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/Command and conquer Heure H/Light of five stars/INI/ -> Locomotor.ini (source)

   1  ;//////////////////////////////////////////////////////////////////////////////
   2  ;FILE: Locomotor.ini (SYSTEM) /////////////////////////////////////////////////
   3  ;//////////////////////////////////////////////////////////////////////////////
   4  
   5  ;------------------------------------------------------------------------------
   6  Locomotor BasicHumanLocomotor
   7    Surfaces = GROUND RUBBLE
   8    Speed = 20 ;30                ; in dist/sec
   9    SpeedDamaged = 10 ;30         ; in dist/sec
  10    TurnRate = 500            ; in degrees/sec
  11    TurnRateDamaged = 500    ; in degrees/sec
  12    Acceleration = 100        ; in dist/(sec^2)
  13    AccelerationDamaged = 50 ; in dist/(sec^2)
  14    Braking = 100             ; in dist/(sec^2)
  15    MinTurnSpeed = 0          ; in dist/sec
  16    ZAxisBehavior = NO_Z_MOTIVE_FORCE
  17    Appearance = TWO_LEGS
  18    StickToGround = Yes       ; walking guys aren't allowed to catch huge (or even small) air.
  19    GroupMovementPriority = MOVES_FRONT;   Moves in the front of a group, behind small arms, ahead of artillery
  20  End
  21  
  22  ;------------------------------------------------------------------------------
  23  Locomotor MissileDefenderLocomotor
  24    Surfaces = GROUND RUBBLE
  25    Speed = 20 ;30                ; in dist/sec
  26    SpeedDamaged = 10 ;30         ; in dist/sec
  27    TurnRate = 500            ; in degrees/sec
  28    TurnRateDamaged = 500    ; in degrees/sec
  29    Acceleration = 100        ; in dist/(sec^2)
  30    AccelerationDamaged = 50 ; in dist/(sec^2)
  31    Braking = 100             ; in dist/(sec^2)
  32    MinTurnSpeed = 0          ; in dist/sec
  33    ZAxisBehavior = NO_Z_MOTIVE_FORCE
  34    Appearance = TWO_LEGS
  35    StickToGround = Yes       ; walking guys aren't allowed to catch huge (or even small) air.
  36    GroupMovementPriority = MOVES_MIDDLE;   Moves in the middle of a group, behind small arms, ahead of artillery
  37  End
  38  
  39  ;------------------------------------------------------------------------------
  40  ; basically the same as BasicHumanLocomotor, but roughly 25% faster
  41  Locomotor BasicHumanLocomotorPlus25
  42    Surfaces = GROUND RUBBLE
  43    Speed = 25                ; in dist/sec
  44    SpeedDamaged = 12         ; in dist/sec
  45    TurnRate = 360            ; in degrees/sec
  46    TurnRateDamaged = 350     ; in degrees/sec
  47    Acceleration = 125        ; in dist/(sec^2)
  48    AccelerationDamaged = 60  ; in dist/(sec^2)
  49    Braking = 100             ; in dist/(sec^2)
  50    MinTurnSpeed = 0          ; in dist/sec
  51    ZAxisBehavior = NO_Z_MOTIVE_FORCE
  52    Appearance = TWO_LEGS
  53    StickToGround = Yes       ; walking guys aren't allowed to catch huge (or even small) air.
  54    GroupMovementPriority = MOVES_FRONT;   Moves in the front of a group, behind small arms, ahead of artillery
  55  End
  56  
  57  ;------------------------------------------------------------------------------
  58  Locomotor FastHumanLocomotor
  59    Surfaces = GROUND RUBBLE
  60    Speed = 25 ;30                ; in dist/sec
  61    SpeedDamaged = 15 ;30         ; in dist/sec
  62    TurnRate = 500            ; in degrees/sec
  63    TurnRateDamaged = 500     ; in degrees/sec
  64    Acceleration = 100        ; in dist/(sec^2)
  65    AccelerationDamaged = 50 ; in dist/(sec^2)
  66    Braking = 100             ; in dist/(sec^2)
  67    MinTurnSpeed = 0          ; in dist/sec
  68    ZAxisBehavior = NO_Z_MOTIVE_FORCE
  69    Appearance = TWO_LEGS
  70    StickToGround = Yes       ; walking guys aren't allowed to catch huge (or even small) air.
  71    GroupMovementPriority = MOVES_FRONT;   Moves in the front of a group, behind small arms, ahead of artillery
  72  End
  73  
  74  ;------------------------------------------------------------------------------
  75  Locomotor WorkerShoesLocomotor
  76    Surfaces = GROUND RUBBLE
  77    Speed = 30                ; in dist/sec
  78    SpeedDamaged = 20 ;30         ; in dist/sec
  79    TurnRate = 500            ; in degrees/sec
  80    TurnRateDamaged = 500     ; in degrees/sec
  81    Acceleration = 150        ; in dist/(sec^2)
  82    AccelerationDamaged = 75 ; in dist/(sec^2)
  83    Braking = 150             ; in dist/(sec^2)
  84    MinTurnSpeed = 0          ; in dist/sec
  85    ZAxisBehavior = NO_Z_MOTIVE_FORCE
  86    Appearance = TWO_LEGS
  87    StickToGround = Yes       ; walking guys aren't allowed to catch huge (or even small) air.
  88    GroupMovementPriority = MOVES_FRONT;   Moves in the front of a group, behind small arms, ahead of artillery
  89  End
  90  
  91  
  92  ;------------------------------------------------------------------------------
  93  Locomotor JarmenKellLocomotor
  94    Surfaces = GROUND RUBBLE
  95    Speed = 30                 ; in dist/sec
  96    SpeedDamaged = 20          ; in dist/sec
  97    TurnRate = 500            ; in degrees/sec
  98    TurnRateDamaged = 500    ; in degrees/sec
  99    Acceleration = 100        ; in dist/(sec^2)
 100    AccelerationDamaged = 50 ; in dist/(sec^2)
 101    Braking = 100             ; in dist/(sec^2)
 102    MinTurnSpeed = 0          ; in dist/sec
 103    ZAxisBehavior = NO_Z_MOTIVE_FORCE
 104    Appearance = TWO_LEGS
 105    StickToGround = Yes       ; walking guys aren't allowed to catch huge (or even small) air.
 106    GroupMovementPriority = MOVES_BACK;   Moves in the back of a group, out of danger.
 107  End
 108  
 109  ;------------------------------------------------------------------------------
 110  Locomotor SaboteurGroundLocomotor
 111    Surfaces = GROUND RUBBLE
 112    Speed = 30                 ; in dist/sec
 113    SpeedDamaged = 20          ; in dist/sec
 114    TurnRate = 500            ; in degrees/sec
 115    TurnRateDamaged = 500    ; in degrees/sec
 116    Acceleration = 100        ; in dist/(sec^2)
 117    AccelerationDamaged = 50 ; in dist/(sec^2)
 118    Braking = 100             ; in dist/(sec^2)
 119    MinTurnSpeed = 0          ; in dist/sec
 120    ZAxisBehavior = NO_Z_MOTIVE_FORCE
 121    Appearance = TWO_LEGS
 122    StickToGround = Yes       ; walking guys aren't allowed to catch huge (or even small) air.
 123    GroupMovementPriority = MOVES_BACK;   Moves in the back of a group, out of danger.
 124  End
 125  
 126  ;------------------------------------------------------------------------------
 127  Locomotor SaboteurCliffLocomotor
 128    Surfaces = CLIFF
 129    Speed = 20                ; in dist/sec
 130    SpeedDamaged = 15          ; in dist/sec
 131    TurnRate = 360            ; in degrees/sec
 132    TurnRateDamaged = 350     ; in degrees/sec
 133    Acceleration = 100        ; in dist/(sec^2)
 134    AccelerationDamaged = 50  ; in dist/(sec^2)
 135    Braking = 100             ; in dist/(sec^2)
 136    MinTurnSpeed = 0          ; in dist/sec
 137    ZAxisBehavior = NO_Z_MOTIVE_FORCE
 138    Appearance = CLIMBER
 139    StickToGround = Yes       ; walking guys aren't allowed to catch huge (or even small) air.
 140  End
 141  
 142  ;------------------------------------------------------------------------------
 143  Locomotor BlackLotusLocomotor
 144    Surfaces = GROUND RUBBLE
 145    Speed = 30                 ; in dist/sec
 146    SpeedDamaged = 20          ; in dist/sec
 147    TurnRate = 500            ; in degrees/sec
 148    TurnRateDamaged = 500    ; in degrees/sec
 149    Acceleration = 100        ; in dist/(sec^2)
 150    AccelerationDamaged = 50 ; in dist/(sec^2)
 151    Braking = 100             ; in dist/(sec^2)
 152    MinTurnSpeed = 0          ; in dist/sec
 153    ZAxisBehavior = NO_Z_MOTIVE_FORCE
 154    Appearance = TWO_LEGS
 155    StickToGround = Yes       ; walking guys aren't allowed to catch huge (or even small) air.
 156    GroupMovementPriority = MOVES_BACK;   Moves in the back of a group, out of danger.
 157  End
 158  
 159  ;------------------------------------------------------------------------------
