in dist/(sec^2)
 657    Braking             = 1000 ;50  ; in dist/(sec^2)
 658    MinTurnSpeed        = 0   ; in dist/sec
 659    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
 660    Appearance          = TREADS
 661  
 662    AccelerationPitchLimit = 5              ; Angle limit how far chassis will lift or roll from acceleration.
 663    PitchStiffness = 0.05                   ;  stiffness of the "springs" in the suspension forward & back.
 664    RollStiffness = 0.025                   ;  stiffness of the "springs" in the suspension side to side.
 665    PitchDamping = 0.8                      ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 666    RollDamping = 0.3                       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 667    ForwardAccelerationPitchFactor = 0.5    ; How much acceleration will cause the front to lift, or dip for stops.
 668    LateralAccelerationRollFactor = 0.33    ;  How much cornering will cause the chassis to roll.
 669  End
 670  
 671  ;------------------------------------------------------------------------------
 672  Locomotor NuclearBattleMasterLocomotor
 673    Surfaces            = GROUND 
 674    Speed               = 35   ; 33% faster than normal
 675    SpeedDamaged        = 32   ; 33% faster than normal
 676    TurnRate            = 180  ;120  ; 33% faster than normal
 677    TurnRateDamaged     = 180  ;80   ; 33% faster than normal
 678    Acceleration        = 1000 ;240  ; 33% faster than normal
 679    AccelerationDamaged = 1000 ;240  ; 33% faster than normal
 680    Braking             = 1000 ;50  ; in dist/(sec^2)
 681    MinTurnSpeed        = 0   ; in dist/sec
 682    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
 683    Appearance          = TREADS
 684  
 685    AccelerationPitchLimit = 5              ; Angle limit how far chassis will lift or roll from acceleration.
 686    PitchStiffness = 0.05                   ;  stiffness of the "springs" in the suspension forward & back.
 687    RollStiffness = 0.025                   ;  stiffness of the "springs" in the suspension side to side.
 688    PitchDamping = 0.8                      ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 689    RollDamping = 0.3                       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 690    ForwardAccelerationPitchFactor = 0.5    ; How much acceleration will cause the front to lift, or dip for stops.
 691    LateralAccelerationRollFactor = 0.33    ;  How much cornering will cause the chassis to roll.
 692  End
 693  
 694  ;------------------------------------------------------------------------------
 695  Locomotor OverlordLocomotor
 696    Surfaces            = GROUND
 697    Speed               = 20   ; in dist/sec
 698    SpeedDamaged        = 20   ; in dist/sec
 699    TurnRate            = 60   ;25   ; in degrees/sec
 700    TurnRateDamaged     = 60   ;20   ; in degrees/sec
 701    Acceleration        = 15   ; in dist/(sec^2)
 702    AccelerationDamaged = 15   ; in dist/(sec^2)
 703    Braking             = 50   ; in dist/(sec^2)
 704    MinTurnSpeed        = 0    ; in dist/sec
 705    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
 706    Appearance          = TREADS
 707  
 708    AccelerationPitchLimit = 2              ; Angle limit how far chassis will lift or roll from acceleration.
 709    PitchStiffness = 0.05                   ;  stiffness of the "springs" in the suspension forward & back.
 710    RollStiffness = 0.05                    ;  stiffness of the "springs" in the suspension side to side.
 711    PitchDamping = 0.8                      ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 712    RollDamping = 0.3                       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 713    ForwardAccelerationPitchFactor = 0.5    ; How much acceleration will cause the front to lift, or dip for stops.
 714    LateralAccelerationRollFactor = 0.33    ;  How much cornering will cause the chassis to roll.
 715  End
 716  
 717  ;------------------------------------------------------------------------------
 718  ;*************************** Cinematic-Only unit ******************************
 719  Locomotor CINE_OverlordLocomotor
 720    Surfaces            = GROUND
 721    Speed               = 20   ; in dist/sec
 722    SpeedDamaged        = 20   ; in dist/sec
 723    TurnRate            = 60   ;25   ; in degrees/sec
 724    TurnRateDamaged     = 60   ;20   ; in degrees/sec
 725    Acceleration        = 15   ; in dist/(sec^2)
 726    AccelerationDamaged = 15   ; in dist/(sec^2)
 727    Braking             = 50   ; in dist/(sec^2)
 728    MinTurnSpeed        = 0    ; in dist/sec
 729    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
 730    Appearance          = TREADS
 731  
 732    AccelerationPitchLimit = 2              ; Angle limit how far chassis will lift or roll from acceleration.
 733    PitchStiffness = 0.05                   ;  stiffness of the "springs" in the suspension forward & back.
 734    RollStiffness = 0.05                    ;  stiffness of the "springs" in the suspension side to side.
 735    PitchDamping = 0.8                      ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 736    RollDamping = 0.3                       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 737    ForwardAccelerationPitchFactor = 0.5    ; How much acceleration will cause the front to lift, or dip for stops.
 738    LateralAccelerationRollFactor = 0.33    ;  How much cornering will cause the chassis to roll.
 739  End
 740  
 741  
 742  ;------------------------------------------------------------------------------
 743  Locomotor NuclearOverlordLocomotor
 744    Surfaces            = GROUND
 745    Speed               = 30   ; 33% faster than normal
 746    SpeedDamaged        = 30   ; 33% faster than normal
 747    TurnRate            = 60   ;32   ; 33% faster than normal
 748    TurnRateDamaged     = 60   ;27   ; 33% faster than normal
 749    Acceleration        = 30   ; 33% faster than normal
 750    AccelerationDamaged = 30   ; 33% faster than normal
 751    Braking             = 50  ; in dist/(sec^2)
 752    MinTurnSpeed        = 0   ; in dist/sec
 753    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
 754    Appearance          = TREADS
 755  
 756    AccelerationPitchLimit = 2              ; Angle limit how far chassis will lift or roll from acceleration.
 757    PitchStiffness = 0.05                   ;  stiffness of the "springs" in the suspension forward & back.
 758    RollStiffness = 0.05                    ;  stiffness of the "springs" in the suspension side to side.
 759    PitchDamping = 0.8                      ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 760    RollDamping = 0.3                       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 761    ForwardAccelerationPitchFactor = 0.5    ; How much acceleration will cause the front to lift, or dip for stops.
 762    LateralAccelerationRollFactor = 0.33    ;  How much cornering will cause the chassis to roll.
 763  End
 764  
 765  ;------------------------------------------------------------------------------
 766  Locomotor DragonLocomotor
 767    Surfaces            = GROUND
 768    Speed               = 30   ; in dist/sec
 769    SpeedDamaged        = 25   ; in dist/sec
 770    TurnRate            = 180  ;90   ; in degrees/sec
 771    TurnRateDamaged     = 180  ;60   ; in degrees/sec
 772    Acceleration        = 1000 ;240  ; in dist/(sec^2)
 773    AccelerationDamaged = 1000 ;180  ; in dist/(sec^2)
 774    Braking             = 1000 ;50  ; in dist/(sec^2)
 775    MinTurnSpeed        = 0   ; in dist/sec
 776    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
 777    Appearance          = TREADS
 778  
 779    AccelerationPitchLimit = 5              ; Angle limit how far chassis will lift or roll from acceleration.
 780    PitchStiffness = 0.05                ;  stiffness of the "springs" in the suspension forward & back.
 781    RollStiffness = 0.025                   ;  stiffness of the "springs" in the suspension side to side.
 782    PitchDamping = 0.8                      ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 783    RollDamping = 0.3                       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 784    ForwardAccelerationPitchFactor = 0.5    ; How much acceleration will cause the front to lift, or dip for stops.
 785    LateralAccelerationRollFactor = 0.33    ;  How much cornering will cause the chassis to roll.
 786    GroupMovementPriority = MOVES_FRONT;   Moves in the back of a group, behind small arms, and rockets.
 787  End
 788  
 789  ;------------------------------------------------------------------------------
 790  Locomotor BlimpLocomotor
 791    Surfaces            = GROUND
 792    Speed               = 30   ; in dist/sec
 793    SpeedDamaged        = 25   ; in dist/sec
 794    TurnRate            = 90   ; in degrees/sec
 795    TurnRateDamaged     = 60   ; in degrees/sec
 796    Acceleration        = 30   ; in dist/(sec^2)
 797    AccelerationDamaged = 8    ; in dist/(sec^2)
 798    Braking             = 50  ; in dist/(sec^2)
 799    MinTurnSpeed        = 0   ; in dist/sec
 800    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
 801    Appearance          = TREADS
 802  
 803    AccelerationPitchLimit = 5              ; Angle limit how far chassis will lift or roll from acceleration.
 804    PitchStiffness = 0.05                   ;  stiffness of the "springs" in the suspension forward & back.
 805    RollStiffness = 0.025                   ;  stiffness of the "springs" in the suspension side to side.
 806    PitchDamping = 0.7                      ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 807    RollDamping = 0.3                       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 808    ForwardAccelerationPitchFactor = 0.5    ; How much acceleration will cause the front to lift, or dip for stops.
 809    LateralAccelerationRollFactor = 0.33    ;  How much cornering will cause the chassis to roll.
 810  End
 811  
 812  ;------------------------------------------------------------------------------
 813  Locomotor TroopCrawlerLocomotor
 814    Surfaces            = GROUND WATER
 815    Speed               = 40   ; in dist/sec
 816    SpeedDamaged        = 30   ; in dist/sec
 817    TurnRate            = 120  ;90   ; in degrees/sec
 818    TurnRateDamaged     = 120  ;60   ; in degrees/sec
 819    Acceleration        = 1000 ;400   ; in dist/(sec^2)
 820    AccelerationDamaged = 1000 ;300  ; in dist/(sec^2)
 821    Braking             = 1000 ;50  ; in dist/(sec^2)
 822    MinTurnSpeed        = 25   ; in dist/sec
 823    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
 824    Appearance          = FOUR_WHEELS
 825    TurnPivotOffset     = -0.5    ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
 826  
 827    AccelerationPitchLimit = 5              ; Angle limit how far chassis will lift or roll from acceleration.
 828    PitchStiffness = 0.05                   ;  stiffness of the "springs" in the suspension forward & back.
 829    RollStiffness = 0.025                   ;  stiffness of the "springs" in the suspension side to side.
 830    PitchDamping = 0.8                      ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 831    RollDamping = 0.3                       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 832    ForwardAccelerationPitchFactor = 0.1  ;0.5    ; How much acceleration will cause the front to lift, or dip for stops.
 833    LateralAccelerationRollFactor = 0.33    ;  How much cornering will cause the chassis to roll.
 834  
 835    HasSuspension = Yes           ; Calculate 4 wheel independent suspension info.
 836    CanMoveBackwards = Yes        ; Can move backwards.
 837    MaximumWheelExtension = -2.3  ; Maximum distance the wheels will drop on the model.
 838    MaximumWheelCompression = 1.4 ; Maximum distance the wheel will move up into the chassis.
 839    FrontWheelTurnAngle = 30
 840          ; How many degrees the front wheels can turn.
 841  End
 842  
 843  ;------------------------------------------------------------------------------
 844  Locomotor InfernoLocomotor
 845    Surfaces            = GROUND
 846    Speed               = 20   ; in dist/sec
 847    SpeedDamaged        = 20   ; in dist/sec
 848    TurnRate            = 120  ;90   ; in degrees/sec
 849    TurnRateDamaged     = 90   ;60   ; in degrees/sec
 850    Acceleration        = 1000 ;160  ; in dist/(sec^2)
 851    AccelerationDamaged = 1000 ;120  ; in dist/(sec^2)
 852    Braking             = 1000 ;50   ; in dist/(sec^2)
 853    MinTurnSpeed        = 0    ; in dist/sec
 854    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
 855    Appearance          = TREADS
 856  
 857    AccelerationPitchLimit = 5              ; Angle limit how far chassis will lift or roll from acceleration.
 858    PitchStiffness = 0.05                   ;  stiffness of the "springs" in the suspension forward & back.
 859    RollStiffness = 0.025                   ;  stiffness of the "springs" in the suspension side to side.
 860    PitchDamping = 0.8                      ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 861    RollDamping = 0.3                       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 862    ForwardAccelerationPitchFactor = 0.5    ; How much acceleration will cause the front to lift, or dip for stops.
 863    LateralAccelerationRollFactor = 0.33    ;  How much cornering will cause the chassis to roll.
 864  End
 865  
 866  ;------------------------------------------------------------------------------
 867  ;************************* Cinematic-Only unit ********************************
 868  Locomotor CINE_InfernoLocomotor
 869    Surfaces            = GROUND
 870    Speed               = 20   ; in dist/sec
 871    SpeedDamaged        = 20   ; in dist/sec
 872    TurnRate            = 120  ;90   ; in degrees/sec
 873    TurnRateDamaged     = 90   ;60   ; in degrees/sec
 874    Acceleration        = 1000 ;160  ; in dist/(sec^2)
 875    AccelerationDamaged = 1000 ;120  ; in dist/(sec^2)
 876    Braking             = 1000 ;50   ; in dist/(sec^2)
 877    MinTurnSpeed        = 0    ; in dist/sec
 878    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
 879    Appearance          = TREADS
 880  
 881    AccelerationPitchLimit = 5              ; Angle limit how far chassis will lift or roll from acceleration.
 882    PitchStiffness = 0.05                   ;  stiffness of the "springs" in the suspension forward & back.
 883    RollStiffness = 0.025                   ;  stiffness of the "springs" in the suspension side to side.
 884    PitchDamping = 0.8                      ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 885    RollDamping = 0.3                       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 886    ForwardAccelerationPitchFactor = 0.5    ; How much acceleration will cause the front to lift, or dip for stops.
 887    LateralAccelerationRollFactor = 0.33    ;  How much cornering will cause the chassis to roll.
 888  End
 889  
 890  ;------------------------------------------------------------------------------
 891  Locomotor GattlingTankLocomotor
 892    Surfaces            = GROUND
 893    Speed               = 40   ; in dist/sec
 894    SpeedDamaged        = 40   ; in dist/sec
 895    TurnRate            = 180  ;90   ; in degrees/sec
 896    TurnRateDamaged     = 180  ;60   ; in degrees/sec
 897    Acceleration        = 1000 ;240  ; in dist/(sec^2)
 898    AccelerationDamaged = 1000 ;180  ; in dist/(sec^2)
 899    Braking             = 1000 ;50   ; in dist/(sec^2)
 900    MinTurnSpeed        = 0    ; in dist/sec
 901    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
 902    Appearance          = TREADS
 903  
 904    AccelerationPitchLimit = 5              ; Angle limit how far chassis will lift or roll from acceleration.
 905    PitchStiffness = 0.05                   ;  stiffness of the "springs" in the suspension forward & back.
 906    RollStiffness = 0.025                   ;  stiffness of the "springs" in the suspension side to side.
 907    PitchDamping = 0.8                      ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 908    RollDamping = 0.3                       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 909    ForwardAccelerationPitchFactor = 0.5    ; How much acceleration will cause the front to lift, or dip for stops.
 910    LateralAccelerationRollFactor = 0.33    ;  How much cornering will cause the chassis to roll.
 911  End
 912  
 913  ;------------------------------------------------------------------------------
 914  Locomotor BasicTankLocomotor
 915    Surfaces            = GROUND
 916    Speed               = 30   ; in dist/sec
 917    SpeedDamaged        = 25   ; in dist/sec
 918    TurnRate            = 180  ;90   ; in degrees/sec
 919    TurnRateDamaged     = 180  ;60   ; in degrees/sec
 920    Acceleration        = 1000 ;240  ; in dist/(sec^2)
 921    AccelerationDamaged = 1000 ;180  ; in dist/(sec^2)
 922    Braking             = 1000 ;50   ; in dist/(sec^2)
 923    MinTurnSpeed        = 0    ; in dist/sec
 924    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
 925    Appearance          = TREADS
 926  
 927    AccelerationPitchLimit = 5              ; Angle limit how far chassis will lift or roll from acceleration.
 928    PitchStiffness = 0.05                   ;  stiffness of the "springs" in the suspension forward & back.
 929    RollStiffness = 0.025                   ;  stiffness of the "springs" in the suspension side to side.
 930    PitchDamping = 0.8                      ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 931    RollDamping = 0.3                       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 932    ForwardAccelerationPitchFactor = 0.5    ; How much acceleration will cause the front to lift, or dip for stops.
 933    LateralAccelerationRollFactor = 0.33    ;  How much cornering will cause the chassis to roll.
 934  End
 935  ;------------------------------------------------------------------------------
 936  Locomotor  SubmarineLocomotor
 937    Surfaces            = WATER
 938    Speed = 40
 939    SpeedDamaged = 30
 940    TurnRate = 180
 941    TurnRateDamaged = 120
 942    Acceleration = 30
 943    AccelerationDamaged = 20
 944    Lift = 120
 945    LiftDamaged = 80
 946    Braking = 50
 947    MinTurnSpeed = 0
 948    PreferredHeight = -1;这里写成负值,否则运兵车连轮子都会浮在水面上...好像气功大师。
 949    AllowAirborneMotiveForce = Yes
 950    ZAxisBehavior       = SURFACE_RELATIVE_HEIGHT
 951    Appearance          = HOVER
 952  
 953    PitchStiffness = 0.9                  ;  stiffness of the "springs" in the suspension forward & back.
 954    RollStiffness = 0.95                  ;  stiffness of the "springs" in the suspension side to side.
 955    PitchDamping = 0.9
 956    RollDamping = 0.9
 957    ForwardVelocityPitchFactor = -0.1     ;  How much velocity will cause the front to lift/dip
 958    LateralVelocityRollFactor = 0.1       ;  How much cornering will cause the chassis to roll.
 959    Apply2DFrictionWhenAirborne = Yes
 960    AirborneTargetingHeight = 30
 961    LocomotorWorksWhenDead = No
 962  End
 963  
 964  
 965  ;------------------------------------------------------------------------------
 966  Locomotor BasicTruckLocomotor
 967    Surfaces = GROUND
 968    Speed = 30                ; in dist/sec
 969    SpeedDamaged = 30         ; in dist/sec
 970    TurnRate = 60             ; in degrees/sec
 971    TurnRateDamaged = 60      ; in degrees/sec
 972    Acceleration = 10         ; in dist/(sec^2)
 973    AccelerationDamaged = 10  ; in dist/(sec^2)
 974    Braking = 50              ; in dist/(sec^2)
 975    MinTurnSpeed = 0          ; 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 = 4              ; 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 = 0.2                ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 985    RollDamping = 0.2                ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 986    ForwardAccelerationPitchFactor = 0.5    ; 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  ;************************* Cinematic-Only unit ********************************
 992  Locomotor CINE_NukeTruckLocomotor
 993    Surfaces = GROUND
 994    Speed = 35                ; in dist/sec
 995    SpeedDamaged = 30         ; in dist/sec
 996    TurnRate = 60             ; in degrees/sec
 997    TurnRateDamaged = 60      ; in degrees/sec
 998    Acceleration = 55         ; in dist/(sec^2)
 999    AccelerationDamaged = 10  ; in dist/(sec^2)
1000    Braking = 50              ; in dist/(sec^2)
1001    MinTurnSpeed = 0          ; in dist/sec
1002    TurnPivotOffset = -0.5    ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
1003    ZAxisBehavior = NO_Z_MOTIVE_FORCE
1004    Appearance = FOUR_WHEELS
1005  
1006    AccelerationPitchLimit = 4              ; Angle limit how far chassis will lift or roll from acceleration.
1007    BounceAmount = 0                        ;  simulates hitting random rocks.  0==smooth pavement, 200 = bumpy.
1008    PitchStiffness = 0.1                    ;  stiffness of the "springs" in the suspension forward & back.
1009    RollStiffness  = 0.05                    ;  stiffness of the "springs" in the suspension side to side.
1010    PitchDamping = 1                ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1011    RollDamping = 0.2                ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1012    ForwardAccelerationPitchFactor = 0.5    ; How much acceleration will cause the front to lift, or dip for stops.
1013    LateralAccelerationRollFactor = 0.2     ;   How much cornering will cause the chassis to roll.
1014  
1015    HasSuspension                   = Yes           ; Calculate 4 wheel independent suspension info.
1016    MaximumWheelExtension           = 0  ; Maximum distance the wheels will drop on the model.
1017    MaximumWheelCompression         = 0 ; Maximum distance the wheel will move up into the chassis.
1018    FrontWheelTurnAngle             = 22      ; How many degrees the front wheels can turn.
1019  
1020  End
1021  
1022  ;------------------------------------------------------------------------------
1023  Locomotor SupplyTruckLocomotor
1024    Surfaces                        = GROUND
1025    Speed                           = 40                ; in dist/sec
1026    SpeedDamaged                    = 20         ; in dist/sec
1027    TurnRate                        = 90             ; in degrees/sec
1028    TurnRateDamaged                 = 60      ; in degrees/sec
1029    Acceleration                    = 240         ; in dist/(sec^2)
1030    AccelerationDamaged             = 180  ; in dist/(sec^2)
1031    Braking                         = 50              ; in dist/(sec^2)
1032    MinTurnSpeed                    = 15          ; in dist/sec
1033    TurnPivotOffset                 = -0.2    ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
1034    ZAxisBehavior                   = NO_Z_MOTIVE_FORCE
1035    Appearance                      = FOUR_WHEELS
1036  
1037    AccelerationPitchLimit          = 4              ; Angle limit how far chassis will lift or roll from acceleration.
1038    BounceAmount                    = 0                        ;  simulates hitting random rocks.  0==smooth pavement, 200 = bumpy.
1039    PitchStiffness                  = 0.2                    ;  stiffness of the "springs" in the suspension forward & back.
1040    RollStiffness                   = 0.05                    ;  stiffness of the "springs" in the suspension side to side.
1041    PitchDamping                    = 0.5                ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1042    RollDamping                     = 0.5                ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1043    ForwardAccelerationPitchFactor  = 0.02    ; How much acceleration will cause the front to lift, or dip for stops.
1044    LateralAccelerationRollFactor   = 0.02     ;   How much cornering will cause the chassis to roll.
1045  
1046    HasSuspension                   = Yes           ; Calculate 4 wheel independent suspension info.
1047    MaximumWheelExtension           = 0  ; Maximum distance the wheels will drop on the model.
1048    MaximumWheelCompression         = 0 ; Maximum distance the wheel will move up into the chassis.
1049    FrontWheelTurnAngle             = 22      ; How many degrees the front wheels can turn.
1050  
1051  End
1052  
1053  ;------------------------------------------------------------------------------
1054  Locomotor BasicCarLocomotor
1055    Surfaces = GROUND
1056    Speed = 90                ; in dist/sec
1057    SpeedDamaged = 90         ; in dist/sec
1058    TurnRate = 120            ; in degrees/sec
1059    TurnRateDamaged = 120     ; in degrees/sec
1060    Acceleration = 30         ; in dist/(sec^2)
1061    AccelerationDamaged = 30  ; in dist/(sec^2)
1062    Braking = 50              ; in dist/(sec^2)
1063    MinTurnSpeed = 40         ; in dist/sec
1064    TurnPivotOffset = -0.5    ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
1065    ZAxisBehavior = NO_Z_MOTIVE_FORCE
1066    Appearance = FOUR_WHEELS
1067  
1068    AccelerationPitchLimit = 6      ; Angle limit how far chassis will lift or roll from acceleration.
1069    BounceAmount = 0                ;  simulates hitting random rocks.  0==smooth pavement, 200 = bumpy.
1070    PitchStiffness = 0.1            ;  stiffness of the "springs" in the suspension forward & back.
1071    RollStiffness  = 0.05            ;  stiffness of the "springs" in the suspension side to side.
1072    PitchDamping = 0.5        ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1073    RollDamping = 0.5        ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1074    ForwardAccelerationPitchFactor = 0.3  ; How much acceleration will cause the front to lift, or dip for stops.