 160  Locomotor ColonelBurtonGroundLocomotor
 161    Surfaces = GROUND RUBBLE
 162    Speed = 30                ; in dist/sec
 163    SpeedDamaged = 20         ; in dist/sec
 164    TurnRate = 500            ; in degrees/sec
 165    TurnRateDamaged = 500     ; in degrees/sec
 166    Acceleration = 100        ; in dist/(sec^2)
 167    AccelerationDamaged = 50 ; in dist/(sec^2)
 168    Braking = 100             ; in dist/(sec^2)
 169    MinTurnSpeed = 0          ; in dist/sec
 170    ZAxisBehavior = NO_Z_MOTIVE_FORCE
 171    Appearance = TWO_LEGS
 172    StickToGround = Yes       ; walking guys aren't allowed to catch huge (or even small) air.
 173    GroupMovementPriority = MOVES_BACK;   Moves in the back of a group, out of danger.
 174  End
 175  
 176  ;------------------------------------------------------------------------------
 177  Locomotor ColonelBurtonCliffLocomotor
 178    Surfaces = CLIFF
 179    Speed = 20                ; in dist/sec
 180    SpeedDamaged = 15          ; in dist/sec
 181    TurnRate = 360            ; in degrees/sec
 182    TurnRateDamaged = 350     ; in degrees/sec
 183    Acceleration = 100        ; in dist/(sec^2)
 184    AccelerationDamaged = 50  ; in dist/(sec^2)
 185    Braking = 100             ; in dist/(sec^2)
 186    MinTurnSpeed = 0          ; in dist/sec
 187    ZAxisBehavior = NO_Z_MOTIVE_FORCE
 188    Appearance = CLIMBER
 189    StickToGround = Yes       ; walking guys aren't allowed to catch huge (or even small) air.
 190  End
 191  
 192  ;------------------------------------------------------------------------------
 193  Locomotor RedguardLocomotor
 194    Surfaces = GROUND RUBBLE
 195    Speed = 25 ;30                ; in dist/sec
 196    SpeedDamaged = 15 ;30         ; in dist/sec ;DEMO -- To allieviate skating appearence, wounded speed is same as normal
 197    TurnRate = 500            ; in degrees/sec
 198    TurnRateDamaged = 500     ; in degrees/sec
 199    Acceleration = 100        ; in dist/(sec^2)
 200    AccelerationDamaged = 50 ; in dist/(sec^2)
 201    Braking = 150             ; in dist/(sec^2)
 202    MinTurnSpeed = 0          ; in dist/sec
 203    ZAxisBehavior = NO_Z_MOTIVE_FORCE
 204    Appearance = TWO_LEGS
 205    StickToGround = Yes       ; walking guys aren't allowed to catch huge (or even small) air.
 206    GroupMovementPriority = MOVES_FRONT;   Moves in the back of a group, out of danger.
 207  End
 208  
 209  ;------------------------------------------------------------------------------
 210  Locomotor ParadeRedguardLocomotor
 211    Surfaces = GROUND
 212    Speed = 10 ;30                ; in dist/sec
 213    SpeedDamaged = 10 ;30         ; in dist/sec ;DEMO -- To allieviate skating appearence, wounded speed is same as normal
 214    TurnRate = 350            ; in degrees/sec
 215    TurnRateDamaged = 350     ; in degrees/sec
 216    Acceleration = 100        ; in dist/(sec^2)
 217    AccelerationDamaged = 50 ; in dist/(sec^2)
 218    Braking = 150             ; in dist/(sec^2)
 219    MinTurnSpeed = 0          ; in dist/sec
 220    ZAxisBehavior = NO_Z_MOTIVE_FORCE
 221    Appearance = TWO_LEGS
 222    StickToGround = Yes       ; walking guys aren't allowed to catch huge (or even small) air.
 223  End
 224  
 225  ;------------------------------------------------------------------------------
 226  ;****************** Cinematic-Only unit ***************************************
 227  Locomotor CINE_ParadeRedguardLocomotor
 228    Surfaces = GROUND
 229    Speed = 10 ;30                ; in dist/sec
 230    SpeedDamaged = 10 ;30         ; in dist/sec ;DEMO -- To allieviate skating appearence, wounded speed is same as normal
 231    TurnRate = 350            ; in degrees/sec
 232    TurnRateDamaged = 350     ; in degrees/sec
 233    Acceleration = 100        ; in dist/(sec^2)
 234    AccelerationDamaged = 50 ; in dist/(sec^2)
 235    Braking = 150             ; in dist/(sec^2)
 236    MinTurnSpeed = 0          ; in dist/sec
 237    ZAxisBehavior = NO_Z_MOTIVE_FORCE
 238    Appearance = TWO_LEGS
 239    StickToGround = Yes       ; walking guys aren't allowed to catch huge (or even small) air.
 240  End
 241  
 242  ;------------------------------------------------------------------------------
 243  Locomotor WanderHumanLocomotor
 244    Surfaces = GROUND
 245    Speed = 10 ;20                ; in dist/sec
 246    SpeedDamaged = 10 ;30         ; in dist/sec
 247    TurnRate = 350            ; in degrees/sec
 248    TurnRateDamaged = 350     ; in degrees/sec
 249    Acceleration = 100        ; in dist/(sec^2)
 250    AccelerationDamaged = 50 ; in dist/(sec^2)
 251    Braking = 100             ; in dist/(sec^2)
 252    MinTurnSpeed = 0          ; in dist/sec
 253    ZAxisBehavior = NO_Z_MOTIVE_FORCE
 254    Appearance = TWO_LEGS
 255    StickToGround = Yes       ; walking guys aren't allowed to catch huge (or even small) air.
 256  
 257    ; NOTE: The two wander parameters only apply to the TWO_LEGS appearance.
 258    WanderWidthFactor = 1.0 ; how far we wander side to side approx body widths.
 259    WanderLengthFactor = 5.0; how we go forward before we cross back to the other side.
 260  
 261    WanderAboutPointRadius = 30.0; When we are wandering around a point, how far do we wander from the point (in 'feet' distance).
 262  
 263  
 264  End
 265  
 266  ;------------------------------------------------------------------------------
 267  Locomotor PanicHumanLocomotor
 268    Surfaces = GROUND RUBBLE
 269    Speed = 25 ;30                ; in dist/sec
 270    SpeedDamaged = 10 ;30         ; in dist/sec
 271    TurnRate = 350            ; in degrees/sec
 272    TurnRateDamaged = 350     ; in degrees/sec
 273    Acceleration = 100        ; in dist/(sec^2)
 274    AccelerationDamaged = 50 ; in dist/(sec^2)
 275    Braking = 100             ; in dist/(sec^2)
 276    MinTurnSpeed = 0          ; in dist/sec
 277    ZAxisBehavior = NO_Z_MOTIVE_FORCE
 278    Appearance = TWO_LEGS
 279    StickToGround = Yes       ; walking guys aren't allowed to catch huge (or even small) air.
 280  
 281    ; NOTE: The two wander parameters only apply to the TWO_LEGS_WANDER appearance.
 282    WanderWidthFactor = 1.25 ; how far we wander side to side approx body widths.
 283    WanderLengthFactor = 4.0; how we go forward before we cross back to the other side.
 284  
 285  End
 286  
 287  ;------------------------------------------------------------------------------
 288  Locomotor HazMatHumanLocomotor
 289    Surfaces = GROUND RUBBLE
 290    Speed = 25                ; in dist/sec
 291    SpeedDamaged = 20         ; in dist/sec
 292    TurnRate = 180            ; in degrees/sec
 293    TurnRateDamaged = 150     ; in degrees/sec
 294    Acceleration = 100        ; in dist/(sec^2)
 295    AccelerationDamaged = 50 ; in dist/(sec^2)
 296    Braking = 100             ; in dist/(sec^2)
 297    MinTurnSpeed = 0          ; in dist/sec
 298    ZAxisBehavior = NO_Z_MOTIVE_FORCE
 299    Appearance = TWO_LEGS
 300    StickToGround = Yes       ; walking guys aren't allowed to catch huge (or even small) air.
 301  End
 302  
 303  ;------------------------------------------------------------------------------
 304  Locomotor CINE_HazMatHumanLocomotor
 305    Surfaces = GROUND RUBBLE
 306    Speed = 10                ; in dist/sec
 307    SpeedDamaged = 5         ; in dist/sec
 308    TurnRate = 180            ; in degrees/sec
 309    TurnRateDamaged = 150     ; in degrees/sec
 310    Acceleration = 100        ; in dist/(sec^2)
 311    AccelerationDamaged = 50 ; in dist/(sec^2)
 312    Braking = 100             ; in dist/(sec^2)
 313    MinTurnSpeed = 0          ; in dist/sec
 314    ZAxisBehavior = NO_Z_MOTIVE_FORCE
 315    Appearance = TWO_LEGS
 316    StickToGround = Yes       ; walking guys aren't allowed to catch huge (or even small) air.
 317  End
 318  
 319  ;------------------------------------------------------------------------------
 320  ; NOTE NOTE NOTE NOTE
 321  ; NOTE NOTE NOTE NOTE
 322  ; NOTE NOTE NOTE NOTE
 323  ; NOTE NOTE NOTE NOTE
 324  ;
 325  ; Although POW Trucks are cut, AmericaVehiclePOWTruck remains, for cinematic purposes only.
 326  ; (It is used in USA03.) It can't do anything interesting, other than move
 327  ; and get blown up. Thus we still need this locomotor.
 328  ; (srj)
 329  ;
 330  Locomotor POWTruckLocomotor
 331    Surfaces            = GROUND
 332    Speed               = 60       ; in dist/sec
 333    SpeedDamaged        = 30       ; in dist/sec
 334    TurnRate            = 120      ; in degrees/sec
 335    TurnRateDamaged     = 120      ; in degrees/sec
 336    Acceleration        = 120       ; in dist/(sec^2)
 337    AccelerationDamaged = 90       ; in dist/(sec^2)
 338    Braking             = 50       ; in dist/(sec^2)
 339    MinTurnSpeed        = 20       ; in dist/sec
 340    TurnPivotOffset     = -0.33    ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
 341    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
 342    Appearance          = FOUR_WHEELS
 343  
 344    AccelerationPitchLimit = 3     ; Angle limit how far chassis will lift or roll from acceleration.
 345    DecelerationPitchLimit = 3     ; Angle limit how far chassis will dip from deceleration.
 346    BounceAmount           = 50    ; simulates hitting random rocks.  0==smooth pavement, 200 = bumpy.
 347    PitchStiffness = 0.1            ;  stiffness of the "springs" in the suspension forward & back.
 348    RollStiffness = 0.05            ;  stiffness of the "springs" in the suspension side to side.
 349    PitchDamping = 0.2              ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 350    RollDamping = 0.1               ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 351    
 352    ForwardAccelerationPitchFactor = 0.20  ; How much acceleration will cause the front to lift, or dip for stops.
 353    LateralAccelerationRollFactor  = 0.1   ;  How much cornering will cause the chassis to roll.
 354  
 355    HasSuspension           = Yes  ; Calculate 4 wheel independent suspension info.
 356    CanMoveBackwards        = Yes  ; Can move backwards.
 357    MaximumWheelExtension   = -2.3 ; Maximum distance the wheels will drop on the model.
 358    MaximumWheelCompression = 1.4  ; Maximum distance the wheel will move up into the chassis.
 359    FrontWheelTurnAngle     = 22   ; How many degrees the front wheels can turn.
 360  End
 361  
 362  ;------------------------------------------------------------------------------
 363  Locomotor 18WheelerLocomotor
 364    Surfaces            = GROUND
 365    Speed               = 30   ; in dist/sec
 366    SpeedDamaged        = 25   ; in dist/sec
 367    TurnRate            = 90   ; in degrees/sec
 368    TurnRateDamaged     = 60   ; in degrees/sec
 369    Acceleration        = 30   ; in dist/(sec^2)
 370    AccelerationDamaged = 8    ; in dist/(sec^2)
 371    Braking             = 50  ; in dist/(sec^2)
 372    MinTurnSpeed        = 0   ; in dist/sec
 373    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
 374    Appearance          = TREADS
 375  
 376    AccelerationPitchLimit = 5              ; Angle limit how far chassis will lift or roll from acceleration.
 377    DecelerationPitchLimit = 5              ; Angle limit how far chassis will dip from deceleration.
 378    PitchStiffness = 0.05                   ;  stiffness of the "springs" in the suspension forward & back.
 379    RollStiffness = 0.025                   ;  stiffness of the "springs" in the suspension side to side.
 380    PitchDamping = 0.8                      ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 381    RollDamping = 0.3                       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 382    ForwardAccelerationPitchFactor = 0.5    ; How much acceleration will cause the front to lift, or dip for stops.
 383    LateralAccelerationRollFactor = 0.33    ;  How much cornering will cause the chassis to roll.
 384  End
 385  
 386  ;------------------------------------------------------------------------------
 387  Locomotor SCUDMissileLocomotor
 388    Surfaces = AIR
 389    Speed = 200               ; in dist/sec
 390    SpeedDamaged        = 200   ; in dist/sec
 391    MinSpeed = 100            ; in dist/sec. (THRUST items must have nonzero minspeeds!)
 392    Acceleration = 675        ; in dist/(sec^2)
 393    Braking = 0               ; in dist/(sec^2)
 394    TurnRate = 540            ; in degrees/sec
 395    MaxThrustAngle = 45       ; in degrees (NOT degrees/sec)
 396    AllowAirborneMotiveForce = Yes
 397    Appearance = THRUST
 398    PreferredHeight = 120
 399    ;Note, PreferredHeight and DistanceToTargetBeforeDiving work in tandem for missiles.
 400    PreferredHeightDamping = 0.7      ; so that we gradually adjust our height
 401  End
 402  
 403  ;------------------------------------------------------------------------------
 404  Locomotor SCUDStormMissileLocomotor
 405    Surfaces                       = AIR
 406    Speed                          = 300   ; in dist/sec
 407    SpeedDamaged                   = 200   ; in dist/sec
 408    MinSpeed                       = 100   ; in dist/sec. (THRUST items must have nonzero minspeeds!)
 409    Acceleration                   = 675   ; in dist/(sec^2)
 410    Braking                        = 0     ; in dist/(sec^2)
 411    TurnRate                       = 540   ; in degrees/sec
 412    MaxThrustAngle                 = 45    ; in degrees (NOT degrees/sec)
 413    AllowAirborneMotiveForce  = Yes
 414    Appearance                     = THRUST
 415    PreferredHeight                = 240
 416    ;Note, PreferredHeight and DistanceToTargetBeforeDiving work in tandem for missiles.
 417    PreferredHeightDamping         = 0.7   ; so that we gradually adjust our height
 418    ThrustRoll                     = 0.06
 419    ThrustWobbleRate               = 0.008
 420    ThrustMinWobble                = -0.040
 421    ThrustMaxWobble                = 0.040
 422    CloseEnoughDist3D = Yes   ; This allows the missile to fly over the target and come back
 423  End
 424  
 425  ;------------------------------------------------------------------------------
 426  Locomotor TomahawkLocomotor
 427    Surfaces            = GROUND 
 428    Speed               = 30   ; in dist/sec
 429    SpeedDamaged        = 25   ; in dist/sec
 430    TurnRate            = 180  ;90   ; in degrees/sec
 431    TurnRateDamaged     = 180  ;60   ; in degrees/sec
 432    Acceleration        = 1000 ;240  ; in dist/(sec^2)
 433    AccelerationDamaged = 1000 ;120  ; in dist/(sec^2)
 434    Braking             = 1000 ;50   ; in dist/(sec^2)
 435    MinTurnSpeed        = 0    ; in dist/sec
 436    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
 437    Appearance          = TREADS
 438  
 439    AccelerationPitchLimit = 5              ; Angle limit how far chassis will lift or roll from acceleration.
 440    DecelerationPitchLimit = 5              ; Angle limit how far chassis will dip from deceleration.
 441    PitchStiffness = 0.05                   ;  stiffness of the "springs" in the suspension forward & back.
 442    RollStiffness = 0.025                   ;  stiffness of the "springs" in the suspension side to side.
 443    PitchDamping = 0.8                      ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 444    RollDamping = 0.3                       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 445    ForwardAccelerationPitchFactor = 0.5    ; How much acceleration will cause the front to lift, or dip for stops.
 446    LateralAccelerationRollFactor = 0.33    ;  How much cornering will cause the chassis to roll.
 447    GroupMovementPriority = MOVES_BACK;   Moves in the back of a group, behind small arms, and rockets.
 448  End
 449  
 450  ;------------------------------------------------------------------------------
 451  Locomotor NuclearCannonShellLocomotor
 452    Surfaces = AIR
 453    Speed = 300               ; in dist/sec
 454    MinSpeed = 120            ; in dist/sec. (THRUST items must have nonzero minspeeds!)
 455    Acceleration = 2160       ; in dist/(sec^2)
 456    Braking = 0               ; in dist/(sec^2)
 457    TurnRate = 225            ; in degrees/sec
 458    MaxThrustAngle = 20       ; in degrees (NOT degrees/sec)
 459    AllowAirborneMotiveForce = Yes
 460    Appearance = THRUST
 461    GroupMovementPriority = MOVES_BACK;   Moves in the back of a group, behind small arms, and rockets.
 462  End
 463  
 464  ;------------------------------------------------------------------------------
 465  Locomotor SpectreHowitzerShellLocomotor
 466    Surfaces = AIR
 467    Speed = 1111               ; in dist/sec
 468    MinSpeed = 1111            ; in dist/sec. (THRUST items must have nonzero minspeeds!)
 469    Acceleration = 9160       ; in dist/(sec^2)
 470    Braking = 0               ; in dist/(sec^2)
 471    TurnRate = 99999            ; in degrees/sec
 472    MaxThrustAngle = 90       ; in degrees (NOT degrees/sec)
 473    AllowAirborneMotiveForce = Yes
 474    Appearance = THRUST
 475    GroupMovementPriority = MOVES_BACK;   Moves in the back of a group, behind small arms, and rockets.
 476  End
 477  
 478  ;------------------------------------------------------------------------------
 479  Locomotor CrusaderLocomotor
 480    Surfaces            = GROUND
 481    Speed               = 30   ; in dist/sec
 482    SpeedDamaged        = 25   ; in dist/sec
 483    TurnRate            = 180  ;90   ; in degrees/sec
 484    TurnRateDamaged     = 180  ;60   ; in degrees/sec
 485    Acceleration        = 1000 ;240 ;30   ; in dist/(sec^2)
 486    AccelerationDamaged = 1000 ;120  ; in dist/(sec^2)
 487    Braking             = 1000 ;50  ; in dist/(sec^2)
 488    MinTurnSpeed        = 0   ; in dist/sec
 489    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
 490    Appearance          = TREADS
 491  
 492    AccelerationPitchLimit = 5              ; Angle limit how far chassis will lift or roll from acceleration.
 493    DecelerationPitchLimit = 5              ; Angle limit how far chassis will dip from deceleration.
 494    PitchStiffness = 0.05                   ;  stiffness of the "springs" in the suspension forward & back.
 495    RollStiffness = 0.025                   ;  stiffness of the "springs" in the suspension side to side.
 496    PitchDamping = 0.8                      ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 497    RollDamping = 0.3                       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 498    ForwardAccelerationPitchFactor = 0.3    ; How much acceleration will cause the front to lift, or dip for stops.
 499    LateralAccelerationRollFactor = 0.33    ;  How much cornering will cause the chassis to roll.
 500  End
 501  
 502  ;------------------------------------------------------------------------------
 503  ;*************************** Cinematic-Only unit ******************************
 504  Locomotor CINE_CrusaderLocomotor
 505    Surfaces            = GROUND
 506    Speed               = 30   ; in dist/sec
 507    SpeedDamaged        = 25   ; in dist/sec
 508    TurnRate            = 180  ;90   ; in degrees/sec
 509    TurnRateDamaged     = 180  ;60   ; in degrees/sec
 510    Acceleration        = 1000 ;240 ;30   ; in dist/(sec^2)
 511    AccelerationDamaged = 1000 ;120  ; in dist/(sec^2)
 512    Braking             = 1000 ;50  ; in dist/(sec^2)
 513    MinTurnSpeed        = 0   ; in dist/sec
 514    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
 515    Appearance          = TREADS
 516  
 517    AccelerationPitchLimit = 5              ; Angle limit how far chassis will lift or roll from acceleration.
 518    DecelerationPitchLimit = 5              ; Angle limit how far chassis will dip from deceleration.
 519    PitchStiffness = 0.05                   ;  stiffness of the "springs" in the suspension forward & back.
 520    RollStiffness = 0.025                   ;  stiffness of the "springs" in the suspension side to side.
 521    PitchDamping = 0.8                      ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 522    RollDamping = 0.3                       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 523    ForwardAccelerationPitchFactor = 0.5    ; How much acceleration will cause the front to lift, or dip for stops.