1075    LateralAccelerationRollFactor = 0.2   ;   How much cornering will cause the chassis to roll.
1076  End
1077  
1078  ;------------------------------------------------------------------------------
1079  Locomotor BasicForkLiftLocomotor
1080    Surfaces = GROUND
1081    Speed = 20                ; in dist/sec
1082    SpeedDamaged = 10         ; in dist/sec
1083    TurnRate = 180            ; in degrees/sec
1084    TurnRateDamaged = 60     ; in degrees/sec
1085    Acceleration = 5         ; in dist/(sec^2)
1086    AccelerationDamaged = 30  ; in dist/(sec^2)
1087    Braking = 50              ; in dist/(sec^2)
1088    MinTurnSpeed = 40         ; in dist/sec
1089    TurnPivotOffset = -0.5    ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
1090    ZAxisBehavior = NO_Z_MOTIVE_FORCE
1091    Appearance = FOUR_WHEELS
1092  
1093    AccelerationPitchLimit = 6      ; Angle limit how far chassis will lift or roll from acceleration.
1094    BounceAmount = 0                ;  simulates hitting random rocks.  0==smooth pavement, 200 = bumpy.
1095    PitchStiffness = 0.1            ;  stiffness of the "springs" in the suspension forward & back.
1096    RollStiffness  = 0.05            ;  stiffness of the "springs" in the suspension side to side.
1097    PitchDamping = 0.5        ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1098    RollDamping = 0.5        ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1099    ForwardAccelerationPitchFactor = 0.3  ; How much acceleration will cause the front to lift, or dip for stops.
1100    LateralAccelerationRollFactor = 0.2   ;   How much cornering will cause the chassis to roll.
1101  End
1102  
1103  ;------------------------------------------------------------------------------
1104  Locomotor BasicAmphibiousLocomotor
1105    Surfaces            = GROUND WATER
1106    Speed = 80                ; in dist/sec
1107    SpeedDamaged = 30         ; in dist/sec
1108    TurnRate = 180             ; in degrees/sec
1109    TurnRateDamaged = 120      ; in degrees/sec
1110    Acceleration = 30         ; in dist/(sec^2)
1111    AccelerationDamaged = 20  ; in dist/(sec^2)
1112    Lift = 120                 ; in dist/(sec^2)
1113    LiftDamaged = 80          ; in dist/(sec^2)
1114    Braking = 50              ; in dist/(sec^2)
1115    MinTurnSpeed = 0          ; in dist/sec
1116    PreferredHeight = 4 ; at 1, 2, 3, the unit shakes from rounding.  at 0 the SurfaceRelativeHeight flag is ignored.
1117    AllowAirborneMotiveForce = Yes
1118    ZAxisBehavior       = SURFACE_RELATIVE_HEIGHT
1119    Appearance          = HOVER
1120  
1121    PitchStiffness = 0.9                  ;  stiffness of the "springs" in the suspension forward & back.
1122    RollStiffness = 0.95                  ;  stiffness of the "springs" in the suspension side to side.
1123    PitchDamping = 0.9                    ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1124    RollDamping = 0.9                     ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1125    ForwardVelocityPitchFactor = -0.1     ;  How much velocity will cause the front to lift/dip
1126    LateralVelocityRollFactor = 0.1       ;  How much cornering will cause the chassis to roll.
1127    Apply2DFrictionWhenAirborne = Yes
1128    AirborneTargetingHeight = 30
1129    LocomotorWorksWhenDead = No          ; 
1130  End
1131  
1132  ;------------------------------------------------------------------------------
1133  Locomotor SpyDroneLocomtor
1134    Surfaces            = GROUND WATER
1135    Speed = 0                ; in dist/sec
1136    SpeedDamaged = 0         ; in dist/sec
1137    TurnRate = 0             ; in degrees/sec
1138    TurnRateDamaged = 0      ; in degrees/sec
1139    Acceleration = 30         ; in dist/(sec^2)
1140    AccelerationDamaged = 20  ; in dist/(sec^2)
1141    Lift = 120                 ; in dist/(sec^2)
1142    LiftDamaged = 80          ; in dist/(sec^2)
1143    Braking = 50              ; in dist/(sec^2)
1144    MinTurnSpeed = 0          ; in dist/sec
1145    PreferredHeight = 90
1146    AllowAirborneMotiveForce = Yes
1147    ZAxisBehavior       = SURFACE_RELATIVE_HEIGHT
1148    Appearance          = HOVER
1149  
1150    PitchStiffness = 0.9                  ;  stiffness of the "springs" in the suspension forward & back.
1151    RollStiffness = 0.95                  ;  stiffness of the "springs" in the suspension side to side.
1152    PitchDamping = 0.9                    ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1153    RollDamping = 0.9                     ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1154    ForwardVelocityPitchFactor = -0.1     ;  How much velocity will cause the front to lift/dip
1155    LateralVelocityRollFactor = 0.1       ;  How much cornering will cause the chassis to roll.
1156    Apply2DFrictionWhenAirborne = Yes
1157    AirborneTargetingHeight = 30
1158    LocomotorWorksWhenDead = No          ; 
1159  End
1160  
1161  ;------------------------------------------------------------------------------
1162  Locomotor BasicBoatLocomotor
1163    Surfaces             = WATER
1164    Speed                = 40  ; in dist/sec
1165    SpeedDamaged         = 30  ; in dist/sec
1166    TurnRate             = 30 ; in degrees/sec
1167    TurnRateDamaged      = 30 ; in degrees/sec
1168    Acceleration         = 30  ; in dist/(sec^2)
1169    AccelerationDamaged  = 20  ; in dist/(sec^2)
1170    Lift                 = 120 ; in dist/(sec^2)
1171    LiftDamaged          = 80  ; in dist/(sec^2)
1172    Braking              = 50  ; in dist/(sec^2)
1173    MinTurnSpeed         = 0   ; in dist/sec
1174    PreferredHeight      = 4   ; at 1, 2, 3, the unit shakes from rounding.  at 0 the SurfaceRelativeHeight flag is ignored.
1175    AllowAirborneMotiveForce = Yes
1176    ZAxisBehavior                 = SURFACE_RELATIVE_HEIGHT
1177    Appearance                    = HOVER
1178  
1179    PitchStiffness              = 0.9   ; stiffness of the "springs" in the suspension forward & back.
1180    RollStiffness               = 0.95  ; stiffness of the "springs" in the suspension side to side.
1181    PitchDamping                = 0.9   ; How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1182    RollDamping                 = 0.9   ; How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1183    ForwardVelocityPitchFactor  = -0.1  ; How much velocity will cause the front to lift/dip
1184    LateralVelocityRollFactor   = 0.1   ; How much cornering will cause the chassis to roll.
1185    Apply2DFrictionWhenAirborne = Yes
1186    AirborneTargetingHeight     = 30
1187    LocomotorWorksWhenDead      = No    
1188  End
1189  ;------------------------------------------------------------------------------
1190  Locomotor RailroadGuideLocomotor
1191    Surfaces             = GROUND
1192    Speed                = 133  ; in dist/sec
1193    SpeedDamaged         = 60  ; in dist/sec
1194    TurnRate             = 120  ; in degrees/sec
1195    TurnRateDamaged      = 120  ; in degrees/sec
1196    Acceleration         = 9   ; in dist/(sec^2)
1197    AccelerationDamaged  = 2   ; in dist/(sec^2)
1198    Braking              = 5 ; in dist/(sec^2)
1199    MinTurnSpeed         = 0  ; in dist/sec
1200    TurnPivotOffset = 0.0     ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
1201    ZAxisBehavior                 = NO_Z_MOTIVE_FORCE
1202    Appearance                    = FOUR_WHEELS
1203  End
1204  
1205  
1206  ;------------------------------------------------------------------------------
1207  Locomotor WanderCarLocomotor
1208    Surfaces = GROUND
1209    Speed = 45                ; in dist/sec
1210    SpeedDamaged = 45         ; in dist/sec
1211    TurnRate = 120            ; in degrees/sec
1212    TurnRateDamaged = 120     ; in degrees/sec
1213    Acceleration = 10         ; in dist/(sec^2)
1214    AccelerationDamaged = 10  ; in dist/(sec^2)
1215    Braking = 50              ; in dist/(sec^2)
1216    MinTurnSpeed = 15         ; in dist/sec
1217    TurnPivotOffset = -0.5    ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
1218    ZAxisBehavior = NO_Z_MOTIVE_FORCE
1219    Appearance = FOUR_WHEELS
1220  
1221    AccelerationPitchLimit = 5      ; Angle limit how far chassis will lift or roll from acceleration.
1222    BounceAmount = 0                ;  simulates hitting random rocks.  0==smooth pavement, 200 = bumpy.
1223    PitchStiffness = 0.5            ;  stiffness of the "springs" in the suspension forward & back.
1224    RollStiffness = 0.5             ;  stiffness of the "springs" in the suspension side to side.
1225    PitchDamping = 0.5              ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1226    RollDamping = 0.5               ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1227    ForwardAccelerationPitchFactor = 0.3  ; How much acceleration will cause the front to lift, or dip for stops.
1228    LateralAccelerationRollFactor = 0.2   ;  How much cornering will cause the chassis to roll.
1229  End
1230  
1231  ;------------------------------------------------------------------------------
1232  Locomotor PanicCarLocomotor
1233    Surfaces = GROUND
1234    Speed = 90                ; in dist/sec
1235    SpeedDamaged = 90         ; in dist/sec
1236    TurnRate = 120            ; in degrees/sec
1237    TurnRateDamaged = 120     ; in degrees/sec
1238    Acceleration = 30         ; in dist/(sec^2)
1239    AccelerationDamaged = 30  ; in dist/(sec^2)
1240    Braking = 50              ; in dist/(sec^2)
1241    MinTurnSpeed = 40         ; in dist/sec
1242    TurnPivotOffset = -0.5    ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
1243    ZAxisBehavior = NO_Z_MOTIVE_FORCE
1244    Appearance = FOUR_WHEELS
1245  
1246    AccelerationPitchLimit = 6      ; Angle limit how far chassis will lift or roll from acceleration.
1247    BounceAmount = 0                ;  simulates hitting random rocks.  0==smooth pavement, 200 = bumpy.
1248    PitchStiffness = 0.5            ;  stiffness of the "springs" in the suspension forward & back.
1249    RollStiffness = 0.5             ;  stiffness of the "springs" in the suspension side to side.
1250    PitchDamping = 0.5              ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1251    RollDamping = 0.5               ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1252    ForwardAccelerationPitchFactor = 0.3  ; How much acceleration will cause the front to lift, or dip for stops.
1253    LateralAccelerationRollFactor = 0.2   ;  How much cornering will cause the chassis to roll.
1254  End
1255  
1256  ;------------------------------------------------------------------------------
1257  Locomotor BasicCarSuspensionLocomotor
1258    Surfaces = GROUND
1259    Speed = 90                ; in dist/sec
1260    SpeedDamaged = 90         ; in dist/sec
1261    TurnRate = 120            ; in degrees/sec
1262    TurnRateDamaged = 120     ; in degrees/sec
1263    Acceleration = 30         ; in dist/(sec^2)
1264    AccelerationDamaged = 30  ; in dist/(sec^2)
1265    Braking = 50              ; in dist/(sec^2)
1266    MinTurnSpeed = 40         ; in dist/sec
1267    TurnPivotOffset = -0.5    ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
1268    ZAxisBehavior = NO_Z_MOTIVE_FORCE
1269    Appearance = FOUR_WHEELS
1270  
1271    AccelerationPitchLimit = 6      ; Angle limit how far chassis will lift or roll from acceleration.
1272    BounceAmount = 0                ;  simulates hitting random rocks.  0==smooth pavement, 200 = bumpy.
1273    PitchStiffness = 0.5            ;  stiffness of the "springs" in the suspension forward & back.
1274    RollStiffness = 0.5             ;  stiffness of the "springs" in the suspension side to side.
1275    PitchDamping = 0.5              ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1276    RollDamping = 0.5               ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1277    ForwardAccelerationPitchFactor = 0.3  ; How much acceleration will cause the front to lift, or dip for stops.
1278    LateralAccelerationRollFactor = 0.2   ;  How much cornering will cause the chassis to roll.
1279  
1280    HasSuspension = Yes           ; Calculate 4 wheel independent suspension info.
1281    MaximumWheelExtension = -2.3  ; Maximum distance the wheels will drop on the model.
1282    MaximumWheelCompression = 1.4 ; Maximum distance the wheel will move up into the chassis.
1283    FrontWheelTurnAngle = 22      ; How many degrees the front wheels can turn.
1284  End
1285  
1286  ;------------------------------------------------------------------------------
1287  Locomotor WanderCarSuspensionLocomotor
1288    Surfaces = GROUND
1289    Speed = 45                ; in dist/sec
1290    SpeedDamaged = 45         ; in dist/sec
1291    TurnRate = 120            ; in degrees/sec
1292    TurnRateDamaged = 120     ; in degrees/sec
1293    Acceleration = 10         ; in dist/(sec^2)
1294    AccelerationDamaged = 10  ; in dist/(sec^2)
1295    Braking = 50              ; in dist/(sec^2)
1296    MinTurnSpeed = 15         ; in dist/sec
1297    TurnPivotOffset = -0.5    ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
1298    ZAxisBehavior = NO_Z_MOTIVE_FORCE
1299    Appearance = FOUR_WHEELS
1300  
1301    AccelerationPitchLimit = 5      ; Angle limit how far chassis will lift or roll from acceleration.
1302    BounceAmount = 0                ;  simulates hitting random rocks.  0==smooth pavement, 200 = bumpy.
1303    PitchStiffness = 0.5            ;  stiffness of the "springs" in the suspension forward & back.
1304    RollStiffness = 0.5             ;  stiffness of the "springs" in the suspension side to side.
1305    PitchDamping = 0.5              ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1306    RollDamping = 0.5               ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1307    ForwardAccelerationPitchFactor = 0.3  ; How much acceleration will cause the front to lift, or dip for stops.
1308    LateralAccelerationRollFactor = 0.2   ;  How much cornering will cause the chassis to roll.
1309  
1310    HasSuspension = Yes           ; Calculate 4 wheel independent suspension info.
1311    MaximumWheelExtension = -2.3  ; Maximum distance the wheels will drop on the model.
1312    MaximumWheelCompression = 1.4 ; Maximum distance the wheel will move up into the chassis.
1313    FrontWheelTurnAngle = 22      ; How many degrees the front wheels can turn.
1314  End
1315  
1316  ;------------------------------------------------------------------------------
1317  Locomotor PanicCarSuspensionLocomotor
1318    Surfaces = GROUND
1319    Speed = 90                ; in dist/sec
1320    SpeedDamaged = 90         ; in dist/sec
1321    TurnRate = 120            ; in degrees/sec
1322    TurnRateDamaged = 120     ; in degrees/sec
1323    Acceleration = 30         ; in dist/(sec^2)
1324    AccelerationDamaged = 30  ; in dist/(sec^2)
1325    Braking = 50              ; in dist/(sec^2)
1326    MinTurnSpeed = 40         ; in dist/sec
1327    TurnPivotOffset = -0.5    ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
1328    ZAxisBehavior = NO_Z_MOTIVE_FORCE
1329    Appearance = FOUR_WHEELS
1330  
1331    AccelerationPitchLimit = 6      ; Angle limit how far chassis will lift or roll from acceleration.
1332    BounceAmount = 0                ;  simulates hitting random rocks.  0==smooth pavement, 200 = bumpy.
1333    PitchStiffness = 0.5            ;  stiffness of the "springs" in the suspension forward & back.
1334    RollStiffness = 0.5             ;  stiffness of the "springs" in the suspension side to side.
1335    PitchDamping = 0.5              ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1336    RollDamping = 0.5               ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1337    ForwardAccelerationPitchFactor = 0.3  ; How much acceleration will cause the front to lift, or dip for stops.
1338    LateralAccelerationRollFactor = 0.2   ;  How much cornering will cause the chassis to roll.
1339  
1340    HasSuspension = Yes           ; Calculate 4 wheel independent suspension info.
1341    MaximumWheelExtension = -2.3  ; Maximum distance the wheels will drop on the model.
1342    MaximumWheelCompression = 1.4 ; Maximum distance the wheel will move up into the chassis.
1343    FrontWheelTurnAngle = 22      ; How many degrees the front wheels can turn.
1344  End
1345  
1346  ;------------------------------------------------------------------------------
1347  Locomotor RocketBuggyLocomotor
1348    Surfaces = GROUND
1349    Speed = 90                ; in dist/sec
1350    SpeedDamaged = 80         ; in dist/sec
1351    TurnRate = 180            ; in degrees/sec
1352    TurnRateDamaged = 180     ; in degrees/sec
1353    Acceleration = 90         ; in dist/(sec^2)
1354    AccelerationDamaged = 80  ; in dist/(sec^2)
1355    Braking = 50              ; in dist/(sec^2)
1356    MinTurnSpeed = 20         ; in dist/sec
1357    TurnPivotOffset = -0.33   ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
1358    ZAxisBehavior = NO_Z_MOTIVE_FORCE
1359    Appearance = FOUR_WHEELS
1360  
1361    AccelerationPitchLimit = 5      ; Angle limit how far chassis will lift or roll from acceleration.
1362    BounceAmount = 200              ;  simulates hitting random rocks.  0==smooth pavement, 200 = bumpy.
1363    PitchStiffness = 0.1            ;  stiffness of the "springs" in the suspension forward & back.
1364    RollStiffness = 0.05            ;  stiffness of the "springs" in the suspension side to side.
1365    PitchDamping = 0.1              ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1366    RollDamping = 0.1               ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1367    ForwardAccelerationPitchFactor = 0.5  ; How much acceleration will cause the front to lift, or dip for stops.
1368    LateralAccelerationRollFactor = 0.2   ;  How much cornering will cause the chassis to roll.
1369  
1370    HasSuspension = Yes           ; Calculate 4 wheel independent suspension info.
1371    CanMoveBackwards = Yes        ; Can move backwards.
1372    MaximumWheelExtension = -2.3  ; Maximum distance the wheels will drop on the model.
1373    MaximumWheelCompression = 1.4 ; Maximum distance the wheel will move up into the chassis.
1374    FrontWheelTurnAngle = 22      ; How many degrees the front wheels can turn.
1375  End
1376  
1377  ;------------------------------------------------------------------------------
1378  ;************************* Cinematic-only unit ********************************
1379  Locomotor CINE_RocketBuggyLocomotor
1380    Surfaces = GROUND
1381    Speed = 90                ; in dist/sec
1382    SpeedDamaged = 80         ; in dist/sec
1383    TurnRate = 180            ; in degrees/sec
1384    TurnRateDamaged = 180     ; in degrees/sec
1385    Acceleration = 90         ; in dist/(sec^2)
1386    AccelerationDamaged = 80  ; in dist/(sec^2)
1387    Braking = 50              ; in dist/(sec^2)
1388    MinTurnSpeed = 20         ; in dist/sec
1389    TurnPivotOffset = -0.33   ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
1390    ZAxisBehavior = NO_Z_MOTIVE_FORCE
1391    Appearance = FOUR_WHEELS
1392  
1393    AccelerationPitchLimit = 5      ; Angle limit how far chassis will lift or roll from acceleration.
1394    BounceAmount = 200              ;  simulates hitting random rocks.  0==smooth pavement, 200 = bumpy.
1395    PitchStiffness = 0.1            ;  stiffness of the "springs" in the suspension forward & back.
1396    RollStiffness = 0.05            ;  stiffness of the "springs" in the suspension side to side.
1397    PitchDamping = 0.1              ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1398    RollDamping = 0.1               ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1399    ForwardAccelerationPitchFactor = 0.5  ; How much acceleration will cause the front to lift, or dip for stops.
1400    LateralAccelerationRollFactor = 0.2   ;  How much cornering will cause the chassis to roll.
1401  
1402    HasSuspension = Yes           ; Calculate 4 wheel independent suspension info.
1403    CanMoveBackwards = Yes        ; Can move backwards.
1404    MaximumWheelExtension = -2.3  ; Maximum distance the wheels will drop on the model.
1405    MaximumWheelCompression = 1.4 ; Maximum distance the wheel will move up into the chassis.
1406    FrontWheelTurnAngle = 22      ; How many degrees the front wheels can turn.
1407  End
1408  
1409  ;------------------------------------------------------------------------------
1410  Locomotor HumveeLocomotor
1411    Surfaces                = GROUND
1412    Speed                   = 60    ; in dist/sec
1413    SpeedDamaged            = 30    ; in dist/sec
1414    TurnRate                = 180   ;120   ; in degrees/sec
1415    TurnRateDamaged         = 180   ;120   ; in degrees/sec
1416    Acceleration            = 1000  ;60    ; in dist/(sec^2)
1417    AccelerationDamaged     = 1000  ;60    ; in dist/(sec^2)
1418    Braking                 = 1000  ;60    ; in dist/(sec^2)
1419    MinTurnSpeed            = 20    ; in dist/sec
1420    TurnPivotOffset         = -0.33 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
1421    ZAxisBehavior           = NO_Z_MOTIVE_FORCE
1422    Appearance              = FOUR_WHEELS
1423    StickToGround           = No 
1424  
1425    AccelerationPitchLimit  = 0     ; Angle limit how far chassis will lift or roll from acceleration.
1426    BounceAmount            = 0    ; simulates hitting random rocks.  0==smooth pavement, 200 = bumpy.
1427    PitchStiffness          = 0.35  ; stiffness of the "springs" in the suspension forward & back.
1428    RollStiffness           = 0.05  ; stiffness of the "springs" in the suspension side to side.
1429    PitchDamping            = 0.96  ; How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1430    RollDamping             = 0.96  ; How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.  
1431    
1432    ForwardAccelerationPitchFactor = 0.00  ; How much acceleration will cause the front to lift, or dip for stops.
1433    LateralAccelerationRollFactor  = 0.10  ; How much cornering will cause the chassis to roll.
1434  
1435    HasSuspension           = Yes   ; Calculate 4 wheel independent suspension info.
1436    CanMoveBackwards        = Yes   ; Can move backwards.
1437    MaximumWheelExtension   = -1.0  ; Maximum distance the wheels will drop on the model.
1438    MaximumWheelCompression = 0.5   ; Maximum distance the wheel will move up into the chassis.
1439    FrontWheelTurnAngle     = 22    ; How many degrees the front wheels can turn.
1440  
1441  End
1442  
1443  ;------------------------------------------------------------------------------
1444  ;***************************** Cinematic-Only unit ****************************
1445  Locomotor CINE_USAHumveeLocomotor
1446    Surfaces                = GROUND
1447    Speed                   = 60    ; in dist/sec
1448    SpeedDamaged            = 30    ; in dist/sec
1449    TurnRate                = 180   ;120   ; in degrees/sec
1450    TurnRateDamaged         = 180   ;120   ; in degrees/sec
1451    Acceleration            = 1000  ;60    ; in dist/(sec^2)
1452    AccelerationDamaged     = 1000  ;60    ; in dist/(sec^2)
1453    Braking                 = 1000  ;60    ; in dist/(sec^2)
1454    MinTurnSpeed            = 20    ; in dist/sec
1455    TurnPivotOffset         = -0.33 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
1456    ZAxisBehavior           = NO_Z_MOTIVE_FORCE
1457    Appearance              = FOUR_WHEELS
1458    StickToGround           = No 
1459  
1460    AccelerationPitchLimit  = 0     ; Angle limit how far chassis will lift or roll from acceleration.
1461    BounceAmount            = 0    ; simulates hitting random rocks.  0==smooth pavement, 200 = bumpy.
1462    PitchStiffness          = 0.35  ; stiffness of the "springs" in the suspension forward & back.
1463    RollStiffness           = 0.05  ; stiffness of the "springs" in the suspension side to side.
1464    PitchDamping            = 0.96  ; How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1465    RollDamping             = 0.96  ; How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.  
1466    
1467    ForwardAccelerationPitchFactor = 0.00  ; How much acceleration will cause the front to lift, or dip for stops.
1468    LateralAccelerationRollFactor  = 0.10  ; How much cornering will cause the chassis to roll.
1469  
1470    HasSuspension           = Yes   ; Calculate 4 wheel independent suspension info.
1471    CanMoveBackwards        = Yes   ; Can move backwards.
1472    MaximumWheelExtension   = -1.0  ; Maximum distance the wheels will drop on the model.
1473    MaximumWheelCompression = 0.5   ; Maximum distance the wheel will move up into the chassis.
1474    FrontWheelTurnAngle     = 22    ; How many degrees the front wheels can turn.
1475  
1476  End
1477  
1478  ;------------------------------------------------------------------------------
1479  ;*************************Required For GLA02 INTRO*****************************
1480  Locomotor CINE_ConvoyTruckLocomotor
1481    Surfaces                        = GROUND
1482    Speed                           = 25    ; in dist/sec
1483    SpeedDamaged                    = 25    ; in dist/sec
1484    TurnRate                        = 60             ; in degrees/sec
1485    TurnRateDamaged                 = 60      ; in degrees/sec
1486    Acceleration                    = 10         ; in dist/(sec^2)
1487    AccelerationDamaged             = 10  ; in dist/(sec^2)
1488    Braking                         = 50              ; in dist/(sec^2)
1489    MinTurnSpeed                    = 0          ; in dist/sec
1490    TurnPivotOffset                 = -0.5    ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
1491    ZAxisBehavior                   = NO_Z_MOTIVE_FORCE
1492    Appearance                      = FOUR_WHEELS
1493  
1494    AccelerationPitchLimit          = 4              ; Angle limit how far chassis will lift or roll from acceleration.
1495    BounceAmount                    = 0                        ;  simulates hitting random rocks.  0==smooth pavement, 200 = bumpy.
1496    PitchStiffness                  = 0.35  ; stiffness of the "springs" in the suspension forward & back.
1497    RollStiffness                   = 0.05  ; stiffness of the "springs" in the suspension side to side.
1498    PitchDamping                    = 0.96  ; How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1499    RollDamping                     = 0.96  ; How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.  
1500    ForwardAccelerationPitchFactor  = 0.5    ; How much acceleration will cause the front to lift, or dip for stops.
1501    LateralAccelerationRollFactor   = 0.2     ;   How much cornering will cause the chassis to roll.
1502  
1503    HasSuspension                   = Yes           ; Calculate 4 wheel independent suspension info.
1504    MaximumWheelExtension           = 0  ; Maximum distance the wheels will drop on the model.
1505    MaximumWheelCompression         = 0 ; Maximum distance the wheel will move up into the chassis.
1506    FrontWheelTurnAngle             = 22      ; How many degrees the front wheels can turn.
1507  
1508  End
1509  
1510  ;------------------------------------------------------------------------------
1511  Locomotor RadarVanLocomotor
1512    Surfaces = GROUND
1513    Speed = 40           ; in dist/sec
1514    SpeedDamaged = 30         ; in dist/sec
1515    TurnRate = 180            ; in degrees/sec
1516    TurnRateDamaged = 180     ; in degrees/sec
1517    Acceleration = 50         ; in dist/(sec^2)
1518    AccelerationDamaged = 50  ; in dist/(sec^2)
1519    Braking = 50              ; in dist/(sec^2)
1520    MinTurnSpeed = 20         ; in dist/sec
1521    TurnPivotOffset = -0.33   ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
1522    ZAxisBehavior = NO_Z_MOTIVE_FORCE
1523    Appearance = FOUR_WHEELS
1524  
1525    AccelerationPitchLimit = 3      ; Angle limit how far chassis will lift or roll from acceleration.
1526    BounceAmount = 50              ;  simulates hitting random rocks.  0==smooth pavement, 200 = bumpy.
1527    PitchStiffness = 0.1            ;  stiffness of the "springs" in the suspension forward & back.
1528    RollStiffness = 0.05            ;  stiffness of the "springs" in the suspension side to side.
1529    PitchDamping = 0.2              ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1530    RollDamping = 0.1               ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1531    ForwardAccelerationPitchFactor = 0.25  ; How much acceleration will cause the front to lift, or dip for stops.
1532    LateralAccelerationRollFactor = 0.1   ;  How much cornering will cause the chassis to roll.
1533  
1534    HasSuspension = Yes           ; Calculate 4 wheel independent suspension info.
1535    MaximumWheelExtension = -1.5  ; Maximum distance the wheels will drop on the model.
1536    MaximumWheelCompression = 1.0 ; Maximum distance the wheel will move up into the chassis.
1537    FrontWheelTurnAngle = 22      ; How many degrees the front wheels can turn.
1538  End
1539  
1540  ;------------------------------------------------------------------------------
1541  Locomotor ToxinTruckLocomotor
1542    Surfaces = GROUND
1543    Speed = 30           ; in dist/sec
1544    SpeedDamaged = 20         ; in dist/sec
1545    TurnRate = 180            ; in degrees/sec
1546    TurnRateDamaged = 180     ; in degrees/sec
1547    Acceleration = 100 ;50         ; in dist/(sec^2)
1548    AccelerationDamaged = 100 ;50  ; in dist/(sec^2)
1549    Braking = 100 ;50              ; in dist/(sec^2)
1550    MinTurnSpeed = 20         ; in dist/sec
1551    TurnPivotOffset = -0.33   ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
1552    ZAxisBehavior = NO_Z_MOTIVE_FORCE
1553    Appearance = FOUR_WHEELS
1554  
1555    AccelerationPitchLimit = 3      ; Angle limit how far chassis will lift or roll from acceleration.
1556    BounceAmount = 10              ;  simulates hitting random rocks.  0==smooth pavement, 200 = bumpy.
1557    PitchStiffness = 0.05            ;  stiffness of the "springs" in the suspension forward & back.
1558    RollStiffness = 0.02            ;  stiffness of the "springs" in the suspension side to side.
1559    PitchDamping = 0.1              ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1560    RollDamping = 0.1               ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1561    ForwardAccelerationPitchFactor = 0.25  ; How much acceleration will cause the front to lift, or dip for stops.
1562    LateralAccelerationRollFactor = 0.1   ;  How much cornering will cause the chassis to roll.
1563  
1564    HasSuspension = Yes           ; Calculate 4 wheel independent suspension info.
1565    MaximumWheelExtension = -0.2  ; Maximum distance the wheels will drop on the model.
1566    MaximumWheelCompression = 0.1 ; Maximum distance the wheel will move up into the chassis.
1567    FrontWheelTurnAngle = 22      ; How many degrees the front wheels can turn.
1568  End
1569  
1570  ;------------------------------------------------------------------------------
1571  Locomotor QuadCannonLocomotor
1572    Surfaces            = GROUND
1573    Speed               = 40      ; in dist/sec
1574    SpeedDamaged        = 25      ; in dist/sec
1575    TurnRate            = 180  ;90      ; in degrees/sec
1576    TurnRateDamaged     = 180  ;60      ; in degrees/sec
1577    Acceleration        = 1000 ;240     ; in dist/(sec^2)
1578    AccelerationDamaged = 1000 ;180     ; in dist/(sec^2)
1579    Braking             = 1000 ;50      ; in dist/(sec^2)
1580    MinTurnSpeed        = 15      ; in dist/sec
1581    TurnPivotOffset     = -0.5    ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
1582    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
1583    Appearance          = FOUR_WHEELS
1584    ;TurnPivotOffset     = 0.5    ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
1585  
1586    AccelerationPitchLimit = 3      ; Angle limit how far chassis will lift or roll from acceleration.
1587    BounceAmount = 0                ;  simulates hitting random rocks.  0==smooth pavement, 200 = bumpy.
1588    PitchStiffness = 0.1            ;  stiffness of the "springs" in the suspension forward & back.
1589    RollStiffness  = 0.05            ;  stiffness of the "springs" in the suspension side to side.
1590    PitchDamping = 0.85              ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1591    RollDamping = 0.3                ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1592    ForwardAccelerationPitchFactor = 0.2  ; How much acceleration will cause the front to lift, or dip for stops.
1593    LateralAccelerationRollFactor = 0.1   ;   How much cornering will cause the chassis to roll.
1594  
1595    HasSuspension = Yes           ; Calculate 4 wheel independent suspension info.
1596    MaximumWheelExtension = -3.0  ; Maximum distance the wheels will drop on the model.
1597    MaximumWheelCompression = 1.5 ; Maximum distance the wheel will move up into the chassis.
1598    FrontWheelTurnAngle = 22      ; How many degrees the front wheels can turn.
1599  
1600  End
1601  
1602  ;------------------------------------------------------------------------------
1603  Locomotor TechnicalLocomotor
1604    Surfaces              = GROUND
1605    Speed                 = 90              ; in dist/sec
1606    SpeedDamaged          = 80              ; in dist/sec
1607    TurnRate              = 180             ; in degrees/sec
1608    TurnRateDamaged       = 180             ; in degrees/sec
1609    Acceleration          = 100 ;90              ; in dist/(sec^2)
1610    AccelerationDamaged   = 100 ;80              ; in dist/(sec^2)
1611    Braking               = 50              ; in dist/(sec^2)
1612    MinTurnSpeed          = 20              ; in dist/sec
1613    TurnPivotOffset       = -0.5            ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
1614    ZAxisBehavior         = NO_Z_MOTIVE_FORCE
1615    Appearance            = FOUR_WHEELS
1616    ;TurnPivotOffset     = 0.5    ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
1617  
1618    AccelerationPitchLimit  = 6.0    ; Angle limit how far chassis will lift or roll from acceleration.
1619    BounceAmount = 100              ;  simulates hitting random rocks.  0==smooth pavement, 200 = bumpy.
1620    PitchStiffness = 0.5            ;  stiffness of the "springs" in the suspension forward & back.
1621    RollStiffness = 0.5             ;  stiffness of the "springs" in the suspension side to side.
1622    PitchDamping = 0.5              ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1623    RollDamping = 0.5               ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1624    ForwardAccelerationPitchFactor = 0.3  ; How much acceleration will cause the front to lift, or dip for stops.
1625    LateralAccelerationRollFactor = 0.2   ;  How much cornering will cause the chassis to roll.
1626  
1627    HasSuspension = Yes           ; Calculate 4 wheel independent suspension info.
1628    CanMoveBackwards = Yes        ; Can move backwards.
1629    MaximumWheelExtension = -2.0  ; Maximum distance the wheels will drop on the model.
1630    MaximumWheelCompression = 1.0 ; Maximum distance the wheel will move up into the chassis.
1631    FrontWheelTurnAngle = 22      ; How many degrees the front wheels can turn.
1632  
1633    CloseEnoughDist = 1.0         ; How close we must get to the end of a goal path before declaring success
1634    ;CloseEnoughDist = 50.0        ; How close we must get to the end of a goal path before declaring success
1635  End
1636  
1637  ;------------------------------------------------------------------------------
1638  Locomotor ComancheLocomotor
1639    Surfaces = AIR
1640    Speed = 120               ; in dist/sec
1641    SpeedDamaged = 120         ; in dist/sec
1642    TurnRate = 180            ; in degrees/sec
1643    TurnRateDamaged = 180      ; in degrees/sec
1644    Acceleration = 60         ; in dist/(sec^2)
1645    AccelerationDamaged = 60  ; in dist/(sec^2)
1646    Lift = 120                ; in dist/(sec^2)
1647    LiftDamaged = 80          ; in dist/(sec^2)
1648    Braking = 240             ; in dist/(sec^2)
1649    MinTurnSpeed = 0          ; in dist/sec
1650    PreferredHeight = 100
1651    AllowAirborneMotiveForce = Yes
1652    ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
1653    Appearance = HOVER
1654  
1655    PitchStiffness = 0.5                  ;  stiffness of the "springs" in the suspension forward & back.
1656    RollStiffness = 0.1                   ;  stiffness of the "springs" in the suspension side to side.
1657    PitchDamping = 0.9                    ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1658    RollDamping = 0.9                     ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1659    ForwardVelocityPitchFactor = -0.05     ;  How much velocity will cause the front to lift/dip
1660    LateralVelocityRollFactor = 0.1       ;  How much cornering will cause the chassis to roll.
1661    Apply2DFrictionWhenAirborne = Yes
1662    AirborneTargetingHeight = 30
1663    LocomotorWorksWhenDead = Yes          ; HelicopterSlowDeathBehavior needs this to function correctly
1664  End
1665  
1666  ;------------------------------------------------------------------------------
1667  Locomotor CINE_USA08_ComancheLocomotor
1668    Surfaces = AIR
1669    Speed = 120               ; in dist/sec
1670    SpeedDamaged = 120         ; in dist/sec
1671    TurnRate = 180            ; in degrees/sec
1672    TurnRateDamaged = 180      ; in degrees/sec
1673    Acceleration = 60         ; in dist/(sec^2)
1674    AccelerationDamaged = 60  ; in dist/(sec^2)
1675    Lift = 120                ; in dist/(sec^2)
1676    LiftDamaged = 80          ; in dist/(sec^2)
1677    Braking = 240             ; in dist/(sec^2)
1678    MinTurnSpeed = 0          ; in dist/sec
1679    PreferredHeight = 75
1680    AllowAirborneMotiveForce = Yes
1681    ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
1682    Appearance = HOVER
1683  
1684    PitchStiffness = 0.5                  ;  stiffness of the "springs" in the suspension forward & back.
1685    RollStiffness = 0.1                   ;  stiffness of the "springs" in the suspension side to side.
1686    PitchDamping = 0.9                    ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1687    RollDamping = 0.9                     ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1688    ForwardVelocityPitchFactor = -0.05     ;  How much velocity will cause the front to lift/dip
1689    LateralVelocityRollFactor = 0.1       ;  How much cornering will cause the chassis to roll.
1690    Apply2DFrictionWhenAirborne = Yes
1691    AirborneTargetingHeight = 30
1692    LocomotorWorksWhenDead = Yes          ; HelicopterSlowDeathBehavior needs this to function correctly
1693  End
1694  
1695  ;------------------------------------------------------------------------------
1696  Locomotor BasicHelicopterTaxiLocomotor
1697    ; contrary to reality, helis need to be able to taxi (out of a hangar, at least)
1698    Surfaces            = GROUND
1699    Speed               = 30    ; in dist/sec
1700    SpeedDamaged        = 30    ; in dist/sec
1701    TurnRate            = 90    ; in degrees/sec
1702    TurnRateDamaged     = 60    ; in degrees/sec
1703    Acceleration        = 30    ; in dist/(sec^2)
1704    AccelerationDamaged = 8     ; in dist/(sec^2)
1705    Braking             = 50    ; in dist/(sec^2)
1706    MinTurnSpeed        = 0     ; in dist/sec
1707    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
1708    Appearance          = TREADS  ; so we can turn in place...
1709  End
1710  
1711  ;------------------------------------------------------------------------------
1712  Locomotor A10ThunderboltLocomotor
1713    Surfaces            = AIR
1714    Speed               = 120 ;55              ; in dist/sec
1715    SpeedDamaged        = 120 ;40         ; in dist/sec
1716    MinSpeed            = 45             ; in dist/sec
1717    TurnRate            = 200            ; in degrees/sec
1718    TurnRateDamaged     = 90      ; in degrees/sec
1719    MaxThrustAngle      = 60       ; in degrees (NOT degrees/sec)
1720    Acceleration        = 80         ; in dist/(sec^2)
1721    AccelerationDamaged = 50  ; in dist/(sec^2)
1722    Lift                = 120                ; in dist/(sec^2)
1723    LiftDamaged         = 80          ; in dist/(sec^2)
1724    Braking             = 10              ; in dist/(sec^2)
1725    MinTurnSpeed        = 70          ; in dist/sec
1726    PreferredHeight     = 150
1727    AllowAirborneMotiveForce = Yes
1728    ZAxisBehavior       = SURFACE_RELATIVE_HEIGHT
1729    CirclingRadius      = 100 ; the radius at which we circle when we are trying to maintain position. 
1730                              ; (pos = clockwise, neg = ccw, 0 = calc smallest possible radius given our speed, turning, etc)
1731    Appearance          = WINGS
1732  
1733    PitchInDirectionOfZVelFactor = 1.0    ;  how much to pitch according to our z-vel. 0=none, 1=lots (0=default)
1734    PitchStiffness = 0.5                  ;  stiffness of the "springs" in the suspension forward & back.
1735    RollStiffness = 0.4                   ;  stiffness of the "springs" in the suspension side to side.
1736    PitchDamping = 0.9                    ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1737    RollDamping = 0.8                     ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1738    ForwardVelocityPitchFactor = 0        ;  How much velocity will cause the front to lift/dip
1739    LateralVelocityRollFactor = 0.2       ;  How much cornering will cause the chassis to roll.
1740    Apply2DFrictionWhenAirborne = Yes
1741    AirborneTargetingHeight = 30
1742    LocomotorWorksWhenDead = Yes          ; JetSlowDeathBehavior needs this to function correctly
1743  End
1744  
1745  ;------------------------------------------------------------------------------
1746  Locomotor A10Thunderbolt2Locomotor
1747    Surfaces            = AIR
1748    Speed               = 120 ;55              ; in dist/sec
1749    SpeedDamaged        = 120 ;40         ; in dist/sec
1750    MinSpeed            = 45             ; in dist/sec
1751    TurnRate            = 200            ; in degrees/sec
1752    TurnRateDamaged     = 90      ; in degrees/sec
1753    MaxThrustAngle      = 60       ; in degrees (NOT degrees/sec)
1754    Acceleration        = 80         ; in dist/(sec^2)
1755    AccelerationDamaged = 50  ; in dist/(sec^2)
1756    Lift                = 120                ; in dist/(sec^2)
1757    LiftDamaged         = 80          ; in dist/(sec^2)
1758    Braking             = 10              ; in dist/(sec^2)
1759    MinTurnSpeed        = 70          ; in dist/sec
1760    PreferredHeight     = 77
1761    AllowAirborneMotiveForce = Yes
1762    ZAxisBehavior       = SURFACE_RELATIVE_HEIGHT
1763    CirclingRadius      = 100 ; the radius at which we circle when we are trying to maintain position. 
1764                              ; (pos = clockwise, neg = ccw, 0 = calc smallest possible radius given our speed, turning, etc)
1765    Appearance          = WINGS
1766  
1767    PitchInDirectionOfZVelFactor = 1.0    ;  how much to pitch according to our z-vel. 0=none, 1=lots (0=default)
1768    PitchStiffness = 0.5                  ;  stiffness of the "springs" in the suspension forward & back.
1769    RollStiffness = 0.4                   ;  stiffness of the "springs" in the suspension side to side.
1770    PitchDamping = 0.9                    ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1771    RollDamping = 0.8                     ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1772    ForwardVelocityPitchFactor = 0        ;  How much velocity will cause the front to lift/dip
1773    LateralVelocityRollFactor = 0.2       ;  How much cornering will cause the chassis to roll.
1774    Apply2DFrictionWhenAirborne = Yes
1775    AirborneTargetingHeight = 30
1776    LocomotorWorksWhenDead = Yes          ; JetSlowDeathBehavior needs this to function correctly
1777  End
1778  
1779  ;------------------------------------------------------------------------------
1780  Locomotor ChinookLocomotor
1781    Surfaces = AIR
1782    Speed = 150               ; in dist/sec
1783    SpeedDamaged = 60         ; in dist/sec
1784    TurnRate = 180             ; in degrees/sec
1785    TurnRateDamaged = 90      ; in degrees/sec
1786    Acceleration = 60         ; in dist/(sec^2)
1787    AccelerationDamaged = 30  ; in dist/(sec^2)
1788    Lift = 120                 ; in dist/(sec^2)
1789    LiftDamaged = 80          ; in dist/(sec^2)
1790    Braking = 100              ; in dist/(sec^2)
1791    MinTurnSpeed = 0          ; in dist/sec
1792    PreferredHeight = 100
1793    AllowAirborneMotiveForce = Yes
1794    ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
1795    Appearance = HOVER
1796  
1797    ; this applies only in "ultra-accurate" mode, and is a fudge factor that allows
1798    ; us to "slide into place" (rather than turning) when we get close to our destination.
1799    ; the magnitude is basically the number of msec it would take us to reach the dest
1800    ; at our max speed; if we're under this threshold, we just slide into place...