 524    LateralAccelerationRollFactor = 0.33    ;  How much cornering will cause the chassis to roll.
 525  End
 526  
 527  ;------------------------------------------------------------------------------
 528  Locomotor MilitiaTankLocomotor
 529    Surfaces            = GROUND
 530    Speed               = 30   ; in dist/sec
 531    SpeedDamaged        = 25   ; in dist/sec
 532    TurnRate            = 180  ;90   ; in degrees/sec
 533    TurnRateDamaged     = 180  ;60   ; in degrees/sec
 534    Acceleration        = 1000 ;30   ; in dist/(sec^2)
 535    AccelerationDamaged = 1000 ;20    ; in dist/(sec^2)
 536    Braking             = 1000 ;50  ; in dist/(sec^2)
 537    MinTurnSpeed        = 0   ; in dist/sec
 538    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
 539    Appearance          = TREADS
 540  
 541    AccelerationPitchLimit = 5              ; Angle limit how far chassis will lift or roll from acceleration.
 542    DecelerationPitchLimit = 5              ; Angle limit how far chassis will dip from deceleration.
 543    PitchStiffness = 0.05                   ;  stiffness of the "springs" in the suspension forward & back.
 544    RollStiffness = 0.025                   ;  stiffness of the "springs" in the suspension side to side.
 545    PitchDamping = 0.8                      ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 546    RollDamping = 0.3                       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 547    ForwardAccelerationPitchFactor = 0.5    ; How much acceleration will cause the front to lift, or dip for stops.
 548    LateralAccelerationRollFactor = 0.33    ;  How much cornering will cause the chassis to roll.
 549  End
 550  
 551  ;------------------------------------------------------------------------------
 552  Locomotor ScorpionLocomotor
 553    Surfaces            = GROUND
 554    Speed               = 40   ; in dist/sec
 555    SpeedDamaged        = 30   ; in dist/sec
 556    TurnRate            = 180  ;90   ; in degrees/sec
 557    TurnRateDamaged     = 180  ;60   ; in degrees/sec
 558    Acceleration        = 1000 ;30   ; in dist/(sec^2)
 559    AccelerationDamaged = 1000 ;20    ; in dist/(sec^2)
 560    Braking             = 1000 ;50  ; in dist/(sec^2)
 561    MinTurnSpeed        = 0   ; in dist/sec
 562    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
 563    Appearance          = TREADS
 564  
 565    AccelerationPitchLimit = 5              ; Angle limit how far chassis will lift or roll from acceleration.
 566    DecelerationPitchLimit = 5              ; Angle limit how far chassis will dip from deceleration.
 567    PitchStiffness = 0.05                   ;  stiffness of the "springs" in the suspension forward & back.
 568    RollStiffness = 0.025                   ;  stiffness of the "springs" in the suspension side to side.
 569    PitchDamping = 0.8                     ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 570    RollDamping = 0.3                       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 571    ForwardAccelerationPitchFactor = 0.5    ; How much acceleration will cause the front to lift, or dip for stops.
 572    LateralAccelerationRollFactor = 0.33    ;  How much cornering will cause the chassis to roll.
 573  End
 574  
 575  ;------------------------------------------------------------------------------
 576  Locomotor MarauderLocomotor
 577    Surfaces            = GROUND
 578    Speed               = 40   ; in dist/sec
 579    SpeedDamaged        = 30   ; in dist/sec
 580    TurnRate            = 180   ; in degrees/sec
 581    TurnRateDamaged     = 180  ;60   ; in degrees/sec
 582    Acceleration        = 1000 ;30   ; in dist/(sec^2)
 583    AccelerationDamaged = 1000 ;20    ; in dist/(sec^2)
 584    Braking             = 1000 ;50  ; in dist/(sec^2)
 585    MinTurnSpeed        = 0   ; in dist/sec
 586    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
 587    Appearance          = TREADS
 588  
 589    AccelerationPitchLimit = 5              ; Angle limit how far chassis will lift or roll from acceleration.
 590    DecelerationPitchLimit = 5              ; Angle limit how far chassis will dip from deceleration.
 591    PitchStiffness = 0.05                   ;  stiffness of the "springs" in the suspension forward & back.
 592    RollStiffness = 0.025                   ;  stiffness of the "springs" in the suspension side to side.
 593    PitchDamping = 0.8                     ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 594    RollDamping = 0.3                       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 595    ForwardAccelerationPitchFactor = 0.5    ; How much acceleration will cause the front to lift, or dip for stops.
 596    LateralAccelerationRollFactor = 0.33    ;  How much cornering will cause the chassis to roll.
 597  End
 598  
 599  ;------------------------------------------------------------------------------
 600  Locomotor BombTruckLocomotor
 601    Surfaces            = GROUND
 602    Speed               = 50   ; in dist/sec
 603    SpeedDamaged        = 50   ; in dist/sec
 604    TurnRate            = 90   ; in degrees/sec
 605    TurnRateDamaged     = 60   ; in degrees/sec
 606    Acceleration        = 1000 ;400  ; in dist/(sec^2)
 607    AccelerationDamaged = 1000 ;300  ; in dist/(sec^2)
 608    Braking             = 1000 ;50   ; in dist/(sec^2)
 609    MinTurnSpeed        = 0    ; in dist/sec
 610    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
 611    Appearance          = FOUR_WHEELS
 612    TurnPivotOffset     = -0.5    ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
 613  
 614    AccelerationPitchLimit = 2 ;5              ; Angle limit how far chassis will lift or roll from acceleration.
 615    DecelerationPitchLimit = 2 ;5              ; Angle limit how far chassis will dip from deceleration.
 616    PitchStiffness = 0.05                   ;  stiffness of the "springs" in the suspension forward & back.
 617    RollStiffness = 0.025                   ;  stiffness of the "springs" in the suspension side to side.
 618    PitchDamping = 0.8                      ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 619    RollDamping = 0.3                       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 620    ForwardAccelerationPitchFactor = 0 ;0.5    ; How much acceleration will cause the front to lift, or dip for stops.
 621    LateralAccelerationRollFactor = 0.33    ;  How much cornering will cause the chassis to roll.
 622  
 623    HasSuspension                   = Yes           ; Calculate 4 wheel independent suspension info.
 624    MaximumWheelExtension           = 0  ; Maximum distance the wheels will drop on the model.
 625    MaximumWheelCompression         = 0 ; Maximum distance the wheel will move up into the chassis.
 626    FrontWheelTurnAngle             = 22      ; How many degrees the front wheels can turn.
 627  End
 628  
 629  ;------------------------------------------------------------------------------
 630  Locomotor BattleBusLocomotor
 631    Surfaces            = GROUND
 632    Speed               = 75   ; in dist/sec
 633    SpeedDamaged        = 50   ; in dist/sec
 634    TurnRate            = 90   ; in degrees/sec
 635    TurnRateDamaged     = 60   ; in degrees/sec
 636    Acceleration        = 1000 ;400  ; in dist/(sec^2)
 637    AccelerationDamaged = 1000 ;300  ; in dist/(sec^2)
 638    Braking             = 1000 ;50   ; in dist/(sec^2)
 639    MinTurnSpeed        = 0    ; in dist/sec
 640    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
 641    Appearance          = FOUR_WHEELS
 642    TurnPivotOffset     = -0.5    ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
 643  
 644    AccelerationPitchLimit = 2 ;5              ; Angle limit how far chassis will lift or roll from acceleration.
 645    DecelerationPitchLimit = 2 ;5              ; Angle limit how far chassis will dip from deceleration.
 646    PitchStiffness = 0.05                   ;  stiffness of the "springs" in the suspension forward & back.
 647    RollStiffness = 0.025                   ;  stiffness of the "springs" in the suspension side to side.
 648    PitchDamping = 0.8                      ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 649    RollDamping = 0.3                       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 650    ForwardAccelerationPitchFactor = 0 ;0.5    ; How much acceleration will cause the front to lift, or dip for stops.
 651    LateralAccelerationRollFactor = 0.33    ;  How much cornering will cause the chassis to roll.
 652  
 653    HasSuspension                   = Yes           ; Calculate 4 wheel independent suspension info.
 654    MaximumWheelExtension           = 0  ; Maximum distance the wheels will drop on the model.
 655    MaximumWheelCompression         = 0 ; Maximum distance the wheel will move up into the chassis.
 656    FrontWheelTurnAngle             = 22      ; How many degrees the front wheels can turn.
 657  End
 658  
 659  ;------------------------------------------------------------------------------
 660  Locomotor ScudLauncherLocomotor
 661    Surfaces            = GROUND
 662    Speed               = 20   ; in dist/sec
 663    SpeedDamaged        = 15   ; in dist/sec
 664    TurnRate            = 50   ; in degrees/sec
 665    TurnRateDamaged     = 45   ; in degrees/sec
 666    Acceleration        = 160  ; in dist/(sec^2)
 667    AccelerationDamaged = 120  ; in dist/(sec^2)
 668    Braking             = 50   ; in dist/(sec^2)
 669    MinTurnSpeed        = 15   ; in dist/sec
 670    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
 671  
 672    ;Appearance          = TREADS
 673    Appearance = FOUR_WHEELS
 674    TurnPivotOffset     = -0.7    ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
 675  
 676    AccelerationPitchLimit = 5              ; Angle limit how far chassis will lift or roll from acceleration.
 677    DecelerationPitchLimit = 5              ; Angle limit how far chassis will dip from deceleration.
 678    PitchStiffness = 0.05                   ;  stiffness of the "springs" in the suspension forward & back.
 679    RollStiffness = 0.025                   ;  stiffness of the "springs" in the suspension side to side.
 680    PitchDamping = 0.8                      ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 681    RollDamping = 0.3                       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 682    ForwardAccelerationPitchFactor = 0.5    ; How much acceleration will cause the front to lift, or dip for stops.