1801    SlideIntoPlaceTime = 100
1802  
1803    PitchStiffness = 0.5                  ;  stiffness of the "springs" in the suspension forward & back.
1804    RollStiffness = 0.1                   ;  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 = 0.9                     ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1807    ForwardVelocityPitchFactor = -0.1     ;  How much velocity will cause the front to lift/dip
1808    LateralVelocityRollFactor = 0.1       ;  How much cornering will cause the chassis to roll.
1809    Apply2DFrictionWhenAirborne = Yes
1810    AirborneTargetingHeight = 30
1811    LocomotorWorksWhenDead = Yes          ; HelicopterSlowDeathBehavior needs this to function correctly
1812  End
1813  
1814  ;------------------------------------------------------------------------------
1815  Locomotor ArrowLocomotor
1816    Surfaces = AIR
1817    Speed = 60                ; in dist/sec
1818    SpeedDamaged = 60         ; in dist/sec
1819    TurnRate = 90             ; in degrees/sec
1820    TurnRateDamaged = 90      ; in degrees/sec
1821    Acceleration = 30         ; in dist/(sec^2)
1822    AccelerationDamaged = 30  ; in dist/(sec^2)
1823    Lift = 80                 ; in dist/(sec^2)
1824    LiftDamaged = 80          ; in dist/(sec^2)
1825    Braking = 50              ; in dist/(sec^2)
1826    MinTurnSpeed = 0          ; in dist/sec
1827    PreferredHeight = 25
1828    PreferredHeightDamping = 1.0
1829    AllowAirborneMotiveForce = Yes
1830    ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
1831    Appearance = HOVER
1832  
1833    PitchStiffness = 0.5                  ;  stiffness of the "springs" in the suspension forward & back.
1834    RollStiffness = 0.1                   ;  stiffness of the "springs" in the suspension side to side.
1835    PitchDamping = 0.9                    ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1836    RollDamping = 0.9                     ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1837    ForwardVelocityPitchFactor = -0.05     ;  How much velocity will cause the front to lift/dip
1838    LateralVelocityRollFactor = 0.1       ;  How much cornering will cause the chassis to roll.
1839    Apply2DFrictionWhenAirborne = Yes
1840    AirborneTargetingHeight = 20
1841  End
1842  
1843  ;------------------------------------------------------------------------------
1844  Locomotor B52Locomotor
1845    Surfaces = AIR
1846    Speed = 125  ;100         ; in dist/sec
1847    SpeedDamaged = 75         ; in dist/sec
1848    MinSpeed = 60             ; in dist/sec
1849    TurnRate = 25             ; in degrees/sec
1850    TurnRateDamaged = 10      ; in degrees/sec
1851    Acceleration = 60         ; in dist/(sec^2)
1852    AccelerationDamaged = 30  ; in dist/(sec^2)
1853    Lift = 120                ; in dist/(sec^2)
1854    LiftDamaged = 80          ; in dist/(sec^2)
1855    Braking = 20              ; in dist/(sec^2)
1856    MinTurnSpeed = 10         ; in dist/sec
1857    PreferredHeight = 100
1858    AllowAirborneMotiveForce = Yes
1859    ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
1860    Appearance = WINGS 
1861  
1862    PitchStiffness = 0.5                  ;  stiffness of the "springs" in the suspension forward & back.
1863    RollStiffness = 0.1                   ;  stiffness of the "springs" in the suspension side to side.
1864    PitchDamping = 0.9                    ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1865    RollDamping = 0.9                     ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1866    ForwardVelocityPitchFactor = 0        ;  How much velocity will cause the front to lift/dip
1867    LateralVelocityRollFactor = 0.2       ;  How much cornering will cause the chassis to roll.
1868    Apply2DFrictionWhenAirborne = Yes
1869    AirborneTargetingHeight = 30
1870    LocomotorWorksWhenDead = Yes          ; for JetSlowDeathBehavior
1871  End
1872  
1873  ;------------------------------------------------------------------------------
1874  Locomotor CINE_USA08_B52Locomotor
1875    Surfaces = AIR
1876    Speed = 125  ;100         ; in dist/sec
1877    SpeedDamaged = 75         ; in dist/sec
1878    MinSpeed = 60             ; in dist/sec
1879    TurnRate = 25             ; in degrees/sec
1880    TurnRateDamaged = 10      ; in degrees/sec
1881    Acceleration = 60         ; in dist/(sec^2)
1882    AccelerationDamaged = 30  ; in dist/(sec^2)
1883    Lift = 120                ; in dist/(sec^2)
1884    LiftDamaged = 80          ; in dist/(sec^2)
1885    Braking = 20              ; in dist/(sec^2)
1886    MinTurnSpeed = 10         ; in dist/sec
1887    PreferredHeight = 75
1888    AllowAirborneMotiveForce = Yes
1889    ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
1890    Appearance = WINGS 
1891  
1892    PitchStiffness = 0.5                  ;  stiffness of the "springs" in the suspension forward & back.
1893    RollStiffness = 0.1                   ;  stiffness of the "springs" in the suspension side to side.
1894    PitchDamping = 0.9                    ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1895    RollDamping = 0.9                     ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1896    ForwardVelocityPitchFactor = 0        ;  How much velocity will cause the front to lift/dip
1897    LateralVelocityRollFactor = 0.2       ;  How much cornering will cause the chassis to roll.
1898    Apply2DFrictionWhenAirborne = Yes
1899    AirborneTargetingHeight = 30
1900    LocomotorWorksWhenDead = Yes          ; for JetSlowDeathBehavior
1901  End
1902  
1903  ;------------------------------------------------------------------------------
1904  Locomotor MIGLocomotor
1905    Surfaces                  = AIR
1906    Speed                     = 160
1907    SpeedDamaged              = 160
1908  ; !!! DO NOT REDUCE MinSpeed BELOW 60 UNTIL LANDINGS ARE FIXED (srj)
1909    MinSpeed                  = 60
1910    TurnRate                  = 120
1911    TurnRateDamaged           = 90
1912    Acceleration              = 110   ; note that this needs to be AT LEAST 100 in order to clear the runway of current Chinese airfields. (srj)
1913    AccelerationDamaged       = 30  
1914    Lift                      = 120 
1915    LiftDamaged               = 80  
1916    Braking                   = 10  
1917    MinTurnSpeed              = 150 
1918    PreferredHeight           = 100
1919    AllowAirborneMotiveForce  = Yes
1920    ZAxisBehavior             = SURFACE_RELATIVE_HEIGHT
1921    CirclingRadius            = 100 
1922    Appearance                = WINGS 
1923  
1924    PitchInDirectionOfZVelFactor  = 1.0    ;  how much to pitch according to our z-vel. 0=none, 1=lots (0=default)
1925    PitchStiffness                = 0.5    ;  stiffness of the "springs" in the suspension forward & back.
1926    RollStiffness                 = 0.4    ;  stiffness of the "springs" in the suspension side to side.
1927    PitchDamping                  = 0.9    ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1928    RollDamping                   = 0.8    ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1929    ForwardVelocityPitchFactor    = 0      ;  How much velocity will cause the front to lift/dip
1930    LateralVelocityRollFactor     = 0.2    ;  How much cornering will cause the chassis to roll.
1931    Apply2DFrictionWhenAirborne   = Yes
1932    AirborneTargetingHeight       = 30
1933    LocomotorWorksWhenDead        = Yes    ; JetSlowDeathBehavior needs this to function correctly
1934  End
1935  
1936  ;------------------------------------------------------------------------------
1937  Locomotor ParachuteLocomotor
1938    Surfaces = AIR
1939    Speed = 60                ; in dist/sec
1940    SpeedDamaged = 60         ; in dist/sec
1941    TurnRate = 120            ; in degrees/sec
1942    TurnRateDamaged = 90      ; in degrees/sec
1943    Acceleration = 60         ; in dist/(sec^2)
1944    AccelerationDamaged = 60  ; in dist/(sec^2)
1945    Lift = 100                ; in dist/(sec^2)
1946    LiftDamaged = 10          ; in dist/(sec^2)
1947    Braking = 100             ; in dist/(sec^2)
1948    MinTurnSpeed = 0          ; in dist/sec
1949    PreferredHeight = -1      ; nonzero, so we go as low as possible
1950    SpeedLimitZ = 15          ; max speed we want to try to fall
1951    AllowAirborneMotiveForce = Yes
1952    ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
1953    Appearance = HOVER
1954    PitchStiffness = 0.02     ;  stiffness of the "springs" in the suspension forward & back.
1955    RollStiffness = 0.02      ;  stiffness of the "springs" in the suspension side to side.
1956    PitchDamping = 0.01       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1957    RollDamping = 0.01        ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1958    Apply2DFrictionWhenAirborne = Yes
1959    Extra2DFriction = 30     ; give extra friction to reduce drift... less realistic, but much more playable  (friction/sec)
1960    AirborneTargetingHeight = 30
1961    CloseEnoughDist = 50
1962    CloseEnoughDist3D = Yes   ; This allows the parachute to fly over the target and come back
1963  End
1964  
1965  ;------------------------------------------------------------------------------
1966  Locomotor CrateParachuteLocomotor
1967    Surfaces = AIR
1968    Speed = 60                ; in dist/sec
1969    SpeedDamaged = 60         ; in dist/sec
1970    TurnRate = 120            ; in degrees/sec
1971    TurnRateDamaged = 90      ; in degrees/sec
1972    Acceleration = 60         ; in dist/(sec^2)
1973    AccelerationDamaged = 60  ; in dist/(sec^2)
1974    Lift = 100                ; in dist/(sec^2)
1975    LiftDamaged = 10          ; in dist/(sec^2)
1976    Braking = 100             ; in dist/(sec^2)
1977    MinTurnSpeed = 0          ; in dist/sec
1978    PreferredHeight = -1      ; nonzero, so we go as low as possible
1979    SpeedLimitZ = 15          ; max speed we want to try to fall
1980    AllowAirborneMotiveForce = Yes
1981    ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
1982    Appearance = HOVER
1983    PitchStiffness = 0.02     ;  stiffness of the "springs" in the suspension forward & back.
1984    RollStiffness = 0.02      ;  stiffness of the "springs" in the suspension side to side.
1985    PitchDamping = 0.01       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1986    RollDamping = 0.01        ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1987    Apply2DFrictionWhenAirborne = Yes
1988    Extra2DFriction = 30      ; give extra friction to reduce drift... less realistic, but much more playable  (friction/sec)
1989    AirborneTargetingHeight = 30
1990    CloseEnoughDist = 50
1991    CloseEnoughDist3D = Yes
1992  End
1993  
1994  ;------------------------------------------------------------------------------
1995  ; it may seem odd to have a "bomb" with a Locomotor, especially a Thrust locomotor,
1996  ; but there's a good reason: the Aurora moves so freakin' fast that it's really
1997  ; hard to (1) find a reliable drop location, and (2) actually get it close enough to
1998  ; that location. So we cheat: just get fairly close, then let the "bomb" do a little (subtle)
1999  ; navigation on the way down. This works pretty well and actually looks much better
2000  ; than you might think. (srj)
2001  Locomotor AuroraBombLocomotor
2002    Surfaces                  = AIR
2003    Speed                     = 200       ; in dist/sec 
2004    MinSpeed                  = 200        ; in dist/sec. (THRUST items must have nonzero minspeeds!)
2005    Acceleration              = 960        ; in dist/(sec^2)
2006    Braking                   = 960        ; in dist/(sec^2)
2007    TurnRate                  = 960        ; in degrees/sec
2008    MaxThrustAngle            = 60         ; in degrees (NOT degrees/sec)
2009    AllowAirborneMotiveForce  = Yes
2010    Appearance                = THRUST
2011  End
2012  
2013  ;------------------------------------------------------------------------------
2014  Locomotor FreeFallLocomotor
2015    Surfaces = AIR
2016    Speed = 0                ; in dist/sec
2017    SpeedDamaged = 0         ; in dist/sec
2018    TurnRate = 0             ; in degrees/sec
2019    TurnRateDamaged = 0      ; in degrees/sec
2020    Acceleration = 0         ; in dist/(sec^2)
2021    AccelerationDamaged = 0  ; in dist/(sec^2)
2022    Lift = 0                ; in dist/(sec^2)
2023    LiftDamaged = 0          ; in dist/(sec^2)
2024    Braking = 0               ; in dist/(sec^2)
2025    MinTurnSpeed = 0          ; in dist/sec
2026    PreferredHeight = -1      ; nonzero, so we go as low as possible
2027    SpeedLimitZ = 999999          ; max speed we want to try to fall
2028    AllowAirborneMotiveForce = Yes
2029    ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
2030    Appearance = HOVER
2031    PitchStiffness = 0            ;  stiffness of the "springs" in the suspension forward & back.
2032    RollStiffness = 0            ;  stiffness of the "springs" in the suspension side to side.
2033    PitchDamping = 0       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2034    RollDamping = 0       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2035    Apply2DFrictionWhenAirborne = No
2036    AirborneTargetingHeight = 30
2037  End
2038  
2039  ;------------------------------------------------------------------------------
2040  Locomotor CrateFreeFallLocomotor
2041    Surfaces = AIR
2042    Speed = 0                ; in dist/sec
2043    SpeedDamaged = 0         ; in dist/sec
2044    TurnRate = 0             ; in degrees/sec
2045    TurnRateDamaged = 0      ; in degrees/sec
2046    Acceleration = 0         ; in dist/(sec^2)
2047    AccelerationDamaged = 0  ; in dist/(sec^2)
2048    Lift = 0                ; in dist/(sec^2)
2049    LiftDamaged = 0          ; in dist/(sec^2)
2050    Braking = 0               ; in dist/(sec^2)
2051    MinTurnSpeed = 0          ; in dist/sec
2052    PreferredHeight = -1      ; nonzero, so we go as low as possible
2053    SpeedLimitZ = 999999          ; max speed we want to try to fall
2054    AllowAirborneMotiveForce = Yes
2055    ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
2056    Appearance = HOVER
2057    PitchStiffness = 0            ;  stiffness of the "springs" in the suspension forward & back.
2058    RollStiffness = 0            ;  stiffness of the "springs" in the suspension side to side.
2059    PitchDamping = 0       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2060    RollDamping = 0       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2061    Apply2DFrictionWhenAirborne = No
2062    AirborneTargetingHeight = 30
2063  End
2064  
2065  ;------------------------------------------------------------------------------
2066  Locomotor AngryMobNexusLocomotor
2067    Surfaces = GROUND RUBBLE
2068    Speed = 18                ; in dist/sec
2069    SpeedDamaged = 18 ;10 ;30     ; in dist/sec
2070    TurnRate = 360            ; in degrees/sec
2071    TurnRateDamaged = 350     ; in degrees/sec
2072    Acceleration = 100        ; in dist/(sec^2)
2073    AccelerationDamaged = 50  ; in dist/(sec^2)
2074    Braking = 100             ; in dist/(sec^2)
2075    MinTurnSpeed = 0          ; in dist/sec
2076    ZAxisBehavior = NO_Z_MOTIVE_FORCE
2077    Appearance = TWO_LEGS
2078    StickToGround = Yes       ; walking guys aren't allowed to catch huge (or even small) air.
2079  End
2080  
2081  ;------------------------------------------------------------------------------
2082  Locomotor AngryMobNormalLocomotor
2083    Surfaces = GROUND RUBBLE
2084    Speed = 20 ;30                ; in dist/sec
2085    SpeedDamaged = 10 ;30         ; in dist/sec
2086    TurnRate = 500            ; in degrees/sec
2087    TurnRateDamaged = 500    ; in degrees/sec
2088    Acceleration = 100        ; in dist/(sec^2)
2089    AccelerationDamaged = 50 ; in dist/(sec^2)
2090    Braking = 100             ; in dist/(sec^2)
2091    MinTurnSpeed = 0          ; in dist/sec
2092    ZAxisBehavior = NO_Z_MOTIVE_FORCE
2093    Appearance = TWO_LEGS
2094    StickToGround = Yes       ; walking guys aren't allowed to catch huge (or even small) air.
2095    GroupMovementPriority = MOVES_FRONT;   Moves in the front of a group, behind small arms, ahead of artillery
2096  End
2097  ;------------------------------------------------------------------------------
2098  Locomotor AngryMobWanderLocomotor
2099    Surfaces = GROUND RUBBLE
2100    Speed = 13 ;;IMPORTANT THAT THIS STAYS SLOWER THAN A HUMAN WANDER, SO MOBSTER CAN LET THE OTHERS CATCH UP 
2101    SpeedDamaged = 10 ;30         ; in dist/sec
2102    TurnRate = 500            ; in degrees/sec
2103    TurnRateDamaged = 500    ; in degrees/sec
2104    Acceleration = 100        ; in dist/(sec^2)
2105    AccelerationDamaged = 50 ; in dist/(sec^2)
2106    Braking = 100             ; in dist/(sec^2)
2107    MinTurnSpeed = 0          ; in dist/sec
2108    ZAxisBehavior = NO_Z_MOTIVE_FORCE
2109    Appearance = TWO_LEGS
2110    StickToGround = Yes       ; walking guys aren't allowed to catch huge (or even small) air.
2111    GroupMovementPriority = MOVES_FRONT;   Moves in the front of a group, behind small arms, ahead of artillery
2112  End
2113  ;------------------------------------------------------------------------------
2114  Locomotor AngryMobPanicLocomotor
2115    Surfaces = GROUND RUBBLE
2116    Speed = 32 ;IMPORTANT THAT THIS STAYS FASTER THAN A HUMAN PANIC, SO MOBSTER CAN CATCH UP WITH NEXUS IN A CRISIS
2117    SpeedDamaged = 10 ;30         ; in dist/sec
2118    TurnRate = 500            ; in degrees/sec
2119    TurnRateDamaged = 500    ; in degrees/sec
2120    Acceleration = 100        ; in dist/(sec^2)
2121    AccelerationDamaged = 50 ; in dist/(sec^2)
2122    Braking = 100             ; in dist/(sec^2)
2123    MinTurnSpeed = 0          ; in dist/sec
2124    ZAxisBehavior = NO_Z_MOTIVE_FORCE
2125    Appearance = TWO_LEGS
2126    StickToGround = Yes       ; walking guys aren't allowed to catch huge (or even small) air.
2127    GroupMovementPriority = MOVES_FRONT;   Moves in the front of a group, behind small arms, ahead of artillery
2128  End
2129  ;------------------------------------------------------------------------------
2130  
2131  
2132  Locomotor DroneLocomotor
2133    Surfaces = AIR
2134    Speed = 60                ; in dist/sec
2135    SpeedDamaged = 30         ; in dist/sec
2136    MinSpeed = 0             ; in dist/sec
2137    TurnRate = 180             ; in degrees/sec
2138    TurnRateDamaged = 90      ; in degrees/sec
2139    Acceleration = 60         ; in dist/(sec^2)
2140    AccelerationDamaged = 30  ; in dist/(sec^2)
2141    Lift = 120                 ; in dist/(sec^2)
2142    LiftDamaged = 80          ; in dist/(sec^2)
2143    Braking = 50              ; in dist/(sec^2)
2144    MinTurnSpeed = 10          ; in dist/sec
2145    PreferredHeight = 50
2146    AllowAirborneMotiveForce = Yes
2147    ZAxisBehavior = RELATIVE_TO_HIGHEST_LAYER
2148    Appearance = HOVER
2149    PitchStiffness = 0.5                  ;  stiffness of the "springs" in the suspension forward & back.
2150    RollStiffness = 0.1                   ;  stiffness of the "springs" in the suspension side to side.
2151    PitchDamping = 0.9                    ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2152    RollDamping = 0.9                     ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2153    ForwardVelocityPitchFactor = -0.05    ;  How much velocity will cause the front to lift/dip
2154    LateralVelocityRollFactor = 0.1       ;  How much cornering will cause the chassis to roll.
2155    Apply2DFrictionWhenAirborne = Yes
2156    AirborneTargetingHeight = 20
2157  End
2158  
2159  ;------------------------------------------------------------------------------
2160  Locomotor BattleDroneLocomotor
2161    Surfaces = AIR
2162    Speed = 40                ; in dist/sec
2163    SpeedDamaged = 20         ; in dist/sec
2164    MinSpeed = 0             ; in dist/sec
2165    TurnRate = 90             ; in degrees/sec
2166    TurnRateDamaged = 90      ; in degrees/sec
2167    Acceleration = 30         ; in dist/(sec^2)
2168    AccelerationDamaged = 15  ; in dist/(sec^2)
2169    Lift = 120                 ; in dist/(sec^2)
2170    LiftDamaged = 80          ; in dist/(sec^2)
2171    Braking = 100              ; in dist/(sec^2)
2172    MinTurnSpeed = 20          ; in dist/sec
2173    PreferredHeight = 50
2174    AllowAirborneMotiveForce = Yes
2175    ZAxisBehavior = RELATIVE_TO_HIGHEST_LAYER
2176    Appearance = HOVER
2177    PitchStiffness = 0.5                  ;  stiffness of the "springs" in the suspension forward & back.
2178    RollStiffness = 0.1                   ;  stiffness of the "springs" in the suspension side to side.
2179    PitchDamping = 0.9                    ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2180    RollDamping = 0.9                     ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2181    ForwardVelocityPitchFactor = -0.05    ;  How much velocity will cause the front to lift/dip
2182    LateralVelocityRollFactor = 0.1       ;  How much cornering will cause the chassis to roll.
2183    Apply2DFrictionWhenAirborne = Yes
2184    AirborneTargetingHeight = 20
2185  End
2186  
2187  ;------------------------------------------------------------------------------
2188  ;This is a crazy version of the battle drone -- when he's repairing
2189  ;his master, he needs to zip around nearly instantly. Otherwise,
2190  ;he slowly drives around and wastes time. He's not intended to
2191  ;move far at all.
2192  ;------------------------------------------------------------------------------
2193  Locomotor BattleDronePanicLocomotor
2194    Surfaces = AIR
2195    Speed = 140                ; in dist/sec
2196    SpeedDamaged = 140         ; in dist/sec
2197    MinSpeed = 0                ; in dist/sec
2198    TurnRate = 500             ; in degrees/sec
2199    TurnRateDamaged = 400      ; in degrees/sec
2200    Acceleration = 600         ; in dist/(sec^2)
2201    AccelerationDamaged = 400  ; in dist/(sec^2)
2202    Lift = 120                 ; in dist/(sec^2)
2203    LiftDamaged = 80          ; in dist/(sec^2)
2204    Braking = 4000              ; in dist/(sec^2)
2205    MinTurnSpeed = 360          ; in dist/sec
2206    PreferredHeight = 50
2207    AllowAirborneMotiveForce = Yes
2208    ZAxisBehavior = RELATIVE_TO_HIGHEST_LAYER  
2209    Appearance = HOVER
2210    PitchStiffness = 0.5                  ;  stiffness of the "springs" in the suspension forward & back.
2211    RollStiffness = 0.1                   ;  stiffness of the "springs" in the suspension side to side.
2212    PitchDamping = 0.9                    ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2213    RollDamping = 0.9                     ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2214    ForwardVelocityPitchFactor = -0.05    ;  How much velocity will cause the front to lift/dip
2215    LateralVelocityRollFactor = 0.1       ;  How much cornering will cause the chassis to roll.
2216    Apply2DFrictionWhenAirborne = Yes
2217    AirborneTargetingHeight = 20
2218    CloseEnoughDist3D = Yes   ; This allows the parachute to fly over the target and come back
2219  End
2220  
2221  ;------------------------------------------------------------------------------
2222  Locomotor BirdLocomotor
2223    Surfaces = AIR
2224    Speed = 60                ; in dist/sec
2225    SpeedDamaged = 50         ; in dist/sec
2226    MinSpeed = 35             ; in dist/sec
2227    TurnRate = 25             ; in degrees/sec
2228    TurnRateDamaged = 10      ; in degrees/sec
2229    Acceleration = 60         ; in dist/(sec^2)
2230    AccelerationDamaged = 30  ; in dist/(sec^2)
2231    Lift = 120                 ; in dist/(sec^2)
2232    LiftDamaged = 80          ; in dist/(sec^2)
2233    Braking = 20              ; in dist/(sec^2)
2234    MinTurnSpeed = 10          ; in dist/sec
2235    PreferredHeight = 100
2236    AllowAirborneMotiveForce = Yes
2237    ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
2238    Appearance = WINGS
2239  
2240    PitchStiffness = 0.5                  ;  stiffness of the "springs" in the suspension forward & back.
2241    RollStiffness = 0.1                   ;  stiffness of the "springs" in the suspension side to side.
2242    PitchDamping = 0.9                    ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2243    RollDamping = 0.9                     ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2244    ForwardVelocityPitchFactor = 0     ;  How much velocity will cause the front to lift/dip
2245    LateralVelocityRollFactor = 0.2       ;  How much cornering will cause the chassis to roll.
2246  End
2247  
2248  ;------------------------------------------------------------------------------
2249  Locomotor WaterWaveLocomotor
2250    Surfaces                        = AIR
2251    Speed                           = 120 ; in dist/sec
2252    TurnRate                        = 20  ; in degrees/sec
2253    Acceleration                    = 500 ; in dist/(sec^2)
2254    Lift                            = 200 ; in dist/(sec^2)
2255    Braking                         = 500 ; in dist/(sec^2)
2256    MinTurnSpeed                    = 0   ; in dist/sec
2257    PreferredHeight                 = 10.4
2258    ZAxisBehavior                   = ABSOLUTE_HEIGHT
2259    AllowAirborneMotiveForce        = Yes
2260    Apply2DFrictionWhenAirborne     = Yes
2261  End
2262  
2263  ;------------------------------------------------------------------------------
2264  Locomotor AuroraJetLocomotor
2265    Surfaces                  = AIR
2266    Speed                     = 180         ; in dist/sec
2267    SpeedDamaged              = 120         ; in dist/sec
2268  ;  MinSpeed                  = 120         ; in dist/sec
2269  ; !!! DO NOT REDUCE MinSpeed BELOW 60 UNTIL LANDINGS ARE FIXED (srj)
2270    MinSpeed                  = 60         ; in dist/sec
2271    TurnRate                  = 180         ; in degrees/sec
2272    TurnRateDamaged           = 90          ; in degrees/sec
2273    Acceleration              = 180         ; in dist/(sec^2)
2274    AccelerationDamaged       = 120         ; in dist/(sec^2)
2275    Lift                      = 120         ; in dist/(sec^2)
2276    LiftDamaged               = 80          ; in dist/(sec^2)
2277    Braking                   = 10          ; in dist/(sec^2)
2278    MinTurnSpeed              = 120         ; in dist/sec
2279    PreferredHeight           = 100
2280    AllowAirborneMotiveForce  = Yes
2281    ZAxisBehavior             = SURFACE_RELATIVE_HEIGHT
2282    CirclingRadius            = 100       ; the radius at which we circle when we are trying to maintain position. 
2283    Appearance                = WINGS
2284  
2285    PitchInDirectionOfZVelFactor  = 1.0    ;  how much to pitch according to our z-vel. 0=none, 1=lots (0=default)
2286    PitchStiffness                = 0.5    ;  stiffness of the "springs" in the suspension forward & back.
2287    RollStiffness                 = 0.4    ;  stiffness of the "springs" in the suspension side to side.
2288    PitchDamping                  = 0.9    ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2289    RollDamping                   = 0.8    ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2290    ForwardVelocityPitchFactor    = 0      ;  How much velocity will cause the front to lift/dip
2291    LateralVelocityRollFactor     = 0.2    ;  How much cornering will cause the chassis to roll.
2292    Apply2DFrictionWhenAirborne   = Yes
2293    AirborneTargetingHeight       = 30
2294    LocomotorWorksWhenDead        = Yes    ; JetSlowDeathBehavior needs this to function correctly
2295  End
2296  
2297  ;------------------------------------------------------------------------------
2298  Locomotor AuroraJetSluggishLocomotor
2299    Surfaces                  = AIR
2300    Speed                     = 90          ; in dist/sec
2301    SpeedDamaged              = 60          ; in dist/sec
2302    MinSpeed                  = 60          ; in dist/sec
2303    TurnRate                  = 60          ; in degrees/sec
2304    TurnRateDamaged           = 60          ; in degrees/sec
2305    Acceleration              = 90          ; in dist/(sec^2)
2306    AccelerationDamaged       = 60          ; in dist/(sec^2)
2307    Lift                      = 120         ; in dist/(sec^2)
2308    LiftDamaged               = 80          ; in dist/(sec^2)
2309  ; Braking                   = 360         ; LOTS of braking, so we can slow from supersonic->sluggish quickly
2310    Braking                   = 90          ; not much braking, so we go supersonic->sluggish slowly
2311    MinTurnSpeed              = 60          ; in dist/sec
2312    PreferredHeight           = 100
2313    AllowAirborneMotiveForce  = Yes
2314    ZAxisBehavior             = SURFACE_RELATIVE_HEIGHT
2315    CirclingRadius            = 100         ; the radius at which we circle when we are trying to maintain position. 
2316    Appearance                = WINGS
2317  
2318    PitchInDirectionOfZVelFactor  = 1.0    ;  how much to pitch according to our z-vel. 0=none, 1=lots (0=default)
2319    PitchStiffness                = 0.5    ;  stiffness of the "springs" in the suspension forward & back.
2320    RollStiffness                 = 0.4    ;  stiffness of the "springs" in the suspension side to side.
2321    PitchDamping                  = 0.9    ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2322    RollDamping                   = 0.8    ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2323    ForwardVelocityPitchFactor    = 0      ;  How much velocity will cause the front to lift/dip
2324    LateralVelocityRollFactor     = 0.2    ;  How much cornering will cause the chassis to roll.
2325    Apply2DFrictionWhenAirborne   = Yes
2326    AirborneTargetingHeight       = 30
2327    LocomotorWorksWhenDead        = Yes    ; JetSlowDeathBehavior needs this to function correctly
2328  End
2329  
2330  ;------------------------------------------------------------------------------
2331  Locomotor AuroraJetSupersonicLocomotor
2332    Surfaces                  = AIR
2333    Speed                     = 480         ; in dist/sec
2334    SpeedDamaged              = 240         ; in dist/sec
2335  ;  MinSpeed                  = 240         ; in dist/sec
2336  ; !!! DO NOT REDUCE MinSpeed BELOW 60 UNTIL LANDINGS ARE FIXED (srj)
2337    MinSpeed                  = 60         ; in dist/sec
2338    TurnRate                  = 180         ; in degrees/sec
2339    TurnRateDamaged           = 90          ; in degrees/sec
2340    Acceleration              = 480         ; in dist/(sec^2)
2341    AccelerationDamaged       = 240         ; in dist/(sec^2)
2342    Lift                      = 120         ; in dist/(sec^2)
2343    LiftDamaged               = 80          ; in dist/(sec^2)
2344    Braking                   = 10          ; in dist/(sec^2)
2345    MinTurnSpeed              = 180         ; in dist/sec
2346    PreferredHeight           = 100
2347    AllowAirborneMotiveForce  = Yes
2348    ZAxisBehavior             = SURFACE_RELATIVE_HEIGHT
2349    CirclingRadius            = 100       ; the radius at which we circle when we are trying to maintain position. 
2350    Appearance                = WINGS
2351  
2352    PitchInDirectionOfZVelFactor  = 1.0    ;  how much to pitch according to our z-vel. 0=none, 1=lots (0=default)
2353    PitchStiffness                = 0.5    ;  stiffness of the "springs" in the suspension forward & back.
2354    RollStiffness                 = 0.4    ;  stiffness of the "springs" in the suspension side to side.
2355    PitchDamping                  = 0.9    ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2356    RollDamping                   = 0.8    ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2357    ForwardVelocityPitchFactor    = 0      ;  How much velocity will cause the front to lift/dip
2358    LateralVelocityRollFactor     = 0.2    ;  How much cornering will cause the chassis to roll.
2359    Apply2DFrictionWhenAirborne   = Yes
2360    AirborneTargetingHeight       = 30
2361    LocomotorWorksWhenDead        = Yes    ; JetSlowDeathBehavior needs this to function correctly
2362  End
2363  
2364  ;------------------------------------------------------------------------------
2365  Locomotor StealthJetLocomotor
2366    Surfaces = AIR
2367    Speed = 175                 ; in dist/sec
2368    SpeedDamaged = 120         ; in dist/sec
2369  ;  MinSpeed = 120             ; in dist/sec
2370  ; !!! DO NOT REDUCE MinSpeed BELOW 60 UNTIL LANDINGS ARE FIXED (srj)
2371    MinSpeed = 60             ; in dist/sec
2372    TurnRate = 180            ; in degrees/sec
2373    TurnRateDamaged = 90      ; in degrees/sec
2374    Acceleration = 150         ; in dist/(sec^2)
2375    AccelerationDamaged = 30  ; in dist/(sec^2)
2376    Lift = 120                ; in dist/(sec^2)
2377    LiftDamaged = 80          ; in dist/(sec^2)
2378    Braking = 10              ; in dist/(sec^2)
2379    MinTurnSpeed = 150          ; in dist/sec
2380    PreferredHeight = 100
2381    AllowAirborneMotiveForce = Yes
2382    ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
2383    CirclingRadius = 100      ; the radius at which we circle when we are trying to maintain position. 
2384                              ; (pos = clockwise, neg = ccw, 0 = calc smallest possible radius given our speed, turning, etc)
2385    Appearance = WINGS 
2386  
2387    PitchInDirectionOfZVelFactor = 1.0    ;  how much to pitch according to our z-vel. 0=none, 1=lots (0=default)
2388    PitchStiffness = 0.5                  ;  stiffness of the "springs" in the suspension forward & back.
2389    RollStiffness = 0.4                   ;  stiffness of the "springs" in the suspension side to side.
2390    PitchDamping = 0.9                    ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2391    RollDamping = 0.8                     ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2392    ForwardVelocityPitchFactor = 0        ;  How much velocity will cause the front to lift/dip
2393    LateralVelocityRollFactor = 0.2       ;  How much cornering will cause the chassis to roll.
2394    Apply2DFrictionWhenAirborne = Yes
2395    AirborneTargetingHeight = 30
2396    LocomotorWorksWhenDead = Yes          ; JetSlowDeathBehavior needs this to function correctly
2397  End
2398  
2399  ;------------------------------------------------------------------------------
2400  Locomotor RaptorJetLocomotor
2401    Surfaces = AIR
2402    Speed = 200                 ; in dist/sec
2403    SpeedDamaged = 120         ; in dist/sec
2404  ;  MinSpeed = 80             ; in dist/sec
2405  ; !!! DO NOT REDUCE MinSpeed BELOW 60 UNTIL LANDINGS ARE FIXED (srj)
2406    MinSpeed = 60             ; in dist/sec
2407    TurnRate = 120            ; in degrees/sec
2408    TurnRateDamaged = 90      ; in degrees/sec
2409    Acceleration = 120         ; in dist/(sec^2)
2410    AccelerationDamaged = 30  ; in dist/(sec^2)
2411    Lift = 120                ; in dist/(sec^2)
2412    LiftDamaged = 80          ; in dist/(sec^2)
2413    Braking = 10              ; in dist/(sec^2)
2414    MinTurnSpeed = 150          ; in dist/sec
2415    PreferredHeight = 100
2416    AllowAirborneMotiveForce = Yes
2417    ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
2418    CirclingRadius = 100      ; the radius at which we circle when we are trying to maintain position. 
2419                              ; (pos = clockwise, neg = ccw, 0 = calc smallest possible radius given our speed, turning, etc)
2420    Appearance = WINGS
2421  
2422    PitchInDirectionOfZVelFactor = 1.0    ;  how much to pitch according to our z-vel. 0=none, 1=lots (0=default)
2423    PitchStiffness = 0.5                  ;  stiffness of the "springs" in the suspension forward & back.
2424    RollStiffness = 0.4                   ;  stiffness of the "springs" in the suspension side to side.
2425    PitchDamping = 0.9                    ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2426    RollDamping = 0.8                     ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2427    ForwardVelocityPitchFactor = 0        ;  How much velocity will cause the front to lift/dip
2428    LateralVelocityRollFactor = 0.2       ;  How much cornering will cause the chassis to roll.
2429    Apply2DFrictionWhenAirborne = Yes
2430    AirborneTargetingHeight = 30
2431    LocomotorWorksWhenDead = Yes          ; JetSlowDeathBehavior needs this to function correctly
2432  End
2433  
2434  ;------------------------------------------------------------------------------
2435  Locomotor BasicJetTaxiLocomotor
2436    Surfaces            = GROUND
2437    Speed               = 50    ; in dist/sec
2438    SpeedDamaged        = 50    ; in dist/sec
2439    TurnRate            = 180    ; in degrees/sec
2440    TurnRateDamaged     = 180    ; in degrees/sec
2441    Acceleration        = 100    ; in dist/(sec^2)
2442    AccelerationDamaged = 100    ; in dist/(sec^2)
2443    Braking             = 999999    ; in dist/(sec^2)
2444    MinTurnSpeed        = 0      ; in dist/sec
2445    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
2446    Appearance          = TREADS  ; so we can turn in place...
2447  End
2448  
2449  ;------------------------------------------------------------------------------
2450  Locomotor CINE_BasicJetTaxiLocomotor
2451    Surfaces            = GROUND
2452    Speed               = 30    ; in dist/sec
2453    SpeedDamaged        = 30    ; in dist/sec
2454    TurnRate            = 60    ; in degrees/sec
2455    TurnRateDamaged     = 60    ; in degrees/sec
2456    Acceleration        = 30    ; in dist/(sec^2)
2457    AccelerationDamaged = 30   ; in dist/(sec^2)
2458    Braking             = 999999    ; in dist/(sec^2)
2459    MinTurnSpeed        = 0      ; in dist/sec
2460    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
2461    Appearance          = TREADS  ; so we can turn in place...
2462  End
2463  
2464  ;------------------------------------------------------------------------------
2465  Locomotor RocketBuggyMissileLocomotor
2466    Surfaces = AIR
2467    Speed = 225               ; in dist/sec
2468    MinSpeed = 120            ; in dist/sec. (THRUST items must have nonzero minspeeds!)
2469    Acceleration = 675        ; in dist/(sec^2)
2470    Braking = 0               ; in dist/(sec^2)
2471    TurnRate = 100            ; in degrees/sec
2472    MaxThrustAngle = 45       ; in degrees (NOT degrees/sec)
2473    AllowAirborneMotiveForce = Yes
2474    Appearance = THRUST
2475  End
2476  
2477  
2478  ;------------------------------------------------------------------------------
2479  ;------------------------------------------------------------------------------
2480  Locomotor TunnelDefenderMissileLocomotor
2481    Surfaces = AIR
2482    Speed = 225               ; in dist/sec
2483    MinSpeed = 120            ; in dist/sec. (THRUST items must have nonzero minspeeds!)
2484    Acceleration = 675        ; in dist/(sec^2)
2485    Braking = 0               ; in dist/(sec^2)
2486    TurnRate = 100            ; in degrees  /sec
2487    MaxThrustAngle = 25       ; in degrees (NOT degrees/sec)
2488    AllowAirborneMotiveForce = Yes
2489    Appearance = THRUST
2490  End
2491  ;------------------------------------------
2492  Locomotor TechnicalRPGMissileLocomotor
2493    Surfaces = AIR
2494    Speed = 225               ; in dist/sec
2495    MinSpeed = 120            ; in dist/sec. (THRUST items must have nonzero minspeeds!)
2496    Acceleration = 675        ; in dist/(sec^2)
2497    Braking = 0               ; in dist/(sec^2)
2498    TurnRate = 100            ; in degrees/sec
2499    MaxThrustAngle = 25       ; in degrees (NOT degrees/sec)
2500    AllowAirborneMotiveForce = Yes
2501    Appearance = THRUST
2502  End
2503  ;------------------------------------------
2504  Locomotor MissileDefenderMissileLocomotor
2505    Surfaces = AIR
2506    Speed = 225               ; in dist/sec
2507    MinSpeed = 120            ; in dist/sec. (THRUST items must have nonzero minspeeds!)
2508    Acceleration = 675        ; in dist/(sec^2)
2509    Braking = 0               ; in dist/(sec^2)
2510    TurnRate = 100            ; in degrees/sec
2511    MaxThrustAngle = 45       ; in degrees (NOT degrees/sec)
2512    AllowAirborneMotiveForce = Yes
2513    Appearance = THRUST
2514  End
2515  ;-------------------------------------------
2516  Locomotor TankHunterMissileLocomotor
2517    Surfaces = AIR
2518    Speed = 225               ; in dist/sec
2519    MinSpeed = 120            ; in dist/sec. (THRUST items must have nonzero minspeeds!)
2520    Acceleration = 675        ; in dist/(sec^2)
2521    Braking = 0               ; in dist/(sec^2)
2522    TurnRate = 100            ; in degrees/sec
2523    MaxThrustAngle = 45       ; in degrees (NOT degrees/sec)
2524    AllowAirborneMotiveForce = Yes
2525    Appearance = THRUST
2526  End
2527  
2528  ;------------------------------------------------------------------------------
2529  Locomotor SubMissileLocomotor
2530    Surfaces            = WATER
2531    Speed = 200
2532    SpeedDamaged = 30
2533    TurnRate = 180
2534    TurnRateDamaged = 120
2535    Acceleration = 30
2536    AccelerationDamaged = 20
2537    Lift = 120
2538    LiftDamaged = 80
2539    Braking = 50
2540    MinTurnSpeed = 0
2541    PreferredHeight = -2;
2542    AllowAirborneMotiveForce = Yes
2543    ZAxisBehavior       = SURFACE_RELATIVE_HEIGHT
2544    Appearance          = HOVER
2545  
2546    PitchStiffness = 0.9                  ;  stiffness of the "springs" in the suspension forward & back.
2547    RollStiffness = 0.95                  ;  stiffness of the "springs" in the suspension side to side.
2548    PitchDamping = 0.9
2549    RollDamping = 0.9
2550    ForwardVelocityPitchFactor = -0.1     ;  How much velocity will cause the front to lift/dip
2551    LateralVelocityRollFactor = 0.1       ;  How much cornering will cause the chassis to roll.
2552    Apply2DFrictionWhenAirborne = Yes
2553    AirborneTargetingHeight = 30
2554    LocomotorWorksWhenDead = No
2555  End
2556  ;------------------------------------------------------------------------------
2557  Locomotor TomahawkMissileLocomotor
2558    Surfaces = AIR
2559    Speed = 200               ; in dist/sec
2560    MinSpeed = 100            ; in dist/sec. (THRUST items must have nonzero minspeeds!)
2561    Acceleration = 675        ; in dist/(sec^2)
2562    Braking = 0               ; in dist/(sec^2)
2563    TurnRate = 540            ; in degrees/sec
2564    MaxThrustAngle = 45       ; in degrees (NOT degrees/sec)
2565    AllowAirborneMotiveForce = Yes
2566    Appearance = THRUST
2567    PreferredHeight = 120
2568    AirborneTargetingHeight = 30
2569    ;Note, PreferredHeight and DistanceToTargetBeforeDiving work in tandem for missiles.
2570    PreferredHeightDamping = 0.7      ; so that we gradually adjust our height
2571  End
2572  
2573  ;------------------------------------------------------------------------------
2574  Locomotor StingerMissileLocomotor
2575    Surfaces = AIR
2576    Speed = 400               ; in dist/sec
2577    MinSpeed = 120            ; in dist/sec. (THRUST items must have nonzero minspeeds!)
2578    Acceleration = 900        ; in dist/(sec^2)
2579    Braking = 0               ; in dist/(sec^2)
2580    TurnRate = 625            ; in degrees/sec
2581    MaxThrustAngle = 60       ; in degrees (NOT degrees/sec)
2582    AllowAirborneMotiveForce = Yes
2583    Appearance = THRUST
2584    CloseEnoughDist3D = No   ; This allows the missile to fly over the target and come back
2585  End
2586  
2587  ;------------------------------------------------------------------------------
2588  Locomotor ComancheAntiTankMissileLocomotor
2589    Surfaces = AIR
2590    Speed = 225               ; in dist/sec
2591    MinSpeed = 120            ; in dist/sec. (THRUST items must have nonzero minspeeds!)
2592    Acceleration = 675        ; in dist/(sec^2)
2593    Braking = 0               ; in dist/(sec^2)
2594    TurnRate = 180            ; in degrees/sec
2595    MaxThrustAngle = 50       ; in degrees (NOT degrees/sec)
2596    AllowAirborneMotiveForce = Yes
2597    Appearance = THRUST
2598  End
2599  
2600  ;------------------------------------------------------------------------------
2601  Locomotor ComancheRocketPodLocomotor
2602    Surfaces = AIR
2603    Speed = 225               ; in dist/sec
2604    MinSpeed = 120            ; in dist/sec. (THRUST items must have nonzero minspeeds!)
2605    Acceleration = 675        ; in dist/(sec^2)
2606    Braking = 0               ; in dist/(sec^2)
2607    TurnRate = 180            ; in degrees/sec
2608    MaxThrustAngle = 25       ; in degrees (NOT degrees/sec)
2609    AllowAirborneMotiveForce = Yes
2610    Appearance = THRUST
2611  End
2612  
2613  ;------------------------------------------------------------------------------
2614  Locomotor ScorpionMissileLocomotor
2615    Surfaces = AIR
2616    Speed = 150               ; in dist/sec
2617    MinSpeed = 120            ; in dist/sec. (THRUST items must have nonzero minspeeds!)
2618    Acceleration = 450        ; in dist/(sec^2)
2619    Braking = 0               ; in dist/(sec^2)
2620    TurnRate = 540             ; in degrees/sec
2621    MaxThrustAngle = 60       ; in degrees (NOT degrees/sec)
2622    AllowAirborneMotiveForce = Yes
2623    Appearance = THRUST
2624  End
2625  
2626  ;------------------------------------------------------------------------------
2627  Locomotor PatriotMissileLocomotor
2628    Surfaces = AIR
2629    Speed = 400               ; in dist/sec (silly if not faster than planes)
2630    MinSpeed = 120            ; in dist/sec. (THRUST items must have nonzero minspeeds!)
2631    Acceleration = 450        ; in dist/(sec^2)
2632    Braking = 0               ; in dist/(sec^2)
2633    TurnRate = 300            ; in degrees/sec
2634    MaxThrustAngle = 30       ; in degrees (NOT degrees/sec)
2635    AllowAirborneMotiveForce = Yes
2636    Appearance = THRUST
2637    CloseEnoughDist = 1      ; 
2638  End
2639  
2640  ;------------------------------------------------------------------------------
2641  Locomotor DragonTankFlameLocomotor
2642    Surfaces = AIR
2643    Speed = 300               ; in dist/sec
2644    MinSpeed = 120            ; in dist/sec. (THRUST items must have nonzero minspeeds!)
2645    Acceleration = 2160       ; in dist/(sec^2)
2646    Braking = 0               ; in dist/(sec^2)
2647    TurnRate = 5            ; in degrees/sec
2648    MaxThrustAngle = 1       ; in degrees (NOT degrees/sec)
2649    AllowAirborneMotiveForce = Yes
2650    Appearance = THRUST
2651  End
2652  
2653  ;------------------------------------------------------------------------------
2654  Locomotor ToxinTruckStreamLocomotor
2655    Surfaces = AIR
2656    Speed = 300               ; in dist/sec
2657    MinSpeed = 120            ; in dist/sec. (THRUST items must have nonzero minspeeds!)
2658    Acceleration = 2160       ; in dist/(sec^2)
2659    Braking = 0               ; in dist/(sec^2)
2660    TurnRate = 225            ; in degrees/sec
2661    MaxThrustAngle = 20       ; in degrees (NOT degrees/sec)
2662    AllowAirborneMotiveForce = Yes
2663    Appearance = THRUST
2664  End
2665  
2666  ;------------------------------------------------------------------------------