 683    LateralAccelerationRollFactor = 0.33    ;  How much cornering will cause the chassis to roll.
 684  
 685    HasSuspension = Yes           ; Calculate 4 wheel independent suspension info.
 686    CanMoveBackwards = Yes        ; Can move backwards.
 687    MaximumWheelExtension = -2.0  ; Maximum distance the wheels will drop on the model.
 688    MaximumWheelCompression = 1.1 ; Maximum distance the wheel will move up into the chassis.
 689    FrontWheelTurnAngle = 35      ; How many degrees the front wheels can turn.
 690    GroupMovementPriority = MOVES_BACK;   Moves in the back of a group, behind small arms, and rockets.
 691  
 692  End
 693  
 694  ;------------------------------------------------------------------------------
 695  Locomotor BattleMasterLocomotor
 696    Surfaces            = GROUND
 697    Speed               = 25   ; in dist/sec
 698    SpeedDamaged        = 25   ; in dist/sec
 699    TurnRate            = 180  ;90   ; in degrees/sec
 700    TurnRateDamaged     = 180  ;60   ; in degrees/sec
 701    Acceleration        = 1000 ;240  ; in dist/(sec^2)
 702    AccelerationDamaged = 1000 ;180  ; in dist/(sec^2)
 703    Braking             = 1000 ;50  ; in dist/(sec^2)
 704    MinTurnSpeed        = 0   ; in dist/sec
 705    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
 706    Appearance          = TREADS
 707  
 708    AccelerationPitchLimit = 5              ; Angle limit how far chassis will lift or roll from acceleration.
 709    DecelerationPitchLimit = 5              ; Angle limit how far chassis will dip from deceleration.
 710    PitchStiffness = 0.05                   ;  stiffness of the "springs" in the suspension forward & back.
 711    RollStiffness = 0.025                   ;  stiffness of the "springs" in the suspension side to side.
 712    PitchDamping = 0.8                      ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 713    RollDamping = 0.3                       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 714    ForwardAccelerationPitchFactor = 0.5    ; How much acceleration will cause the front to lift, or dip for stops.
 715    LateralAccelerationRollFactor = 0.33    ;  How much cornering will cause the chassis to roll.
 716  End
 717  
 718  ;------------------------------------------------------------------------------
 719  Locomotor NuclearBattleMasterLocomotor
 720    Surfaces            = GROUND
 721    Speed               = 35   ; 33% faster than normal
 722    SpeedDamaged        = 32   ; 33% faster than normal
 723    TurnRate            = 180  ;120  ; 33% faster than normal
 724    TurnRateDamaged     = 180  ;80   ; 33% faster than normal
 725    Acceleration        = 1000 ;240  ; 33% faster than normal
 726    AccelerationDamaged = 1000 ;240  ; 33% faster than normal
 727    Braking             = 1000 ;50  ; in dist/(sec^2)
 728    MinTurnSpeed        = 0   ; in dist/sec
 729    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
 730    Appearance          = TREADS
 731  
 732    AccelerationPitchLimit = 5              ; Angle limit how far chassis will lift or roll from acceleration.
 733    DecelerationPitchLimit = 5              ; Angle limit how far chassis will dip from deceleration.
 734    PitchStiffness = 0.05                   ;  stiffness of the "springs" in the suspension forward & back.
 735    RollStiffness = 0.025                   ;  stiffness of the "springs" in the suspension side to side.
 736    PitchDamping = 0.8                      ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 737    RollDamping = 0.3                       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 738    ForwardAccelerationPitchFactor = 0.5    ; How much acceleration will cause the front to lift, or dip for stops.
 739    LateralAccelerationRollFactor = 0.33    ;  How much cornering will cause the chassis to roll.
 740  End
 741  
 742  ;------------------------------------------------------------------------------
 743  Locomotor OverlordLocomotor
 744    Surfaces            = GROUND
 745    Speed               = 20   ; in dist/sec
 746    SpeedDamaged        = 20   ; in dist/sec
 747    TurnRate            = 60   ;25   ; in degrees/sec
 748    TurnRateDamaged     = 60   ;20   ; in degrees/sec
 749    Acceleration        = 15   ; in dist/(sec^2)
 750    AccelerationDamaged = 15   ; in dist/(sec^2)
 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    DecelerationPitchLimit = 2              ; Angle limit how far chassis will dip from deceleration.
 758    PitchStiffness = 0.05                   ;  stiffness of the "springs" in the suspension forward & back.
 759    RollStiffness = 0.05                    ;  stiffness of the "springs" in the suspension side to side.
 760    PitchDamping = 0.8                      ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 761    RollDamping = 0.3                       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 762    ForwardAccelerationPitchFactor = 0.5    ; How much acceleration will cause the front to lift, or dip for stops.
 763    LateralAccelerationRollFactor = 0.33    ;  How much cornering will cause the chassis to roll.
 764  End
 765  
 766  ;------------------------------------------------------------------------------
 767  ;*************************** Cinematic-Only unit ******************************
 768  Locomotor CINE_OverlordLocomotor
 769    Surfaces            = GROUND
 770    Speed               = 20   ; in dist/sec
 771    SpeedDamaged        = 20   ; in dist/sec
 772    TurnRate            = 60   ;25   ; in degrees/sec
 773    TurnRateDamaged     = 60   ;20   ; in degrees/sec
 774    Acceleration        = 15   ; in dist/(sec^2)
 775    AccelerationDamaged = 15   ; in dist/(sec^2)
 776    Braking             = 50   ; in dist/(sec^2)
 777    MinTurnSpeed        = 0    ; in dist/sec
 778    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
 779    Appearance          = TREADS
 780  
 781    AccelerationPitchLimit = 2              ; Angle limit how far chassis will lift or roll from acceleration.
 782    DecelerationPitchLimit = 2              ; Angle limit how far chassis will dip from deceleration.
 783    PitchStiffness = 0.05                   ;  stiffness of the "springs" in the suspension forward & back.
 784    RollStiffness = 0.05                    ;  stiffness of the "springs" in the suspension side to side.
 785    PitchDamping = 0.8                      ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 786    RollDamping = 0.3                       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 787    ForwardAccelerationPitchFactor = 0.5    ; How much acceleration will cause the front to lift, or dip for stops.
 788    LateralAccelerationRollFactor = 0.33    ;  How much cornering will cause the chassis to roll.
 789  End
 790  
 791  
 792  ;------------------------------------------------------------------------------
 793  Locomotor NuclearOverlordLocomotor
 794    Surfaces            = GROUND
 795    Speed               = 30   ; 33% faster than normal
 796    SpeedDamaged        = 30   ; 33% faster than normal
 797    TurnRate            = 60   ;32   ; 33% faster than normal
 798    TurnRateDamaged     = 60   ;27   ; 33% faster than normal
 799    Acceleration        = 30   ; 33% faster than normal
 800    AccelerationDamaged = 30   ; 33% faster than normal
 801    Braking             = 50  ; in dist/(sec^2)
 802    MinTurnSpeed        = 0   ; in dist/sec
 803    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
 804    Appearance          = TREADS
 805  
 806    AccelerationPitchLimit = 2              ; Angle limit how far chassis will lift or roll from acceleration.
 807    DecelerationPitchLimit = 2              ; Angle limit how far chassis will dip from deceleration.
 808    PitchStiffness = 0.05                   ;  stiffness of the "springs" in the suspension forward & back.
 809    RollStiffness = 0.05                    ;  stiffness of the "springs" in the suspension side to side.
 810    PitchDamping = 0.8                      ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 811    RollDamping = 0.3                       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 812    ForwardAccelerationPitchFactor = 0.5    ; How much acceleration will cause the front to lift, or dip for stops.
 813    LateralAccelerationRollFactor = 0.33    ;  How much cornering will cause the chassis to roll.
 814  End
 815  
 816  ;------------------------------------------------------------------------------
 817  Locomotor DragonLocomotor
 818    Surfaces            = GROUND
 819    Speed               = 30   ; in dist/sec
 820    SpeedDamaged        = 25   ; in dist/sec
 821    TurnRate            = 180  ;90   ; in degrees/sec
 822    TurnRateDamaged     = 180  ;60   ; in degrees/sec
 823    Acceleration        = 1000 ;240  ; in dist/(sec^2)
 824    AccelerationDamaged = 1000 ;180  ; in dist/(sec^2)
 825    Braking             = 1000 ;50  ; in dist/(sec^2)
 826    MinTurnSpeed        = 0   ; in dist/sec
 827    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
 828    Appearance          = TREADS
 829  
 830    AccelerationPitchLimit = 5              ; Angle limit how far chassis will lift or roll from acceleration.
 831    DecelerationPitchLimit = 5              ; Angle limit how far chassis will dip from deceleration.
 832    PitchStiffness = 0.05                ;  stiffness of the "springs" in the suspension forward & back.
 833    RollStiffness = 0.025                   ;  stiffness of the "springs" in the suspension side to side.
 834    PitchDamping = 0.8                      ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 835    RollDamping = 0.3                       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 836    ForwardAccelerationPitchFactor = 0.5    ; How much acceleration will cause the front to lift, or dip for stops.