2667  Locomotor FasterToxinTruckStreamLocomotor
2668    Surfaces = AIR
2669    Speed = 300               ; in dist/sec
2670    MinSpeed = 120            ; in dist/sec. (THRUST items must have nonzero minspeeds!)
2671    Acceleration = 2160       ; in dist/(sec^2)
2672    Braking = 0               ; in dist/(sec^2)
2673    TurnRate = 355            ; in degrees/sec
2674    MaxThrustAngle = 30       ; in degrees (NOT degrees/sec)
2675    AllowAirborneMotiveForce = Yes
2676    Appearance = THRUST
2677  End
2678  
2679  ;------------------------------------------------------------------------------
2680  Locomotor ToxinTruckDribbleLocomotor
2681    Surfaces = AIR
2682    Speed = 300               ; in dist/sec
2683    MinSpeed = 1            ; in dist/sec. (THRUST items must have nonzero minspeeds!)
2684    Acceleration = 2160       ; in dist/(sec^2)
2685    Braking = 0               ; in dist/(sec^2)
2686    TurnRate = 900            ; in degrees/sec
2687    MaxThrustAngle = 360       ; in degrees (NOT degrees/sec)
2688    AllowAirborneMotiveForce = Yes
2689    Appearance = THRUST
2690  End
2691  
2692  ;------------------------------------------------------------------------------
2693  Locomotor AuroraJetMissileLocomotor
2694    Surfaces = AIR
2695    Speed = 300               ; in dist/sec
2696    MinSpeed = 120            ; in dist/sec. (THRUST items must have nonzero minspeeds!)
2697    Acceleration = 900        ; in dist/(sec^2)
2698    Braking = 0               ; in dist/(sec^2)
2699    TurnRate = 200            ; in degrees/sec
2700    MaxThrustAngle = 15       ; in degrees (NOT degrees/sec)
2701    AllowAirborneMotiveForce = Yes
2702    Appearance = THRUST
2703  End
2704  
2705  ;------------------------------------------------------------------------------
2706  Locomotor A10ThunderboltMissileLocomotor
2707    Surfaces = AIR
2708    Speed = 240               ; in dist/sec
2709    MinSpeed = 120            ; in dist/sec. (THRUST items must have nonzero minspeeds!)
2710    Acceleration = 900        ; in dist/(sec^2)
2711    Braking = 0               ; in dist/(sec^2)
2712    TurnRate = 200            ; in degrees/sec
2713    MaxThrustAngle = 60       ; in degrees (NOT degrees/sec)
2714    AllowAirborneMotiveForce = Yes
2715    Appearance = THRUST
2716  End
2717  
2718  ;------------------------------------------------------------------------------
2719  Locomotor RaptorJetMissileLocomotor
2720    Surfaces = AIR
2721    Speed = 300               ; in dist/sec
2722    MinSpeed = 120            ; in dist/sec. (THRUST items must have nonzero minspeeds!)
2723    Acceleration = 900        ; in dist/(sec^2)
2724    Braking = 0               ; in dist/(sec^2)
2725    TurnRate = 200            ; in degrees/sec
2726    MaxThrustAngle = 15       ; in degrees (NOT degrees/sec)
2727    AllowAirborneMotiveForce = Yes
2728    Appearance = THRUST
2729  End
2730  
2731  ;------------------------------------------------------------------------------
2732  ;---------------------Eddited by Colonel WOG (04/10/04)-----------------------
2733  ;------------------------------------------------------------------------------
2734  
2735  ;------------------------------------------------------------------------------
2736  Locomotor StealthJetMissileLocomotor
2737    Surfaces = AIR
2738    Speed = 300               ; in dist/sec
2739    MinSpeed = 120            ; in dist/sec. (THRUST items must have nonzero minspeeds!)
2740    Acceleration = 900        ; in dist/(sec^2)
2741    Braking = 0               ; in dist/(sec^2)
2742    TurnRate = 200            ; in degrees/sec
2743    MaxThrustAngle = 15       ; in degrees (NOT degrees/sec)
2744    AllowAirborneMotiveForce = Yes
2745    Appearance = THRUST
2746  End
2747  
2748  ;------------------------------------------------------------------------------
2749  Locomotor NapalmMissileLocomotor
2750    Surfaces = AIR
2751    Speed = 300               ; in dist/sec
2752    MinSpeed = 120            ; in dist/sec. (THRUST items must have nonzero minspeeds!)
2753    Acceleration = 900        ; in dist/(sec^2)
2754    Braking = 0               ; in dist/(sec^2)
2755    TurnRate = 200            ; in degrees/sec
2756    MaxThrustAngle = 15       ; in degrees (NOT degrees/sec)
2757    AllowAirborneMotiveForce = Yes
2758    Appearance = THRUST
2759  End
2760  
2761  ;------------------------------------------------------------------------------
2762  Locomotor LimoLocomotor
2763    Surfaces = GROUND
2764    Speed = 90                ; in dist/sec
2765    SpeedDamaged = 90         ; in dist/sec
2766    TurnRate = 120            ; in degrees/sec
2767    TurnRateDamaged = 120     ; in degrees/sec
2768    Acceleration = 30         ; in dist/(sec^2)
2769    AccelerationDamaged = 30  ; in dist/(sec^2)
2770    Braking = 50              ; in dist/(sec^2)
2771    MinTurnSpeed = 40         ; in dist/sec
2772    TurnPivotOffset = -0.5    ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
2773    ZAxisBehavior = NO_Z_MOTIVE_FORCE
2774    Appearance = FOUR_WHEELS
2775  
2776    AccelerationPitchLimit = 6      ; Angle limit how far chassis will lift or roll from acceleration.
2777    BounceAmount = 0                ;  simulates hitting random rocks.  0==smooth pavement, 200 = bumpy.
2778    PitchStiffness = 0.1            ;  stiffness of the "springs" in the suspension forward & back.
2779    RollStiffness  = 0.05            ;  stiffness of the "springs" in the suspension side to side.
2780    PitchDamping = 0.5        ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2781    RollDamping = 0.5        ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2782    ForwardAccelerationPitchFactor = 0.3  ; How much acceleration will cause the front to lift, or dip for stops.
2783    LateralAccelerationRollFactor = 0.2   ;   How much cornering will cause the chassis to roll.
2784  End
2785  
2786  ;------------------------------------------------------------------------------
2787  Locomotor InchForwardLocomotor
2788    Surfaces = GROUND RUBBLE
2789    Speed = 25                ; in dist/sec
2790    MinSpeed = 25
2791    TurnRate = 1            ; in degrees/sec
2792    TurnRateDamaged = 1     ; in degrees/sec
2793    Acceleration = 100        ; in dist/(sec^2)
2794    AccelerationDamaged = 100 ; in dist/(sec^2)
2795    Braking = 1             ; in dist/(sec^2)
2796    PreferredHeight = 1
2797    ZAxisBehavior = NO_Z_MOTIVE_FORCE
2798    Appearance = HOVER
2799    StickToGround = Yes      
2800    AllowAirborneMotiveForce = Yes
2801  End
2802  
2803  ;------------------------------------------------------------------------------
2804  Locomotor ChinaArtilleryBarrageCannonLocomotor
2805    Surfaces            = AIR
2806    Speed               = 150;              ; in dist/sec
2807    SpeedDamaged        = 150         ; in dist/sec
2808    MinSpeed            = 150             ; in dist/sec
2809    TurnRate            = 200            ; in degrees/sec
2810    TurnRateDamaged     = 90      ; in degrees/sec
2811    MaxThrustAngle      = 90       ; in degrees (NOT degrees/sec)
2812    Acceleration        = 80         ; in dist/(sec^2)
2813    AccelerationDamaged = 50  ; in dist/(sec^2)
2814    Lift                = 120                ; in dist/(sec^2)
2815    LiftDamaged         = 80          ; in dist/(sec^2)
2816    Braking             = 10              ; in dist/(sec^2)
2817    MinTurnSpeed        = 70          ; in dist/sec
2818    PreferredHeight     = 500
2819    AllowAirborneMotiveForce = Yes
2820    ZAxisBehavior       = SURFACE_RELATIVE_HEIGHT
2821    CirclingRadius      = 100 ; the radius at which we circle when we are trying to maintain position. 
2822                              ; (pos = clockwise, neg = ccw, 0 = calc smallest possible radius given our speed, turning, etc)
2823    Appearance          = WINGS
2824  
2825    PitchInDirectionOfZVelFactor = 1.0    ;  how much to pitch according to our z-vel. 0=none, 1=lots (0=default)
2826    PitchStiffness = 0.5                  ;  stiffness of the "springs" in the suspension forward & back.
2827    RollStiffness = 0.4                   ;  stiffness of the "springs" in the suspension side to side.
2828    PitchDamping = 0.9                    ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2829    RollDamping = 0.8                     ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2830    ForwardVelocityPitchFactor = 0        ;  How much velocity will cause the front to lift/dip
2831    LateralVelocityRollFactor = 0.2       ;  How much cornering will cause the chassis to roll.
2832    Apply2DFrictionWhenAirborne = Yes
2833    AirborneTargetingHeight = 30
2834    LocomotorWorksWhenDead = Yes          ; JetSlowDeathBehavior needs this to function correctly
2835  End
2836  
2837  ;-----------------------------------------------------------------------------------
2838  Locomotor AmericaVehicleDozerLocomotor
2839    Surfaces            = GROUND
2840    Speed               = 30   ; in dist/sec
2841    SpeedDamaged        = 25   ; in dist/sec
2842    TurnRate            = 90   ; in degrees/sec
2843    TurnRateDamaged     = 60   ; in degrees/sec
2844    Acceleration        = 30   ; in dist/(sec^2)
2845    AccelerationDamaged = 8    ; in dist/(sec^2)
2846    Braking             = 50  ; in dist/(sec^2)
2847    MinTurnSpeed        = 25   ; in dist/sec
2848    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
2849    Appearance          = FOUR_WHEELS
2850    TurnPivotOffset     = -0.5    ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
2851  
2852    AccelerationPitchLimit = 5              ; Angle limit how far chassis will lift or roll from acceleration.
2853    PitchStiffness = 0.05                   ;  stiffness of the "springs" in the suspension forward & back.
2854    RollStiffness = 0.025                   ;  stiffness of the "springs" in the suspension side to side.
2855    PitchDamping = 0.8                      ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2856    RollDamping = 0.3                       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2857    ForwardAccelerationPitchFactor = 0.5    ; How much acceleration will cause the front to lift, or dip for stops.
2858    LateralAccelerationRollFactor = 0.33    ;  How much cornering will cause the chassis to roll.
2859  
2860    HasSuspension = Yes           ; Calculate 4 wheel independent suspension info.
2861    CanMoveBackwards = Yes        ; Can move backwards.
2862    MaximumWheelExtension = -2.3  ; Maximum distance the wheels will drop on the model.
2863    MaximumWheelCompression = 1.4 ; Maximum distance the wheel will move up into the chassis.
2864    FrontWheelTurnAngle = 30
2865          ; How many degrees the front wheels can turn.
2866  End
2867  
2868  ;-----------------------------------------------------------------------------------------
2869  Locomotor ChinaVehicleDozerLocomotor
2870    Surfaces            = GROUND
2871    Speed               = 30   ; in dist/sec
2872    SpeedDamaged        = 25   ; in dist/sec
2873    TurnRate            = 90   ; in degrees/sec
2874    TurnRateDamaged     = 60   ; in degrees/sec
2875    Acceleration        = 30   ; in dist/(sec^2)
2876    AccelerationDamaged = 8    ; in dist/(sec^2)
2877    Braking             = 50  ; in dist/(sec^2)
2878    MinTurnSpeed        = 0   ; in dist/sec
2879    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
2880    Appearance          = TREADS
2881  
2882    AccelerationPitchLimit = 5              ; Angle limit how far chassis will lift or roll from acceleration.
2883    PitchStiffness = 0.05                   ;  stiffness of the "springs" in the suspension forward & back.
2884    RollStiffness = 0.025                   ;  stiffness of the "springs" in the suspension side to side.
2885    PitchDamping = 0.8                      ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2886    RollDamping = 0.3                       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2887    ForwardAccelerationPitchFactor = 0.5    ; How much acceleration will cause the front to lift, or dip for stops.
2888    LateralAccelerationRollFactor = 0.33    ;  How much cornering will cause the chassis to roll.
2889  End
2890  
2891  ;--------------------------------------------------------------------------------------------------
2892  Locomotor ChinaNukeCannonLocomotor
2893    Surfaces            = GROUND
2894    Speed               = 20   ; in dist/sec
2895    SpeedDamaged        = 25   ; in dist/sec
2896    TurnRate            = 90   ; in degrees/sec
2897    TurnRateDamaged     = 60   ; in degrees/sec
2898    Acceleration        = 30   ; in dist/(sec^2)
2899    AccelerationDamaged = 8    ; in dist/(sec^2)
2900    Braking             = 50  ; in dist/(sec^2)
2901    MinTurnSpeed        = 0   ; in dist/sec
2902    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
2903    Appearance          = TREADS
2904  
2905    AccelerationPitchLimit = 5              ; Angle limit how far chassis will lift or roll from acceleration.
2906    PitchStiffness = 0.05                   ;  stiffness of the "springs" in the suspension forward & back.
2907    RollStiffness = 0.025                   ;  stiffness of the "springs" in the suspension side to side.
2908    PitchDamping = 0.8                      ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2909    RollDamping = 0.3                       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2910    ForwardAccelerationPitchFactor = 0.5    ; How much acceleration will cause the front to lift, or dip for stops.
2911    LateralAccelerationRollFactor = 0.33    ;  How much cornering will cause the chassis to roll.
2912  End
2913  
2914  ;------------------------------------------------------------------------------
2915  Locomotor AvalancheLocomotor
2916    Surfaces = GROUND RUBBLE CLIFF WATER ;AIR
2917    Speed = 45                ; in dist/sec
2918    TurnRate = 360            ; in degrees/sec
2919    Acceleration = 10        ; in dist/(sec^2)
2920    Braking = 10             ; in dist/(sec^2)
2921    MinTurnSpeed = 0          ; in dist/sec
2922    ZAxisBehavior       = SURFACE_RELATIVE_HEIGHT
2923    Appearance = TWO_LEGS
2924    DownhillOnly = Yes
2925  
2926  
2927    AccelerationPitchLimit = 0      ; Angle limit how far chassis will lift or roll from acceleration.
2928    BounceAmount           = 50     ; simulates hitting random rocks.  0==smooth pavement, 200 = bumpy.
2929    PitchStiffness = 0.9            ;  stiffness of the "springs" in the suspension forward & back.
2930    RollStiffness = 0.9            ;  stiffness of the "springs" in the suspension side to side.
2931    PitchDamping = 0.9              ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2932    RollDamping = 0.9               ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2933    UniformAxialDamping =  0.001   ; helium like driftiness
2934  
2935  
2936  
2937  End
2938  
2939  ;------------------------------------------------------------------------------
2940  ; ************************** Cinematic-only unit *****************************
2941  Locomotor CINE_JarmenKellLocomotor
2942    Surfaces = GROUND RUBBLE
2943    Speed = 30                 ; in dist/sec
2944    SpeedDamaged = 20          ; in dist/sec
2945    TurnRate = 500            ; in degrees/sec
2946    TurnRateDamaged = 500    ; in degrees/sec
2947    Acceleration = 100        ; in dist/(sec^2)
2948    AccelerationDamaged = 50 ; in dist/(sec^2)
2949    Braking = 100             ; in dist/(sec^2)
2950    MinTurnSpeed = 0          ; in dist/sec
2951    ZAxisBehavior = NO_Z_MOTIVE_FORCE
2952    Appearance = TWO_LEGS
2953    StickToGround = Yes       ; walking guys aren't allowed to catch huge (or even small) air.
2954    GroupMovementPriority = MOVES_BACK;   Moves in the back of a group, out of danger.
2955  End
2956  
2957  ;------------------------------------------------------------------------------
2958  ; ************************** Cinematic-only unit *****************************
2959  Locomotor CINE_TroopCrawlerLocomotor
2960    Surfaces            = GROUND
2961    Speed               = 40   ; in dist/sec
2962    SpeedDamaged        = 30   ; in dist/sec
2963    TurnRate            = 120  ;90   ; in degrees/sec
2964    TurnRateDamaged     = 120  ;60   ; in degrees/sec
2965    Acceleration        = 1000 ;400   ; in dist/(sec^2)
2966    AccelerationDamaged = 1000 ;300  ; in dist/(sec^2)
2967    Braking             = 1000 ;50  ; in dist/(sec^2)
2968    MinTurnSpeed        = 25   ; in dist/sec
2969    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
2970    Appearance          = FOUR_WHEELS
2971    TurnPivotOffset     = -0.5    ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
2972  
2973    AccelerationPitchLimit = 5              ; Angle limit how far chassis will lift or roll from acceleration.
2974    PitchStiffness = 0.05                   ;  stiffness of the "springs" in the suspension forward & back.
2975    RollStiffness = 0.025                   ;  stiffness of the "springs" in the suspension side to side.
2976    PitchDamping = 0.8                      ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2977    RollDamping = 0.3                       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2978    ForwardAccelerationPitchFactor = 0.5    ; How much acceleration will cause the front to lift, or dip for stops.
2979    LateralAccelerationRollFactor = 0.33    ;  How much cornering will cause the chassis to roll.
2980  
2981    HasSuspension = Yes           ; Calculate 4 wheel independent suspension info.
2982    CanMoveBackwards = Yes        ; Can move backwards.
2983    MaximumWheelExtension = -2.3  ; Maximum distance the wheels will drop on the model.
2984    MaximumWheelCompression = 1.4 ; Maximum distance the wheel will move up into the chassis.
2985    FrontWheelTurnAngle = 30
2986          ; How many degrees the front wheels can turn.
2987  End
2988  
2989  ;------------------------------------------------------------------------------
2990  ; ************************** Cinematic-only unit *****************************
2991  Locomotor CINE_RedguardLocomotor
2992    Surfaces = GROUND RUBBLE
2993    Speed = 25 ;30                ; in dist/sec
2994    SpeedDamaged = 15 ;30         ; in dist/sec ;DEMO -- To allieviate skating appearence, wounded speed is same as normal
2995    TurnRate = 500            ; in degrees/sec
2996    TurnRateDamaged = 500     ; in degrees/sec
2997    Acceleration = 100        ; in dist/(sec^2)
2998    AccelerationDamaged = 50 ; in dist/(sec^2)
2999    Braking = 150             ; in dist/(sec^2)
3000    MinTurnSpeed = 0          ; in dist/sec
3001    ZAxisBehavior = NO_Z_MOTIVE_FORCE
3002    Appearance = TWO_LEGS
3003    StickToGround = Yes       ; walking guys aren't allowed to catch huge (or even small) air.
3004    GroupMovementPriority = MOVES_FRONT;   Moves in the back of a group, out of danger.
3005  End
3006  
3007  ;------------------------------------------------------------------------------
3008  ; *************************** Cinematic-only unit *****************************
3009  Locomotor CINE_BattleMasterLocomotor
3010    Surfaces            = GROUND
3011    Speed               = 25   ; in dist/sec
3012    SpeedDamaged        = 25   ; in dist/sec
3013    TurnRate            = 180  ;90   ; in degrees/sec
3014    TurnRateDamaged     = 180  ;60   ; in degrees/sec
3015    Acceleration        = 1000 ;240  ; in dist/(sec^2)
3016    AccelerationDamaged = 1000 ;180  ; in dist/(sec^2)
3017    Braking             = 1000 ;50  ; in dist/(sec^2)
3018    MinTurnSpeed        = 0   ; in dist/sec
3019    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
3020    Appearance          = TREADS
3021  
3022    AccelerationPitchLimit = 5              ; Angle limit how far chassis will lift or roll from acceleration.
3023    PitchStiffness = 0.05                   ;  stiffness of the "springs" in the suspension forward & back.
3024    RollStiffness = 0.025                   ;  stiffness of the "springs" in the suspension side to side.
3025    PitchDamping = 0.8                      ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3026    RollDamping = 0.3                       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3027    ForwardAccelerationPitchFactor = 0.5    ; How much acceleration will cause the front to lift, or dip for stops.
3028    LateralAccelerationRollFactor = 0.33    ;  How much cornering will cause the chassis to roll.
3029  End
3030  
3031  ;------------------------------------------------------------------------------
3032  ; *************************** Cinematic-only unit *****************************
3033  Locomotor CINE_B52Locomotor
3034    Surfaces = AIR
3035    Speed = 125  ;100         ; in dist/sec
3036    SpeedDamaged = 75         ; in dist/sec
3037    MinSpeed = 60             ; in dist/sec
3038    TurnRate = 25             ; in degrees/sec
3039    TurnRateDamaged = 10      ; in degrees/sec
3040    Acceleration = 60         ; in dist/(sec^2)
3041    AccelerationDamaged = 30  ; in dist/(sec^2)
3042    Lift = 120                ; in dist/(sec^2)
3043    LiftDamaged = 80          ; in dist/(sec^2)
3044    Braking = 20              ; in dist/(sec^2)
3045    MinTurnSpeed = 10         ; in dist/sec
3046    PreferredHeight = 100
3047    AllowAirborneMotiveForce = Yes
3048    ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
3049    Appearance = WINGS 
3050  
3051    PitchStiffness = 0.5                  ;  stiffness of the "springs" in the suspension forward & back.
3052    RollStiffness = 0.1                   ;  stiffness of the "springs" in the suspension side to side.
3053    PitchDamping = 0.9                    ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3054    RollDamping = 0.9                     ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3055    ForwardVelocityPitchFactor = 0        ;  How much velocity will cause the front to lift/dip
3056    LateralVelocityRollFactor = 0.2       ;  How much cornering will cause the chassis to roll.
3057    Apply2DFrictionWhenAirborne = Yes
3058    AirborneTargetingHeight = 30
3059    LocomotorWorksWhenDead = Yes          ; for JetSlowDeathBehavior
3060  End
3061  
3062  ;------------------------------------------------------------------------------
3063  ; *************************** Cinematic-only unit *****************************
3064  Locomotor CINE_BasicHumanLocomotor
3065    Surfaces = GROUND RUBBLE
3066    Speed = 20 ;30                ; in dist/sec
3067    SpeedDamaged = 10 ;30         ; in dist/sec
3068    TurnRate = 500            ; in degrees/sec
3069    TurnRateDamaged = 500    ; in degrees/sec
3070    Acceleration = 100        ; in dist/(sec^2)
3071    AccelerationDamaged = 50 ; in dist/(sec^2)
3072    Braking = 100             ; in dist/(sec^2)
3073    MinTurnSpeed = 0          ; in dist/sec
3074    ZAxisBehavior = NO_Z_MOTIVE_FORCE
3075    Appearance = TWO_LEGS
3076    StickToGround = Yes       ; walking guys aren't allowed to catch huge (or even small) air.
3077    GroupMovementPriority = MOVES_FRONT;   Moves in the front of a group, behind small arms, ahead of artillery
3078  End
3079  
3080  ;------------------------------------------------------------------------------
3081  ; *************************** Cinematic-only unit *****************************
3082  Locomotor CINE_MissileDefenderLocomotor
3083    Surfaces = GROUND RUBBLE
3084    Speed = 20 ;30                ; in dist/sec
3085    SpeedDamaged = 10 ;30         ; in dist/sec
3086    TurnRate = 500            ; in degrees/sec
3087    TurnRateDamaged = 500    ; in degrees/sec
3088    Acceleration = 100        ; in dist/(sec^2)
3089    AccelerationDamaged = 50 ; in dist/(sec^2)
3090    Braking = 100             ; in dist/(sec^2)
3091    MinTurnSpeed = 0          ; in dist/sec
3092    ZAxisBehavior = NO_Z_MOTIVE_FORCE
3093    Appearance = TWO_LEGS
3094    StickToGround = Yes       ; walking guys aren't allowed to catch huge (or even small) air.
3095    GroupMovementPriority = MOVES_MIDDLE;   Moves in the middle of a group, behind small arms, ahead of artillery
3096  End
3097  
3098  ;------------------------------------------------------------------------------
3099  ; ************************* Cinematic-only unit *******************************
3100  Locomotor CINE_TechnicalLocomotor
3101    Surfaces              = GROUND
3102    Speed                 = 90              ; in dist/sec
3103    SpeedDamaged          = 80              ; in dist/sec
3104    TurnRate              = 180             ; in degrees/sec
3105    TurnRateDamaged       = 180             ; in degrees/sec
3106    Acceleration          = 100 ;90              ; in dist/(sec^2)
3107    AccelerationDamaged   = 100 ;80              ; in dist/(sec^2)
3108    Braking               = 50              ; in dist/(sec^2)
3109    MinTurnSpeed          = 20              ; in dist/sec
3110    TurnPivotOffset       = -0.5            ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
3111    ZAxisBehavior         = NO_Z_MOTIVE_FORCE
3112    Appearance            = FOUR_WHEELS
3113  
3114    AccelerationPitchLimit  = 6.0    ; Angle limit how far chassis will lift or roll from acceleration.
3115    BounceAmount = 100              ;  simulates hitting random rocks.  0==smooth pavement, 200 = bumpy.
3116    PitchStiffness = 0.5            ;  stiffness of the "springs" in the suspension forward & back.
3117    RollStiffness = 0.5             ;  stiffness of the "springs" in the suspension side to side.
3118    PitchDamping = 0.5              ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3119    RollDamping = 0.5               ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3120    ForwardAccelerationPitchFactor = 0.3  ; How much acceleration will cause the front to lift, or dip for stops.
3121    LateralAccelerationRollFactor = 0.2   ;  How much cornering will cause the chassis to roll.
3122  
3123    HasSuspension = Yes           ; Calculate 4 wheel independent suspension info.
3124    CanMoveBackwards = Yes        ; Can move backwards.
3125    MaximumWheelExtension = -2.0  ; Maximum distance the wheels will drop on the model.
3126    MaximumWheelCompression = 1.0 ; Maximum distance the wheel will move up into the chassis.
3127    FrontWheelTurnAngle = 22      ; How many degrees the front wheels can turn.
3128  
3129    CloseEnoughDist = 1.0         ; How close we must get to the end of a goal path before declaring success
3130    ;CloseEnoughDist = 50.0        ; How close we must get to the end of a goal path before declaring success
3131  End
3132  
3133  ;------------------------------------------------------------------------------
3134  ; ************************* Cinematic-only unit *******************************
3135  Locomotor CINE_ComancheLocomotor
3136    Surfaces = AIR
3137    Speed = 120               ; in dist/sec
3138    SpeedDamaged = 120         ; in dist/sec
3139    TurnRate = 180            ; in degrees/sec
3140    TurnRateDamaged = 180      ; in degrees/sec
3141    Acceleration = 60         ; in dist/(sec^2)
3142    AccelerationDamaged = 60  ; in dist/(sec^2)
3143    Lift = 120                ; in dist/(sec^2)
3144    LiftDamaged = 80          ; in dist/(sec^2)
3145    Braking = 240             ; in dist/(sec^2)
3146    MinTurnSpeed = 0          ; in dist/sec
3147    PreferredHeight = 100
3148    AllowAirborneMotiveForce = Yes
3149    ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
3150    Appearance = HOVER
3151  
3152    PitchStiffness = 0.5                  ;  stiffness of the "springs" in the suspension forward & back.
3153    RollStiffness = 0.1                   ;  stiffness of the "springs" in the suspension side to side.
3154    PitchDamping = 0.9                    ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3155    RollDamping = 0.9                     ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3156    ForwardVelocityPitchFactor = -0.05     ;  How much velocity will cause the front to lift/dip
3157    LateralVelocityRollFactor = 0.1       ;  How much cornering will cause the chassis to roll.
3158    Apply2DFrictionWhenAirborne = Yes
3159    AirborneTargetingHeight = 30
3160    LocomotorWorksWhenDead = Yes          ; HelicopterSlowDeathBehavior needs this to function correctly
3161  End
3162  
3163  ;------------------------------------------------------------------------------
3164  ;************************* Cinematic-only unit ********************************
3165  Locomotor CINE_ScorpionLocomotor
3166    Surfaces            = GROUND
3167    Speed               = 25   ; in dist/sec
3168    SpeedDamaged        = 25   ; in dist/sec
3169    TurnRate            = 60   ; in degrees/sec
3170    TurnRateDamaged     = 60   ; in degrees/sec
3171    Acceleration        = 8   ; in dist/(sec^2)
3172    AccelerationDamaged = 8    ; in dist/(sec^2)
3173    Braking             = 50  ; in dist/(sec^2)
3174    MinTurnSpeed        = 0   ; in dist/sec
3175    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
3176    Appearance          = TREADS
3177  
3178    AccelerationPitchLimit = 5              ; Angle limit how far chassis will lift or roll from acceleration.
3179    PitchStiffness = 0.05                   ;  stiffness of the "springs" in the suspension forward & back.
3180    RollStiffness = 0.025                   ;  stiffness of the "springs" in the suspension side to side.
3181    PitchDamping = 0.8                     ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3182    RollDamping = 0.3                       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3183    ForwardAccelerationPitchFactor = 0.5    ; How much acceleration will cause the front to lift, or dip for stops.
3184    LateralAccelerationRollFactor = 0.33    ;  How much cornering will cause the chassis to roll.
3185  End
3186  
3187  ;------------------------------------------------------------------------------
3188  ;************************* Cinematic-only unit ********************************
3189  Locomotor CINE_HumveeLocomotor
3190    Surfaces                = GROUND
3191    Speed                   = 25    ; in dist/sec
3192    SpeedDamaged            = 25    ; in dist/sec
3193    TurnRate                = 120   ; in degrees/sec
3194    TurnRateDamaged         = 120   ; in degrees/sec
3195    Acceleration            = 10    ; in dist/(sec^2)
3196    AccelerationDamaged     = 10    ; in dist/(sec^2)
3197    Braking                 = 50    ; in dist/(sec^2)
3198    MinTurnSpeed            = 20    ; in dist/sec
3199    TurnPivotOffset         = -0.33 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
3200    ZAxisBehavior           = NO_Z_MOTIVE_FORCE
3201    Appearance              = FOUR_WHEELS
3202    StickToGround           = No 
3203  
3204    AccelerationPitchLimit  = 0     ; Angle limit how far chassis will lift or roll from acceleration.
3205    BounceAmount            = 0    ; simulates hitting random rocks.  0==smooth pavement, 200 = bumpy.
3206    PitchStiffness          = 0.35  ; stiffness of the "springs" in the suspension forward & back.
3207    RollStiffness           = 0.05  ; stiffness of the "springs" in the suspension side to side.
3208    PitchDamping            = 0.96  ; How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3209    RollDamping             = 0.96  ; How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.  
3210    
3211    ForwardAccelerationPitchFactor = 0.00  ; How much acceleration will cause the front to lift, or dip for stops.
3212    LateralAccelerationRollFactor  = 0.10  ; How much cornering will cause the chassis to roll.
3213  
3214    HasSuspension           = Yes   ; Calculate 4 wheel independent suspension info.
3215    CanMoveBackwards        = Yes   ; Can move backwards.
3216    MaximumWheelExtension   = -1.0  ; Maximum distance the wheels will drop on the model.
3217    MaximumWheelCompression = 0.5   ; Maximum distance the wheel will move up into the chassis.
3218    FrontWheelTurnAngle     = 22    ; How many degrees the front wheels can turn.
3219  
3220  End
3221  
3222  ;------------------------------------------------------------------------------
3223  ;************************* Cinematic-only unit ********************************
3224  Locomotor CINE_MIGLocomotor
3225    Surfaces                  = AIR
3226    Speed                     = 160
3227    SpeedDamaged              = 160
3228  ; !!! DO NOT REDUCE MinSpeed BELOW 60 UNTIL LANDINGS ARE FIXED (srj)
3229    MinSpeed                  = 60
3230    TurnRate                  = 120
3231    TurnRateDamaged           = 90
3232    Acceleration              = 110   ; note that this needs to be AT LEAST 100 in order to clear the runway of current Chinese airfields. (srj)
3233    AccelerationDamaged       = 30  
3234    Lift                      = 120 
3235    LiftDamaged               = 80  
3236    Braking                   = 10  
3237    MinTurnSpeed              = 150 
3238    PreferredHeight           = 100
3239    AllowAirborneMotiveForce  = Yes
3240    ZAxisBehavior             = SURFACE_RELATIVE_HEIGHT
3241    CirclingRadius            = 100 
3242    Appearance                = WINGS 
3243  
3244    PitchInDirectionOfZVelFactor  = 1.0    ;  how much to pitch according to our z-vel. 0=none, 1=lots (0=default)
3245    PitchStiffness                = 0.5    ;  stiffness of the "springs" in the suspension forward & back.
3246    RollStiffness                 = 0.4    ;  stiffness of the "springs" in the suspension side to side.
3247    PitchDamping                  = 0.9    ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3248    RollDamping                   = 0.8    ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3249    ForwardVelocityPitchFactor    = 0      ;  How much velocity will cause the front to lift/dip
3250    LateralVelocityRollFactor     = 0.2    ;  How much cornering will cause the chassis to roll.
3251    Apply2DFrictionWhenAirborne   = Yes
3252    AirborneTargetingHeight       = 30
3253    LocomotorWorksWhenDead        = Yes    ; JetSlowDeathBehavior needs this to function correctly
3254  End
3255  
3256  ;------------------------------------------------------------------------------
3257  ; **************************** Cinematic-only unit ****************************
3258  Locomotor CINE_BasicCarLocomotor
3259    Surfaces = GROUND
3260    Speed = 90                ; in dist/sec
3261    SpeedDamaged = 90         ; in dist/sec
3262    TurnRate = 120            ; in degrees/sec
3263    TurnRateDamaged = 120     ; in degrees/sec
3264    Acceleration = 30         ; in dist/(sec^2)
3265    AccelerationDamaged = 30  ; in dist/(sec^2)
3266    Braking = 50              ; in dist/(sec^2)
3267    MinTurnSpeed = 40         ; in dist/sec
3268    TurnPivotOffset = -0.5    ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
3269    ZAxisBehavior = NO_Z_MOTIVE_FORCE
3270    Appearance = FOUR_WHEELS
3271  
3272    AccelerationPitchLimit = 1      ; Angle limit how far chassis will lift or roll from acceleration.
3273    BounceAmount = 0                ;  simulates hitting random rocks.  0==smooth pavement, 200 = bumpy.
3274    PitchStiffness = 0.05            ;  stiffness of the "springs" in the suspension forward & back.
3275    RollStiffness  = 0.05            ;  stiffness of the "springs" in the suspension side to side.
3276    PitchDamping = 0.5        ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3277    RollDamping = 0.5        ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3278    ForwardAccelerationPitchFactor = 0.3  ; How much acceleration will cause the front to lift, or dip for stops.
3279    LateralAccelerationRollFactor = 0.2   ;   How much cornering will cause the chassis to roll.
3280  End
3281  
3282  ;------------------------------------------------------------------------------
3283  ;************************** Cinematic-only unit *******************************
3284  Locomotor CINE_ColonelBurtonGroundLocomotor
3285    Surfaces = GROUND RUBBLE
3286    Speed = 30                ; in dist/sec
3287    SpeedDamaged = 20         ; in dist/sec
3288    TurnRate = 500            ; in degrees/sec
3289    TurnRateDamaged = 500     ; in degrees/sec
3290    Acceleration = 100        ; in dist/(sec^2)
3291    AccelerationDamaged = 50 ; in dist/(sec^2)
3292    Braking = 100             ; in dist/(sec^2)
3293    MinTurnSpeed = 0          ; in dist/sec
3294    ZAxisBehavior = NO_Z_MOTIVE_FORCE
3295    Appearance = TWO_LEGS
3296    StickToGround = Yes       ; walking guys aren't allowed to catch huge (or even small) air.
3297    GroupMovementPriority = MOVES_BACK;   Moves in the back of a group, out of danger.
3298  End
3299  
3300  ;------------------------------------------------------------------------------
3301  ;************************** Cinematic-only unit *******************************
3302  Locomotor CINE_ColonelBurtonCliffLocomotor
3303    Surfaces = CLIFF
3304    Speed = 20                ; in dist/sec
3305    SpeedDamaged = 15          ; in dist/sec
3306    TurnRate = 360            ; in degrees/sec
3307    TurnRateDamaged = 350     ; in degrees/sec
3308    Acceleration = 100        ; in dist/(sec^2)
3309    AccelerationDamaged = 50  ; in dist/(sec^2)
3310    Braking = 100             ; in dist/(sec^2)
3311    MinTurnSpeed = 0          ; in dist/sec
3312    ZAxisBehavior = NO_Z_MOTIVE_FORCE
3313    Appearance = CLIMBER
3314    StickToGround = Yes       ; walking guys aren't allowed to catch huge (or even small) air.
3315  End
3316  
3317  ;------------------------------------------------------------------------------
3318  ;************************** Cinematic-only unit *******************************
3319  Locomotor CINE_QuadCannonLocomotor
3320    Surfaces            = GROUND
3321    Speed               = 40      ; in dist/sec
3322    SpeedDamaged        = 25      ; in dist/sec
3323    TurnRate            = 180  ;90      ; in degrees/sec
3324    TurnRateDamaged     = 180  ;60      ; in degrees/sec
3325    Acceleration        = 1000 ;240     ; in dist/(sec^2)
3326    AccelerationDamaged = 1000 ;180     ; in dist/(sec^2)
3327    Braking             = 1000 ;50      ; in dist/(sec^2)
3328    MinTurnSpeed        = 15      ; in dist/sec
3329    TurnPivotOffset     = -0.5    ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
3330    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
3331    Appearance          = FOUR_WHEELS
3332  
3333    AccelerationPitchLimit = 3      ; Angle limit how far chassis will lift or roll from acceleration.
3334    BounceAmount = 0                ;  simulates hitting random rocks.  0==smooth pavement, 200 = bumpy.
3335    PitchStiffness = 0.1            ;  stiffness of the "springs" in the suspension forward & back.
3336    RollStiffness  = 0.05            ;  stiffness of the "springs" in the suspension side to side.
3337    PitchDamping = 0.85              ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3338    RollDamping = 0.3                ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3339    ForwardAccelerationPitchFactor = 0.2  ; How much acceleration will cause the front to lift, or dip for stops.
3340    LateralAccelerationRollFactor = 0.1   ;   How much cornering will cause the chassis to roll.
3341  
3342    HasSuspension = Yes           ; Calculate 4 wheel independent suspension info.
3343    MaximumWheelExtension = -3.0  ; Maximum distance the wheels will drop on the model.
3344    MaximumWheelCompression = 1.5 ; Maximum distance the wheel will move up into the chassis.
3345    FrontWheelTurnAngle = 22      ; How many degrees the front wheels can turn.
3346  
3347  End
3348  
3349  ;------------------------------------------------------------------------------
3350  ;************************** Cinematic-only unit *******************************
3351  Locomotor CINE_ScudLauncherLocomotor
3352    Surfaces            = GROUND
3353    Speed               = 20   ; in dist/sec
3354    SpeedDamaged        = 15   ; in dist/sec
3355    TurnRate            = 50   ; in degrees/sec
3356    TurnRateDamaged     = 45   ; in degrees/sec
3357    Acceleration        = 160  ; in dist/(sec^2)
3358    AccelerationDamaged = 120  ; in dist/(sec^2)
3359    Braking             = 50   ; in dist/(sec^2)
3360    MinTurnSpeed        = 15   ; in dist/sec
3361    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
3362  
3363    ;Appearance          = TREADS
3364    Appearance = FOUR_WHEELS
3365    TurnPivotOffset     = -0.7    ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
3366  
3367    AccelerationPitchLimit = 5              ; Angle limit how far chassis will lift or roll from acceleration.
3368    PitchStiffness = 0.05                   ;  stiffness of the "springs" in the suspension forward & back.
3369    RollStiffness = 0.025                   ;  stiffness of the "springs" in the suspension side to side.
3370    PitchDamping = 0.8                      ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3371    RollDamping = 0.3                       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3372    ForwardAccelerationPitchFactor = 0.5    ; How much acceleration will cause the front to lift, or dip for stops.
3373    LateralAccelerationRollFactor = 0.33    ;  How much cornering will cause the chassis to roll.
3374  
3375    HasSuspension = Yes           ; Calculate 4 wheel independent suspension info.
3376    CanMoveBackwards = Yes        ; Can move backwards.
3377    MaximumWheelExtension = -2.0  ; Maximum distance the wheels will drop on the model.
3378    MaximumWheelCompression = 1.1 ; Maximum distance the wheel will move up into the chassis.
3379    FrontWheelTurnAngle = 35      ; How many degrees the front wheels can turn.
3380    GroupMovementPriority = MOVES_BACK;   Moves in the back of a group, behind small arms, and rockets.
3381  
3382  End
3383  
3384  ;------------------------------------------------------------------------------
3385  ;*************************** Cinematic-only unit ******************************
3386  Locomotor CINE_BombTruckLocomotor
3387    Surfaces            = GROUND
3388    Speed               = 50   ; in dist/sec
3389    SpeedDamaged        = 50   ; in dist/sec
3390    TurnRate            = 90   ; in degrees/sec
3391    TurnRateDamaged     = 60   ; in degrees/sec
3392    Acceleration        = 1000 ;400  ; in dist/(sec^2)
3393    AccelerationDamaged = 1000 ;300  ; in dist/(sec^2)
3394    Braking             = 1000 ;50   ; in dist/(sec^2)
3395    MinTurnSpeed        = 0    ; in dist/sec
3396    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
3397    Appearance          = TREADS
3398    TurnPivotOffset     = -0.5    ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
3399  
3400    AccelerationPitchLimit = 5              ; Angle limit how far chassis will lift or roll from acceleration.
3401    PitchStiffness = 0.05                   ;  stiffness of the "springs" in the suspension forward & back.
3402    RollStiffness = 0.025                   ;  stiffness of the "springs" in the suspension side to side.
3403    PitchDamping = 0.8                      ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3404    RollDamping = 0.3                       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3405    ForwardAccelerationPitchFactor = 0.5    ; How much acceleration will cause the front to lift, or dip for stops.
3406    LateralAccelerationRollFactor = 0.33    ;  How much cornering will cause the chassis to roll.
3407  End
3408  
3409  ;------------------------------------------------------------------------------
3410  ;*************************** Cinematic-only unit ******************************
3411  Locomotor CINE_ChinookLocomotor
3412    Surfaces = AIR
3413    Speed = 150               ; in dist/sec
3414    SpeedDamaged = 60         ; in dist/sec
3415    TurnRate = 180             ; in degrees/sec
3416    TurnRateDamaged = 90      ; in degrees/sec
3417    Acceleration = 60         ; in dist/(sec^2)
3418    AccelerationDamaged = 30  ; in dist/(sec^2)
3419    Lift = 120                 ; in dist/(sec^2)
3420    LiftDamaged = 80          ; in dist/(sec^2)
3421    Braking = 100              ; in dist/(sec^2)
3422    MinTurnSpeed = 0          ; in dist/sec
3423    PreferredHeight = 100
3424    AllowAirborneMotiveForce = Yes
3425    ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
3426    Appearance = HOVER
3427  
3428    ; this applies only in "ultra-accurate" mode, and is a fudge factor that allows
3429    ; us to "slide into place" (rather than turning) when we get close to our destination.
3430    ; the magnitude is basically the number of msec it would take us to reach the dest
3431    ; at our max speed; if we're under this threshold, we just slide into place...
3432    SlideIntoPlaceTime = 100
3433  
3434    PitchStiffness = 0.5                  ;  stiffness of the "springs" in the suspension forward & back.
3435    RollStiffness = 0.1                   ;  stiffness of the "springs" in the suspension side to side.
3436    PitchDamping = 0.9                    ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3437    RollDamping = 0.9                     ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3438    ForwardVelocityPitchFactor = -0.1     ;  How much velocity will cause the front to lift/dip
3439    LateralVelocityRollFactor = 0.1       ;  How much cornering will cause the chassis to roll.
3440    Apply2DFrictionWhenAirborne = Yes
3441    AirborneTargetingHeight = 30
3442    LocomotorWorksWhenDead = Yes          ; HelicopterSlowDeathBehavior needs this to function correctly
3443  End
3444  
3445  ;------------------------------------------------------------------------------
3446  ;************************** Cinematic-only unit *******************************
3447  Locomotor CINE_DragonLocomotor
3448    Surfaces            = GROUND
3449    Speed               = 30   ; in dist/sec
3450    SpeedDamaged        = 25   ; in dist/sec
3451    TurnRate            = 180  ;90   ; in degrees/sec
3452    TurnRateDamaged     = 180  ;60   ; in degrees/sec
3453    Acceleration        = 1000 ;240  ; in dist/(sec^2)
3454    AccelerationDamaged = 1000 ;180  ; in dist/(sec^2)
3455    Braking             = 1000 ;50  ; in dist/(sec^2)
3456    MinTurnSpeed        = 0   ; in dist/sec
3457    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
3458    Appearance          = TREADS
3459  
3460    AccelerationPitchLimit = 5              ; Angle limit how far chassis will lift or roll from acceleration.
3461    PitchStiffness = 0.05                ;  stiffness of the "springs" in the suspension forward & back.
3462    RollStiffness = 0.025                   ;  stiffness of the "springs" in the suspension side to side.
3463    PitchDamping = 0.8                      ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3464    RollDamping = 0.3                       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3465    ForwardAccelerationPitchFactor = 0.5    ; How much acceleration will cause the front to lift, or dip for stops.
3466    LateralAccelerationRollFactor = 0.33    ;  How much cornering will cause the chassis to roll.
3467    GroupMovementPriority = MOVES_FRONT;   Moves in the back of a group, behind small arms, and rockets.
3468  End
3469  
3470  ;------------------------------------------------------------------------------
3471  ;************************ Cinematic-only unit *********************************
3472  Locomotor CINE_SupplyTruckLocomotor
3473    Surfaces                        = GROUND
3474    Speed                           = 40                ; in dist/sec
3475    SpeedDamaged                    = 20         ; in dist/sec
3476    TurnRate                        = 90             ; in degrees/sec
3477    TurnRateDamaged                 = 60      ; in degrees/sec
3478    Acceleration                    = 240         ; in dist/(sec^2)
3479    AccelerationDamaged             = 180  ; in dist/(sec^2)
3480    Braking                         = 50              ; in dist/(sec^2)
3481    MinTurnSpeed                    = 15          ; in dist/sec
3482    TurnPivotOffset                 = -0.2    ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
3483    ZAxisBehavior                   = NO_Z_MOTIVE_FORCE
3484    Appearance                      = FOUR_WHEELS
3485  
3486    AccelerationPitchLimit          = 4              ; Angle limit how far chassis will lift or roll from acceleration.