 837    LateralAccelerationRollFactor = 0.33    ;  How much cornering will cause the chassis to roll.
 838    GroupMovementPriority = MOVES_FRONT;   Moves in the back of a group, behind small arms, and rockets.
 839  End
 840  
 841  ;------------------------------------------------------------------------------
 842  Locomotor BlimpLocomotor
 843    Surfaces            = GROUND
 844    Speed               = 30   ; in dist/sec
 845    SpeedDamaged        = 25   ; in dist/sec
 846    TurnRate            = 90   ; in degrees/sec
 847    TurnRateDamaged     = 60   ; in degrees/sec
 848    Acceleration        = 30   ; in dist/(sec^2)
 849    AccelerationDamaged = 8    ; in dist/(sec^2)
 850    Braking             = 50  ; in dist/(sec^2)
 851    MinTurnSpeed        = 0   ; in dist/sec
 852    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
 853    Appearance          = TREADS
 854  
 855    AccelerationPitchLimit = 5              ; Angle limit how far chassis will lift or roll from acceleration.
 856    DecelerationPitchLimit = 5              ; Angle limit how far chassis will dip from deceleration.
 857    PitchStiffness = 0.05                   ;  stiffness of the "springs" in the suspension forward & back.
 858    RollStiffness = 0.025                   ;  stiffness of the "springs" in the suspension side to side.
 859    PitchDamping = 0.7                      ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 860    RollDamping = 0.3                       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 861    ForwardAccelerationPitchFactor = 0.5    ; How much acceleration will cause the front to lift, or dip for stops.
 862    LateralAccelerationRollFactor = 0.33    ;  How much cornering will cause the chassis to roll.
 863  End
 864  
 865  ;------------------------------------------------------------------------------
 866  Locomotor TroopCrawlerLocomotor
 867    Surfaces            = GROUND
 868    Speed               = 40   ; in dist/sec
 869    SpeedDamaged        = 30   ; in dist/sec
 870    TurnRate            = 120  ;90   ; in degrees/sec
 871    TurnRateDamaged     = 120  ;60   ; in degrees/sec
 872    Acceleration        = 1000 ;400   ; in dist/(sec^2)
 873    AccelerationDamaged = 1000 ;300  ; in dist/(sec^2)
 874    Braking             = 1000 ;50  ; in dist/(sec^2)
 875    MinTurnSpeed        = 25   ; in dist/sec
 876    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
 877    Appearance          = FOUR_WHEELS
 878    TurnPivotOffset     = -0.5    ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
 879  
 880    AccelerationPitchLimit = 5              ; Angle limit how far chassis will lift or roll from acceleration.
 881    DecelerationPitchLimit = 5              ; Angle limit how far chassis will dip from deceleration.
 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 = 0.1  ;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  
 889    HasSuspension = Yes           ; Calculate 4 wheel independent suspension info.
 890    CanMoveBackwards = Yes        ; Can move backwards.
 891    MaximumWheelExtension = -2.3  ; Maximum distance the wheels will drop on the model.
 892    MaximumWheelCompression = 1.4 ; Maximum distance the wheel will move up into the chassis.
 893    FrontWheelTurnAngle = 30
 894          ; How many degrees the front wheels can turn.
 895  End
 896  
 897  ;------------------------------------------------------------------------------
 898  Locomotor InfernoLocomotor
 899    Surfaces            = GROUND
 900    Speed               = 20   ; in dist/sec
 901    SpeedDamaged        = 20   ; in dist/sec
 902    TurnRate            = 120  ;90   ; in degrees/sec
 903    TurnRateDamaged     = 90   ;60   ; in degrees/sec
 904    Acceleration        = 1000 ;160  ; in dist/(sec^2)
 905    AccelerationDamaged = 1000 ;120  ; in dist/(sec^2)
 906    Braking             = 1000 ;50   ; in dist/(sec^2)
 907    MinTurnSpeed        = 0    ; in dist/sec
 908    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
 909    Appearance          = TREADS
 910  
 911    AccelerationPitchLimit = 5              ; Angle limit how far chassis will lift or roll from acceleration.
 912    DecelerationPitchLimit = 5              ; Angle limit how far chassis will dip from deceleration.
 913    PitchStiffness = 0.05                   ;  stiffness of the "springs" in the suspension forward & back.
 914    RollStiffness = 0.025                   ;  stiffness of the "springs" in the suspension side to side.
 915    PitchDamping = 0.8                      ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 916    RollDamping = 0.3                       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 917    ForwardAccelerationPitchFactor = 0.5    ; How much acceleration will cause the front to lift, or dip for stops.
 918    LateralAccelerationRollFactor = 0.33    ;  How much cornering will cause the chassis to roll.
 919  End
 920  
 921  ;------------------------------------------------------------------------------
 922  ;************************* Cinematic-Only unit ********************************
 923  Locomotor CINE_InfernoLocomotor
 924    Surfaces            = GROUND
 925    Speed               = 20   ; in dist/sec
 926    SpeedDamaged        = 20   ; in dist/sec
 927    TurnRate            = 120  ;90   ; in degrees/sec
 928    TurnRateDamaged     = 90   ;60   ; in degrees/sec
 929    Acceleration        = 1000 ;160  ; in dist/(sec^2)
 930    AccelerationDamaged = 1000 ;120  ; in dist/(sec^2)
 931    Braking             = 1000 ;50   ; in dist/(sec^2)
 932    MinTurnSpeed        = 0    ; in dist/sec
 933    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
 934    Appearance          = TREADS
 935  
 936    AccelerationPitchLimit = 5              ; Angle limit how far chassis will lift or roll from acceleration.
 937    DecelerationPitchLimit = 5              ; Angle limit how far chassis will dip from deceleration.
 938    PitchStiffness = 0.05                   ;  stiffness of the "springs" in the suspension forward & back.
 939    RollStiffness = 0.025                   ;  stiffness of the "springs" in the suspension side to side.
 940    PitchDamping = 0.8                      ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 941    RollDamping = 0.3                       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 942    ForwardAccelerationPitchFactor = 0.5    ; How much acceleration will cause the front to lift, or dip for stops.
 943    LateralAccelerationRollFactor = 0.33    ;  How much cornering will cause the chassis to roll.
 944  End
 945  
 946  ;------------------------------------------------------------------------------
 947  Locomotor GattlingTankLocomotor
 948    Surfaces            = GROUND
 949    Speed               = 40   ; in dist/sec
 950    SpeedDamaged        = 40   ; in dist/sec
 951    TurnRate            = 180  ;90   ; in degrees/sec
 952    TurnRateDamaged     = 180  ;60   ; in degrees/sec
 953    Acceleration        = 1000 ;240  ; in dist/(sec^2)
 954    AccelerationDamaged = 1000 ;180  ; in dist/(sec^2)
 955    Braking             = 1000 ;50   ; in dist/(sec^2)
 956    MinTurnSpeed        = 0    ; in dist/sec
 957    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
 958    Appearance          = TREADS
 959  
 960    AccelerationPitchLimit = 5              ; Angle limit how far chassis will lift or roll from acceleration.
 961    DecelerationPitchLimit = 5              ; Angle limit how far chassis will dip from deceleration.
 962    PitchStiffness = 0.05                   ;  stiffness of the "springs" in the suspension forward & back.
 963    RollStiffness = 0.025                   ;  stiffness of the "springs" in the suspension side to side.
 964    PitchDamping = 0.8                      ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 965    RollDamping = 0.3                       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 966    ForwardAccelerationPitchFactor = 0.5    ; How much acceleration will cause the front to lift, or dip for stops.
 967    LateralAccelerationRollFactor = 0.33    ;  How much cornering will cause the chassis to roll.
 968  End
 969  
 970  ;------------------------------------------------------------------------------
 971  Locomotor BasicTankLocomotor
 972    Surfaces            = GROUND
 973    Speed               = 30   ; in dist/sec
 974    SpeedDamaged        = 25   ; in dist/sec
 975    TurnRate            = 180  ;90   ; in degrees/sec
 976    TurnRateDamaged     = 180  ;60   ; in degrees/sec
 977    Acceleration        = 1000 ;240  ; in dist/(sec^2)
 978    AccelerationDamaged = 1000 ;180  ; in dist/(sec^2)
 979    Braking             = 1000 ;50   ; in dist/(sec^2)
 980    MinTurnSpeed        = 0    ; in dist/sec
 981    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
 982    Appearance          = TREADS
 983  
 984    AccelerationPitchLimit = 5              ; Angle limit how far chassis will lift or roll from acceleration.
 985    DecelerationPitchLimit = 5              ; Angle limit how far chassis will dip from deceleration.
 986    PitchStiffness = 0.05                   ;  stiffness of the "springs" in the suspension forward & back.
 987    RollStiffness = 0.025                   ;  stiffness of the "springs" in the suspension side to side.
 988    PitchDamping = 0.8                      ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 989    RollDamping = 0.3                       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
 990    ForwardAccelerationPitchFactor = 0.5    ; How much acceleration will cause the front to lift, or dip for stops.
 991    LateralAccelerationRollFactor = 0.33    ;  How much cornering will cause the chassis to roll.
 992  End
 993  
 994  ;------------------------------------------------------------------------------
 995  Locomotor BasicTruckLocomotor
 996    Surfaces = GROUND
 997    Speed = 30                ; in dist/sec
 998    SpeedDamaged = 30         ; in dist/sec
 999    TurnRate = 60             ; in degrees/sec
1000    TurnRateDamaged = 60      ; in degrees/sec
1001    Acceleration = 10         ; in dist/(sec^2)
1002    AccelerationDamaged = 10  ; in dist/(sec^2)
1003    Braking = 50              ; in dist/(sec^2)
1004    MinTurnSpeed = 0          ; in dist/sec
1005    TurnPivotOffset = -0.5    ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
1006    ZAxisBehavior = NO_Z_MOTIVE_FORCE
1007    Appearance = FOUR_WHEELS
1008  
1009    AccelerationPitchLimit = 4              ; Angle limit how far chassis will lift or roll from acceleration.
1010    DecelerationPitchLimit = 4              ; Angle limit how far chassis will dip from deceleration.
1011    BounceAmount = 0                        ;  simulates hitting random rocks.  0==smooth pavement, 200 = bumpy.
1012    PitchStiffness = 0.1                    ;  stiffness of the "springs" in the suspension forward & back.
1013    RollStiffness  = 0.05                    ;  stiffness of the "springs" in the suspension side to side.
1014    PitchDamping = 0.2                ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1015    RollDamping = 0.2                ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1016    ForwardAccelerationPitchFactor = 0.5    ; How much acceleration will cause the front to lift, or dip for stops.