3487    BounceAmount                    = 0                        ;  simulates hitting random rocks.  0==smooth pavement, 200 = bumpy.
3488    PitchStiffness                  = 0.2                    ;  stiffness of the "springs" in the suspension forward & back.
3489    RollStiffness                   = 0.05                    ;  stiffness of the "springs" in the suspension side to side.
3490    PitchDamping                    = 0.5                ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3491    RollDamping                     = 0.5                ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3492    ForwardAccelerationPitchFactor  = 0.02    ; How much acceleration will cause the front to lift, or dip for stops.
3493    LateralAccelerationRollFactor   = 0.02     ;   How much cornering will cause the chassis to roll.
3494  
3495    HasSuspension                   = Yes           ; Calculate 4 wheel independent suspension info.
3496    MaximumWheelExtension           = 0  ; Maximum distance the wheels will drop on the model.
3497    MaximumWheelCompression         = 0 ; Maximum distance the wheel will move up into the chassis.
3498    FrontWheelTurnAngle             = 22      ; How many degrees the front wheels can turn.
3499  
3500  End
3501  
3502  ;------------------------------------------------------------------------------
3503  ;************************ Cinematic-only unit *********************************
3504  Locomotor CINE_BlackLotusLocomotor
3505    Surfaces = GROUND RUBBLE
3506    Speed = 30                 ; in dist/sec
3507    SpeedDamaged = 20          ; in dist/sec
3508    TurnRate = 500            ; in degrees/sec
3509    TurnRateDamaged = 500    ; in degrees/sec
3510    Acceleration = 100        ; in dist/(sec^2)
3511    AccelerationDamaged = 50 ; in dist/(sec^2)
3512    Braking = 100             ; in dist/(sec^2)
3513    MinTurnSpeed = 0          ; in dist/sec
3514    ZAxisBehavior = NO_Z_MOTIVE_FORCE
3515    Appearance = TWO_LEGS
3516    StickToGround = Yes       ; walking guys aren't allowed to catch huge (or even small) air.
3517    GroupMovementPriority = MOVES_BACK;   Moves in the back of a group, out of danger.
3518  End
3519  
3520  ;------------------------------------------------------------------------------
3521  ;*************************** Cinematic-only unit ******************************
3522  Locomotor CINE_StealthJetLocomotor
3523    Surfaces = AIR
3524    Speed = 175                 ; in dist/sec
3525    SpeedDamaged = 120         ; in dist/sec
3526  ;  MinSpeed = 120             ; in dist/sec
3527  ; !!! DO NOT REDUCE MinSpeed BELOW 60 UNTIL LANDINGS ARE FIXED (srj)
3528    MinSpeed = 60             ; in dist/sec
3529    TurnRate = 180            ; in degrees/sec
3530    TurnRateDamaged = 90      ; in degrees/sec
3531    Acceleration = 150         ; in dist/(sec^2)
3532    AccelerationDamaged = 30  ; in dist/(sec^2)
3533    Lift = 120                ; in dist/(sec^2)
3534    LiftDamaged = 80          ; in dist/(sec^2)
3535    Braking = 10              ; in dist/(sec^2)
3536    MinTurnSpeed = 150          ; in dist/sec
3537    PreferredHeight = 100
3538    AllowAirborneMotiveForce = Yes
3539    ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
3540    CirclingRadius = 100      ; the radius at which we circle when we are trying to maintain position. 
3541                              ; (pos = clockwise, neg = ccw, 0 = calc smallest possible radius given our speed, turning, etc)
3542    Appearance = WINGS 
3543  
3544    PitchInDirectionOfZVelFactor = 1.0    ;  how much to pitch according to our z-vel. 0=none, 1=lots (0=default)
3545    PitchStiffness = 0.5                  ;  stiffness of the "springs" in the suspension forward & back.
3546    RollStiffness = 0.4                   ;  stiffness of the "springs" in the suspension side to side.
3547    PitchDamping = 0.9                    ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3548    RollDamping = 0.8                     ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3549    ForwardVelocityPitchFactor = 0        ;  How much velocity will cause the front to lift/dip
3550    LateralVelocityRollFactor = 0.2       ;  How much cornering will cause the chassis to roll.
3551    Apply2DFrictionWhenAirborne = Yes
3552    AirborneTargetingHeight = 30
3553    LocomotorWorksWhenDead = Yes          ; JetSlowDeathBehavior needs this to function correctly
3554  End
3555  
3556  ;------------------------------------------------------------------------------
3557  ;*********************** Cinematic-only unit **********************************
3558  Locomotor CINE_FastHumanLocomotor
3559    Surfaces = GROUND RUBBLE
3560    Speed = 25 ;30                ; in dist/sec
3561    SpeedDamaged = 15 ;30         ; in dist/sec
3562    TurnRate = 500            ; in degrees/sec
3563    TurnRateDamaged = 500     ; in degrees/sec
3564    Acceleration = 100        ; in dist/(sec^2)
3565    AccelerationDamaged = 50 ; in dist/(sec^2)
3566    Braking = 100             ; in dist/(sec^2)
3567    MinTurnSpeed = 0          ; in dist/sec
3568    ZAxisBehavior = NO_Z_MOTIVE_FORCE
3569    Appearance = TWO_LEGS
3570    StickToGround = Yes       ; walking guys aren't allowed to catch huge (or even small) air.
3571    GroupMovementPriority = MOVES_FRONT;   Moves in the front of a group, behind small arms, ahead of artillery
3572  End
3573  
3574  ;------------------------------------------------------------------------------
3575  ;**************************** Cinematic-only unit *****************************
3576  Locomotor CINE_ToxinTruckLocomotor
3577    Surfaces = GROUND
3578    Speed = 30           ; in dist/sec
3579    SpeedDamaged = 20         ; in dist/sec
3580    TurnRate = 180            ; in degrees/sec
3581    TurnRateDamaged = 180     ; in degrees/sec
3582    Acceleration = 100 ;50         ; in dist/(sec^2)
3583    AccelerationDamaged = 100 ;50  ; in dist/(sec^2)
3584    Braking = 100 ;50              ; in dist/(sec^2)
3585    MinTurnSpeed = 20         ; in dist/sec
3586    TurnPivotOffset = -0.33   ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
3587    ZAxisBehavior = NO_Z_MOTIVE_FORCE
3588    Appearance = FOUR_WHEELS
3589  
3590    AccelerationPitchLimit = 3      ; Angle limit how far chassis will lift or roll from acceleration.
3591    BounceAmount = 10              ;  simulates hitting random rocks.  0==smooth pavement, 200 = bumpy.
3592    PitchStiffness = 0.05            ;  stiffness of the "springs" in the suspension forward & back.
3593    RollStiffness = 0.02            ;  stiffness of the "springs" in the suspension side to side.
3594    PitchDamping = 0.1              ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3595    RollDamping = 0.1               ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3596    ForwardAccelerationPitchFactor = 0.25  ; How much acceleration will cause the front to lift, or dip for stops.
3597    LateralAccelerationRollFactor = 0.1   ;  How much cornering will cause the chassis to roll.
3598  
3599    HasSuspension = Yes           ; Calculate 4 wheel independent suspension info.
3600    MaximumWheelExtension = -0.2  ; Maximum distance the wheels will drop on the model.
3601    MaximumWheelCompression = 0.1 ; Maximum distance the wheel will move up into the chassis.
3602    FrontWheelTurnAngle = 22      ; How many degrees the front wheels can turn.
3603  End
3604  ;Shippack by Fabius------------------------------
3605  Locomotor BattleShipGroundMotor
3606    Surfaces            = GROUND
3607    Speed               = 5   ; in dist/sec
3608    ;SpeedDamaged        = 20   ; in dist/sec
3609    TurnRate            = 10   ;25   ; in degrees/sec
3610    ;TurnRateDamaged     = 60   ;20   ; in degrees/sec
3611    Acceleration        = 1   ; in dist/(sec^2)
3612    ;AccelerationDamaged = 15   ; in dist/(sec^2)
3613    Braking             = 50   ; in dist/(sec^2)
3614    MinTurnSpeed        = 0    ; in dist/sec
3615    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
3616    Appearance          = TREADS
3617  
3618    AccelerationPitchLimit = 0              ; Angle limit how far chassis will lift or roll from acceleration.
3619    PitchStiffness = 0.05                   ;  stiffness of the "springs" in the suspension forward & back.
3620    RollStiffness = 0.05                    ;  stiffness of the "springs" in the suspension side to side.
3621    PitchDamping = 0.8                      ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3622    RollDamping = 0.3                       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3623    ForwardAccelerationPitchFactor = 0.0    ; 0.5 How much acceleration will cause the front to lift, or dip for stops.
3624    LateralAccelerationRollFactor = 0.33    ;  How much cornering will cause the chassis to roll.
3625  END
3626  
3627  ;------------------------------------------------------------------------------
3628  Locomotor TerrorPlaneLocomotor
3629    Surfaces            = AIR
3630    Speed               = 120 ;55              ; in dist/sec
3631    SpeedDamaged        = 80 ;40         ; in dist/sec
3632    MinSpeed            = 100             ; in dist/sec
3633    TurnRate            = 100            ; in degrees/sec
3634    TurnRateDamaged     = 70      ; in degrees/sec
3635    MaxThrustAngle      = 60       ; in degrees (NOT degrees/sec)
3636    Acceleration        = 80         ; in dist/(sec^2)
3637    AccelerationDamaged = 50  ; in dist/(sec^2)
3638    Lift                = 120                ; in dist/(sec^2)
3639    LiftDamaged         = 80          ; in dist/(sec^2)
3640    Braking             = 10              ; in dist/(sec^2)
3641    MinTurnSpeed        = 60          ; in dist/sec
3642    PreferredHeight     = 60
3643    AllowAirborneMotiveForce = Yes
3644    ZAxisBehavior       = SURFACE_RELATIVE_HEIGHT
3645    CirclingRadius      = 60 ; the radius at which we circle when we are trying to maintain position. 
3646                              ; (pos = clockwise, neg = ccw, 0 = calc smallest possible radius given our speed, turning, etc)
3647    Appearance          = WINGS
3648  
3649    PitchInDirectionOfZVelFactor = 1.0    ;  how much to pitch according to our z-vel. 0=none, 1=lots (0=default)
3650    PitchStiffness = 0.5                  ;  stiffness of the "springs" in the suspension forward & back.
3651    RollStiffness = 0.4                   ;  stiffness of the "springs" in the suspension side to side.
3652    PitchDamping = 0.9                    ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3653    RollDamping = 0.8                     ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3654    ForwardVelocityPitchFactor = 0        ;  How much velocity will cause the front to lift/dip
3655    LateralVelocityRollFactor = 0.2       ;  How much cornering will cause the chassis to roll.
3656    Apply2DFrictionWhenAirborne = Yes
3657    AirborneTargetingHeight = 10
3658    LocomotorWorksWhenDead = Yes          ; JetSlowDeathBehavior needs this to function correctly
3659  End
3660  
3661  ;------------------------------------------------------------------------------
3662  Locomotor B52Locomotor2
3663    Surfaces            = AIR
3664    Speed               = 100 ;55              ; in dist/sec
3665    SpeedDamaged        = 100 ;40         ; in dist/sec
3666    MinSpeed            = 100             ; in dist/sec
3667    TurnRate            = 50            ; in degrees/sec
3668    TurnRateDamaged     = 30      ; in degrees/sec
3669    MaxThrustAngle      = 60       ; in degrees (NOT degrees/sec)
3670    Acceleration        = 80         ; in dist/(sec^2)
3671    AccelerationDamaged = 50  ; in dist/(sec^2)
3672    Lift                = 100                ; in dist/(sec^2)
3673    LiftDamaged         = 80          ; in dist/(sec^2)
3674    Braking             = 10              ; in dist/(sec^2)
3675    MinTurnSpeed        = 50          ; in dist/sec
3676    PreferredHeight     = 200
3677    AllowAirborneMotiveForce = Yes
3678    ZAxisBehavior       = SURFACE_RELATIVE_HEIGHT
3679    CirclingRadius      = 100 ; the radius at which we circle when we are trying to maintain position. 
3680                              ; (pos = clockwise, neg = ccw, 0 = calc smallest possible radius given our speed, turning, etc)
3681    Appearance          = WINGS
3682  
3683    PitchInDirectionOfZVelFactor = 1.0    ;  how much to pitch according to our z-vel. 0=none, 1=lots (0=default)
3684    PitchStiffness = 0.5                  ;  stiffness of the "springs" in the suspension forward & back.
3685    RollStiffness = 0.4                   ;  stiffness of the "springs" in the suspension side to side.
3686    PitchDamping = 0.9                    ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3687    RollDamping = 0.8                     ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3688    ForwardVelocityPitchFactor = 0        ;  How much velocity will cause the front to lift/dip
3689    LateralVelocityRollFactor = 0.2       ;  How much cornering will cause the chassis to roll.
3690    Apply2DFrictionWhenAirborne = Yes
3691    AirborneTargetingHeight = 30
3692    LocomotorWorksWhenDead = Yes          ; JetSlowDeathBehavior needs this to function correctly
3693  End
3694  
3695  
3696  Locomotor BadgerMissileLocomotor
3697    Surfaces = AIR
3698    Speed = 600               ; in dist/sec
3699    SpeedDamaged        = 300   ; in dist/sec
3700    MinSpeed = 100            ; in dist/sec. (THRUST items must have nonzero minspeeds!)
3701    Acceleration = 675        ; in dist/(sec^2)
3702    Braking = 0               ; in dist/(sec^2)
3703    TurnRate = 900            ; in degrees/sec
3704    MaxThrustAngle = 45       ; in degrees (NOT degrees/sec)
3705      PreferredHeight                = 50
3706    AllowAirborneMotiveForce = Yes
3707    Appearance = THRUST
3708    ;Note, PreferredHeight and DistanceToTargetBeforeDiving work in tandem for missiles.
3709    PreferredHeightDamping = 0.7      ; so that we gradually adjust our height
3710  End
3711  
3712  ;------------------------------------------------------------------------------
3713  Locomotor ScorpionMissileLocomotor2
3714    Surfaces = AIR
3715    Speed = 400               ; in dist/sec
3716    MinSpeed = 120            ; in dist/sec. (THRUST items must have nonzero minspeeds!)
3717    Acceleration = 900        ; in dist/(sec^2)
3718    Braking = 0               ; in dist/(sec^2)
3719    TurnRate = 200            ; in degrees/sec
3720    MaxThrustAngle = 15       ; in degrees (NOT degrees/sec)
3721    AllowAirborneMotiveForce = Yes
3722    Appearance = THRUST
3723  End
3724  
3725  ;------------------------------------------------------------------------------
3726  Locomotor chinainfantryLocomotor
3727    Surfaces = GROUND RUBBLE WATER
3728    Speed = 30                ; in dist/sec
3729    SpeedDamaged = 20         ; in dist/sec
3730    TurnRate = 500            ; in degrees/sec
3731    TurnRateDamaged = 500     ; in degrees/sec
3732    Acceleration = 100        ; in dist/(sec^2)
3733    AccelerationDamaged = 50 ; in dist/(sec^2)
3734    Braking = 100             ; in dist/(sec^2)
3735    MinTurnSpeed = 0          ; in dist/sec
3736    ZAxisBehavior = NO_Z_MOTIVE_FORCE
3737    Appearance = TWO_LEGS
3738    StickToGround = Yes       ; walking guys aren't allowed to catch huge (or even small) air.
3739    GroupMovementPriority = MOVES_BACK;   Moves in the back of a group, out of danger.
3740  End
3741  
3742  
3743  ;------------------------------------------------------------------------------
3744  Locomotor T98Locomotor
3745    Surfaces            = GROUND 
3746    Speed               = 25   ; in dist/sec
3747    SpeedDamaged        = 25   ; in dist/sec
3748    TurnRate            = 180  ;90   ; in degrees/sec
3749    TurnRateDamaged     = 180  ;60   ; in degrees/sec
3750    Acceleration        = 1000 ;240  ; in dist/(sec^2)
3751    AccelerationDamaged = 1000 ;180  ; in dist/(sec^2)
3752    Braking             = 1000 ;50  ; in dist/(sec^2)
3753    MinTurnSpeed        = 0   ; in dist/sec
3754    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
3755    Appearance          = TREADS
3756  
3757    AccelerationPitchLimit = 5              ; Angle limit how far chassis will lift or roll from acceleration.
3758    PitchStiffness = 0.05                   ;  stiffness of the "springs" in the suspension forward & back.
3759    RollStiffness = 0.025                   ;  stiffness of the "springs" in the suspension side to side.
3760    PitchDamping = 0.8                      ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3761    RollDamping = 0.3                       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3762    ForwardAccelerationPitchFactor = 0.5    ; How much acceleration will cause the front to lift, or dip for stops.
3763    LateralAccelerationRollFactor = 0.33    ;  How much cornering will cause the chassis to roll.
3764  End
3765  
3766  ;-----------------water-------------------------------------------------------------
3767  Locomotor NavalyardLocomotor
3768    Surfaces = WATER
3769    Speed = 0               ; in dist/sec (silly if not faster than planes)
3770    MinSpeed = 0           ; in dist/sec. (THRUST items must have nonzero minspeeds!)
3771    Acceleration = 0        ; in dist/(sec^2)
3772    Braking = 0               ; in dist/(sec^2)
3773    TurnRate = 0            ; in degrees/sec
3774    MaxThrustAngle = 0       ; in degrees (NOT degrees/sec)
3775    AllowAirborneMotiveForce = Yes
3776    Appearance = THRUST
3777    CloseEnoughDist = 1      ; 
3778  End
3779  ;------------------------------------------------------------------------------
3780  ;---------------------Eddited by Colonel WOG (04/10/04)-----------------------
3781  ;------------------------------------------------------------------------------
3782    ;------------------------------------------------------------------------------
3783  Locomotor BalloonLocomotor
3784    Surfaces = AIR
3785    Speed = 15               ; in dist/sec
3786    TurnRate = 180            ; in degrees/sec
3787    Acceleration = 60         ; in dist/(sec^2)
3788    Lift = 120                ; in dist/(sec^2)
3789    Braking = 10             ; in dist/(sec^2)
3790    MinTurnSpeed = 5          ; in dist/sec
3791    PreferredHeight = 100
3792    AllowAirborneMotiveForce = Yes
3793    ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
3794    Appearance = HOVER
3795  
3796    PitchStiffness = 0.5                  ;  stiffness of the "springs" in the suspension forward & back.
3797    RollStiffness = 0.1                   ;  stiffness of the "springs" in the suspension side to side.
3798    PitchDamping = 0.9                    ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3799    RollDamping = 0.9                     ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3800    ForwardVelocityPitchFactor = -0.05     ;  How much velocity will cause the front to lift/dip
3801    LateralVelocityRollFactor = 0.1       ;  How much cornering will cause the chassis to roll.
3802    Apply2DFrictionWhenAirborne = Yes
3803    AirborneTargetingHeight = 30
3804    LocomotorWorksWhenDead = Yes          ; HelicopterSlowDeathBehavior needs this to function correctly
3805  End
3806  
3807  
3808  ;-------------------------------------------
3809  Locomotor SubNukeMissileLocomotor
3810    Surfaces = AIR
3811    Speed = 1400               ; in dist/sec
3812    MinSpeed = 120            ; in dist/sec. (THRUST items must have nonzero minspeeds!)
3813    Acceleration = 900        ; in dist/(sec^2)
3814    Braking = 0               ; in dist/(sec^2)
3815    TurnRate = 50            ; in degrees/sec
3816    MaxThrustAngle = 5       ; in degrees (NOT degrees/sec)
3817    AllowAirborneMotiveForce = Yes
3818    Appearance = THRUST
3819  End
3820  
3821  
3822  Locomotor  ChinaVehicleFrigateLocomotor
3823    Surfaces            = WATER
3824    Speed = 60
3825    SpeedDamaged = 30
3826    TurnRate = 60
3827    TurnRateDamaged = 120
3828    Acceleration = 30
3829    AccelerationDamaged = 20
3830    Lift = 120
3831    LiftDamaged = 80
3832    Braking = 50
3833    MinTurnSpeed = 0
3834    PreferredHeight = -2;这里写成负值,否则运兵车连轮子都会浮在水面上...好像气功大师。
3835    AllowAirborneMotiveForce = Yes
3836    ZAxisBehavior       = SURFACE_RELATIVE_HEIGHT
3837    Appearance          = HOVER
3838  
3839    PitchStiffness = 0.9                  ;  stiffness of the "springs" in the suspension forward & back.
3840    RollStiffness = 0.95                  ;  stiffness of the "springs" in the suspension side to side.
3841    PitchDamping = 0.9
3842    RollDamping = 0.9
3843    ForwardVelocityPitchFactor = -0.1     ;  How much velocity will cause the front to lift/dip
3844    LateralVelocityRollFactor = 0.1       ;  How much cornering will cause the chassis to roll.
3845    Apply2DFrictionWhenAirborne = Yes
3846    AirborneTargetingHeight = 30
3847    LocomotorWorksWhenDead = No
3848  End
3849  
3850  ;------------------------------------------------------------------------------
3851  Locomotor BasicNONELocomotor
3852    Surfaces             = WATER
3853    Speed                = 0  ; in dist/sec
3854    SpeedDamaged         = 0  ; in dist/sec
3855    TurnRate             = 0 ; in degrees/sec
3856    TurnRateDamaged      = 0 ; in degrees/sec
3857    Acceleration         = 30  ; in dist/(sec^2)
3858    AccelerationDamaged  = 20  ; in dist/(sec^2)
3859    Lift                 = 120 ; in dist/(sec^2)
3860    LiftDamaged          = 80  ; in dist/(sec^2)
3861    Braking              = 50  ; in dist/(sec^2)
3862    MinTurnSpeed         = 0   ; in dist/sec
3863    PreferredHeight      = 4   ; at 1, 2, 3, the unit shakes from rounding.  at 0 the SurfaceRelativeHeight flag is ignored.
3864    AllowAirborneMotiveForce = Yes
3865    ZAxisBehavior                 = SURFACE_RELATIVE_HEIGHT
3866    Appearance                    = HOVER
3867  
3868   PitchStiffness              = 0.9   ; stiffness of the "springs" in the suspension forward & back.
3869    RollStiffness               = 0.95  ; stiffness of the "springs" in the suspension side to side.
3870    PitchDamping                = 0.9   ; How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3871    RollDamping                 = 0.9   ; How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3872    ForwardVelocityPitchFactor  = -0.1  ; How much velocity will cause the front to lift/dip
3873    LateralVelocityRollFactor   = 0.1   ; How much cornering will cause the chassis to roll.
3874    Apply2DFrictionWhenAirborne = Yes
3875    AirborneTargetingHeight     = 30
3876    LocomotorWorksWhenDead      = No    
3877  End
3878  
3879  
3880  
3881  


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