1017    LateralAccelerationRollFactor = 0.2     ;   How much cornering will cause the chassis to roll.
1018  End
1019  
1020  ;------------------------------------------------------------------------------
1021  ;************************* Cinematic-Only unit ********************************
1022  Locomotor CINE_NukeTruckLocomotor
1023    Surfaces = GROUND
1024    Speed = 35                ; in dist/sec
1025    SpeedDamaged = 30         ; in dist/sec
1026    TurnRate = 60             ; in degrees/sec
1027    TurnRateDamaged = 60      ; in degrees/sec
1028    Acceleration = 55         ; in dist/(sec^2)
1029    AccelerationDamaged = 10  ; in dist/(sec^2)
1030    Braking = 50              ; in dist/(sec^2)
1031    MinTurnSpeed = 0          ; in dist/sec
1032    TurnPivotOffset = -0.5    ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
1033    ZAxisBehavior = NO_Z_MOTIVE_FORCE
1034    Appearance = FOUR_WHEELS
1035  
1036    AccelerationPitchLimit = 4              ; Angle limit how far chassis will lift or roll from acceleration.
1037    DecelerationPitchLimit = 4              ; Angle limit how far chassis will dip from deceleration.
1038    BounceAmount = 0                        ;  simulates hitting random rocks.  0==smooth pavement, 200 = bumpy.
1039    PitchStiffness = 0.1                    ;  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 = 1                ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1042    RollDamping = 0.2                ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1043    ForwardAccelerationPitchFactor = 0.5    ; How much acceleration will cause the front to lift, or dip for stops.
1044    LateralAccelerationRollFactor = 0.2     ;   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 SupplyTruckLocomotor
1055    Surfaces                        = GROUND
1056    Speed                           = 40                ; in dist/sec
1057    SpeedDamaged                    = 20         ; in dist/sec
1058    TurnRate                        = 90             ; in degrees/sec
1059    TurnRateDamaged                 = 60      ; in degrees/sec
1060    Acceleration                    = 240         ; in dist/(sec^2)
1061    AccelerationDamaged             = 180  ; in dist/(sec^2)
1062    Braking                         = 50              ; in dist/(sec^2)
1063    MinTurnSpeed                    = 15          ; in dist/sec
1064    TurnPivotOffset                 = -0.2    ; 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          = 4              ; Angle limit how far chassis will lift or roll from acceleration.
1069    DecelerationPitchLimit          = 4              ; Angle limit howdip will deft or roll from acceleration.
1070    BounceAmount                    = 0                        ;  simulates hitting random rocks.  0==smooth pavement, 200 = bumpy.
1071    PitchStiffness                  = 0.2                    ;  stiffness of the "springs" in the suspension forward & back.
1072    RollStiffness                   = 0.05                    ;  stiffness of the "springs" in the suspension side to side.
1073    PitchDamping                    = 0.5                ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1074    RollDamping                     = 0.5                ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1075    ForwardAccelerationPitchFactor  = 0.02    ; How much acceleration will cause the front to lift, or dip for stops.
1076    LateralAccelerationRollFactor   = 0.02     ;   How much cornering will cause the chassis to roll.
1077  
1078    HasSuspension                   = Yes           ; Calculate 4 wheel independent suspension info.
1079    MaximumWheelExtension           = 0  ; Maximum distance the wheels will drop on the model.
1080    MaximumWheelCompression         = 0 ; Maximum distance the wheel will move up into the chassis.
1081    FrontWheelTurnAngle             = 22      ; How many degrees the front wheels can turn.
1082  
1083  End
1084  
1085  ;------------------------------------------------------------------------------
1086  Locomotor CINE_U5_SupplyTruckLocomotor
1087    Surfaces                      = GROUND
1088    Speed                         = 225               ; in dist/sec
1089    SpeedDamaged                  = 120         ; in dist/sec
1090    TurnRate                      = 120            ; in degrees/sec
1091    TurnRateDamaged               = 120     ; in degrees/sec
1092    Acceleration                  = 150         ; in dist/(sec^2)
1093    AccelerationDamaged           = 30  ; in dist/(sec^2)
1094    Braking                       = 500              ; in dist/(sec^2)
1095    MinTurnSpeed                  = 0         ; in dist/sec
1096    TurnPivotOffset               = -0.5    ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
1097    ZAxisBehavior                 = NO_Z_MOTIVE_FORCE
1098    Appearance                    = FOUR_WHEELS
1099    StickToGround                 = No 
1100  
1101    AccelerationPitchLimit  = 0     ; Angle limit how far chassis will lift or roll from acceleration.
1102    DecelerationPitchLimit  = 0     ; Angle limit how far chassis willdip roll deom acceleration.
1103    BounceAmount            = 0    ; simulates hitting random rocks.  0==smooth pavement, 200 = bumpy.
1104    PitchStiffness          = 0.35  ; stiffness of the "springs" in the suspension forward & back.
1105    RollStiffness           = 0.05  ; stiffness of the "springs" in the suspension side to side.
1106    PitchDamping            = 0.96  ; How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1107    RollDamping             = 0.96  ; How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.  
1108    
1109    ForwardAccelerationPitchFactor = 0.00  ; How much acceleration will cause the front to lift, or dip for stops.
1110    LateralAccelerationRollFactor  = 0.10  ; How much cornering will cause the chassis to roll.
1111  
1112    HasSuspension           = Yes   ; Calculate 4 wheel independent suspension info.
1113    CanMoveBackwards        = Yes   ; Can move backwards.
1114    MaximumWheelExtension   = -1.0  ; Maximum distance the wheels will drop on the model.
1115    MaximumWheelCompression = 0.5   ; Maximum distance the wheel will move up into the chassis.
1116    FrontWheelTurnAngle     = 22    ; How many degrees the front wheels can turn.
1117  
1118  
1119  
1120  End
1121  
1122  ;------------------------------------------------------------------------------
1123  Locomotor BasicCarLocomotor
1124    Surfaces = GROUND
1125    Speed = 90                ; in dist/sec
1126    SpeedDamaged = 90         ; in dist/sec
1127    TurnRate = 120            ; in degrees/sec
1128    TurnRateDamaged = 120     ; in degrees/sec
1129    Acceleration = 30         ; in dist/(sec^2)
1130    AccelerationDamaged = 30  ; in dist/(sec^2)
1131    Braking = 50              ; in dist/(sec^2)
1132    MinTurnSpeed = 40         ; in dist/sec
1133    TurnPivotOffset = -0.5    ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
1134    ZAxisBehavior = NO_Z_MOTIVE_FORCE
1135    Appearance = FOUR_WHEELS
1136  
1137    AccelerationPitchLimit = 6      ; Angle limit how far chassis will lift or roll from acceleration.
1138    DecelerationPitchLimit = 6      ; Angle limit how far chassis willdip roll deom acceleration.
1139    BounceAmount = 0                ;  simulates hitting random rocks.  0==smooth pavement, 200 = bumpy.
1140    PitchStiffness = 0.1            ;  stiffness of the "springs" in the suspension forward & back.
1141    RollStiffness  = 0.05            ;  stiffness of the "springs" in the suspension side to side.
1142    PitchDamping = 0.5        ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1143    RollDamping = 0.5        ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1144    ForwardAccelerationPitchFactor = 0.3  ; How much acceleration will cause the front to lift, or dip for stops.
1145    LateralAccelerationRollFactor = 0.2   ;   How much cornering will cause the chassis to roll.
1146  End
1147  
1148  ;------------------------------------------------------------------------------
1149  Locomotor CINE_U05_BasicCarLocomotor
1150    Surfaces = GROUND
1151    Speed = 300                ; in dist/sec
1152    SpeedDamaged = 350         ; in dist/sec
1153    TurnRate = 120            ; in degrees/sec
1154    TurnRateDamaged = 120     ; in degrees/sec
1155    Acceleration = 150         ; in dist/(sec^2)
1156    AccelerationDamaged = 150  ; in dist/(sec^2)
1157    Braking = 500              ; in dist/(sec^2)
1158    MinTurnSpeed = 0         ; in dist/sec
1159    TurnPivotOffset = -0.5    ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
1160    ZAxisBehavior = NO_Z_MOTIVE_FORCE
1161    Appearance = FOUR_WHEELS
1162  
1163    AccelerationPitchLimit = 6      ; Angle limit how far chassis will lift or roll from acceleration.
1164    DecelerationPitchLimit = 6      ; Angle limit how far chassis willdip roll deom acceleration.
1165    BounceAmount = 0                ;  simulates hitting random rocks.  0==smooth pavement, 200 = bumpy.
1166    PitchStiffness = 0.1            ;  stiffness of the "springs" in the suspension forward & back.
1167    RollStiffness  = 0.05            ;  stiffness of the "springs" in the suspension side to side.
1168    PitchDamping = 0.9        ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1169    RollDamping = 0.9        ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1170    ForwardAccelerationPitchFactor = 0.3  ; How much acceleration will cause the front to lift, or dip for stops.
1171    LateralAccelerationRollFactor = 0.2   ;   How much cornering will cause the chassis to roll.
1172    
1173  End
1174  
1175  ;------------------------------------------------------------------------------
1176  Locomotor CINE_U05_BasicCarLocomotorShiek
1177    Surfaces = GROUND
1178    Speed = 300                ; in dist/sec
1179    SpeedDamaged = 350         ; in dist/sec
1180    TurnRate = 120            ; in degrees/sec
1181    TurnRateDamaged = 120     ; in degrees/sec
1182    Acceleration = 150         ; in dist/(sec^2)
1183    AccelerationDamaged = 150  ; in dist/(sec^2)
1184    Braking = 500              ; in dist/(sec^2)
1185    MinTurnSpeed = 0         ; in dist/sec
1186    TurnPivotOffset = -0.5    ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
1187    ZAxisBehavior = NO_Z_MOTIVE_FORCE
1188    Appearance = FOUR_WHEELS
1189  
1190    AccelerationPitchLimit = 1      ; Angle limit how far chassis will lift or roll from acceleration.
1191    DecelerationPitchLimit = 1      ; Angle limit how far chassis willdip roll deom acceleration.
1192    BounceAmount = 0                ;  simulates hitting random rocks.  0==smooth pavement, 200 = bumpy.
1193    PitchStiffness = 0.1            ;  stiffness of the "springs" in the suspension forward & back.
1194    RollStiffness  = 0.05            ;  stiffness of the "springs" in the suspension side to side.
1195    PitchDamping = 0.9        ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1196    RollDamping = 0.9        ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1197    ForwardAccelerationPitchFactor = 0.1  ; How much acceleration will cause the front to lift, or dip for stops.
1198    LateralAccelerationRollFactor = 0.4   ;   How much cornering will cause the chassis to roll.
1199    
1200  End
1201  
1202  ;------------------------------------------------------------------------------
1203  Locomotor CINE_U05_HumveeLocomotor
1204    Surfaces                      = GROUND
1205    Speed                         = 300                ; in dist/sec
1206    SpeedDamaged                  = 120         ; in dist/sec
1207    TurnRate                      = 120            ; in degrees/sec
1208    TurnRateDamaged               = 120     ; in degrees/sec
1209    Acceleration                  = 150         ; in dist/(sec^2)
1210    AccelerationDamaged           = 30  ; in dist/(sec^2)
1211    Braking                       = 500              ; in dist/(sec^2)
1212    MinTurnSpeed                  = 0         ; in dist/sec
1213    TurnPivotOffset               = -0.5    ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
1214    ZAxisBehavior                 = NO_Z_MOTIVE_FORCE
1215    Appearance                    = FOUR_WHEELS
1216    StickToGround                 = No 
1217  
1218    AccelerationPitchLimit  = 0     ; Angle limit how far chassis will lift or roll from acceleration.
1219    DecelerationPitchLimit  = 0     ; Angle limit how far chassis willdip roll deom acceleration.
1220    BounceAmount            = 0    ; simulates hitting random rocks.  0==smooth pavement, 200 = bumpy.
1221    PitchStiffness          = 0.35  ; stiffness of the "springs" in the suspension forward & back.
1222    RollStiffness           = 0.05  ; stiffness of the "springs" in the suspension side to side.
1223    PitchDamping            = 0.96  ; How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1224    RollDamping             = 0.96  ; How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.  
1225    
1226    ForwardAccelerationPitchFactor = 0.00  ; How much acceleration will cause the front to lift, or dip for stops.
1227    LateralAccelerationRollFactor  = 0.10  ; How much cornering will cause the chassis to roll.
1228  
1229    HasSuspension           = Yes   ; Calculate 4 wheel independent suspension info.
1230    CanMoveBackwards        = Yes   ; Can move backwards.
1231    MaximumWheelExtension   = -1.0  ; Maximum distance the wheels will drop on the model.
1232    MaximumWheelCompression = 0.5   ; Maximum distance the wheel will move up into the chassis.
1233    FrontWheelTurnAngle     = 22    ; How many degrees the front wheels can turn.
1234    
1235  End
1236  
1237  ;------------------------------------------------------------------------------
1238  Locomotor CINE_U05_HumveeLocomotorXYZ
1239    Surfaces                      = GROUND
1240    Speed                         = 300                ; in dist/sec
1241    SpeedDamaged                  = 120         ; in dist/sec
1242    TurnRate                      = 120            ; in degrees/sec
1243    TurnRateDamaged               = 120     ; in degrees/sec
1244    Acceleration                  = 100         ; in dist/(sec^2)
1245    AccelerationDamaged           = 30  ; in dist/(sec^2)
1246    Braking                       = 500              ; in dist/(sec^2)
1247    MinTurnSpeed                  = 0         ; in dist/sec
1248    TurnPivotOffset               = -0.5    ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
1249    ZAxisBehavior                 = NO_Z_MOTIVE_FORCE
1250    Appearance                    = FOUR_WHEELS
1251    StickToGround                 = No 
1252  
1253    AccelerationPitchLimit  = 0     ; Angle limit how far chassis will lift or roll from acceleration.
1254    DecelerationPitchLimit  = 0     ; Angle limit how far chassis willdip roll deom acceleration.
1255    BounceAmount            = 0    ; simulates hitting random rocks.  0==smooth pavement, 200 = bumpy.
1256    PitchStiffness          = 0.35  ; stiffness of the "springs" in the suspension forward & back.
1257    RollStiffness           = 0.05  ; stiffness of the "springs" in the suspension side to side.
1258    PitchDamping            = 0.96  ; How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1259    RollDamping             = 0.96  ; How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.  
1260    
1261    ForwardAccelerationPitchFactor = 0.00  ; How much acceleration will cause the front to lift, or dip for stops.
1262    LateralAccelerationRollFactor  = 0.10  ; How much cornering will cause the chassis to roll.
1263  
1264    HasSuspension           = Yes   ; Calculate 4 wheel independent suspension info.
1265    CanMoveBackwards        = Yes   ; Can move backwards.
1266    MaximumWheelExtension   = -1.0  ; Maximum distance the wheels will drop on the model.
1267    MaximumWheelCompression = 0.5   ; Maximum distance the wheel will move up into the chassis.
1268    FrontWheelTurnAngle     = 22    ; How many degrees the front wheels can turn.
1269    
1270  End
1271  
1272  
1273  ;------------------------------------------------------------------------------
1274  Locomotor CINE_U05_HumveeLocomotor_BRAKE
1275    Surfaces = GROUND
1276    Speed = 300                ; in dist/sec
1277    SpeedDamaged = 120         ; in dist/sec
1278    TurnRate = 120            ; in degrees/sec
1279    TurnRateDamaged = 120     ; in degrees/sec
1280    Acceleration = 150         ; in dist/(sec^2)
1281    AccelerationDamaged = 30  ; in dist/(sec^2)
1282    Braking = 50              ; in dist/(sec^2)
1283    MinTurnSpeed = 0         ; in dist/sec
1284    TurnPivotOffset = -0.5    ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
1285    ZAxisBehavior = NO_Z_MOTIVE_FORCE
1286    Appearance = FOUR_WHEELS
1287    StickToGround           = No 
1288  
1289    AccelerationPitchLimit  = 6     ; Angle limit how far chassis will lift or roll from acceleration.
1290    BounceAmount            = 0    ; simulates hitting random rocks.  0==smooth pavement, 200 = bumpy.
1291    PitchStiffness          = 0.15  ; stiffness of the "springs" in the suspension forward & back.
1292    RollStiffness           = 0.05  ; stiffness of the "springs" in the suspension side to side.
1293    PitchDamping            = 0.25  ; How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1294    RollDamping             = 0.25  ; How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.  
1295    
1296    ForwardAccelerationPitchFactor = 0.00  ; How much acceleration will cause the front to lift, or dip for stops.
1297    LateralAccelerationRollFactor  = 0.10  ; How much cornering will cause the chassis to roll.
1298  
1299    HasSuspension           = Yes   ; Calculate 4 wheel independent suspension info.
1300    CanMoveBackwards        = Yes   ; Can move backwards.
1301    MaximumWheelExtension   = -1.0  ; Maximum distance the wheels will drop on the model.
1302    MaximumWheelCompression = 0.5   ; Maximum distance the wheel will move up into the chassis.
1303    FrontWheelTurnAngle     = 22    ; How many degrees the front wheels can turn.
1304    
1305  End
1306  
1307  ;------------------------------------------------------------------------------
1308  Locomotor BasicForkLiftLocomotor
1309    Surfaces = GROUND
1310    Speed = 20                ; in dist/sec
1311    SpeedDamaged = 10         ; in dist/sec
1312    TurnRate = 180            ; in degrees/sec
1313    TurnRateDamaged = 60     ; in degrees/sec
1314    Acceleration = 5         ; in dist/(sec^2)
1315    AccelerationDamaged = 30  ; in dist/(sec^2)
1316    Braking = 50              ; in dist/(sec^2)
1317    MinTurnSpeed = 40         ; in dist/sec
1318    TurnPivotOffset = -0.5    ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
1319    ZAxisBehavior = NO_Z_MOTIVE_FORCE
1320    Appearance = FOUR_WHEELS
1321  
1322    AccelerationPitchLimit = 6      ; Angle limit how far chassis will lift or roll from acceleration.
1323    DecelerationPitchLimit = 6      ; Angle limit how far chassis willdip roll deom acceleration.
1324    BounceAmount = 0                ;  simulates hitting random rocks.  0==smooth pavement, 200 = bumpy.
1325    PitchStiffness = 0.1            ;  stiffness of the "springs" in the suspension forward & back.
1326    RollStiffness  = 0.05            ;  stiffness of the "springs" in the suspension side to side.
1327    PitchDamping = 0.5        ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1328    RollDamping = 0.5        ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1329    ForwardAccelerationPitchFactor = 0.3  ; How much acceleration will cause the front to lift, or dip for stops.
1330    LateralAccelerationRollFactor = 0.2   ;   How much cornering will cause the chassis to roll.
1331  End
1332  
1333  ;------------------------------------------------------------------------------
1334  Locomotor BasicAmphibiousLocomotor
1335    Surfaces            = GROUND WATER
1336    Speed = 40                ; in dist/sec
1337    SpeedDamaged = 30         ; in dist/sec
1338    TurnRate = 180             ; in degrees/sec
1339    TurnRateDamaged = 120      ; in degrees/sec
1340    Acceleration = 30         ; in dist/(sec^2)
1341    AccelerationDamaged = 20  ; in dist/(sec^2)
1342    Lift = 120                 ; in dist/(sec^2)
1343    LiftDamaged = 80          ; in dist/(sec^2)
1344    Braking = 50              ; in dist/(sec^2)
1345    MinTurnSpeed = 0          ; in dist/sec
1346    PreferredHeight = 4 ; at 1, 2, 3, the unit shakes from rounding.  at 0 the SurfaceRelativeHeight flag is ignored.
1347    AllowAirborneMotiveForce = Yes
1348    ZAxisBehavior       = SURFACE_RELATIVE_HEIGHT
1349    Appearance          = HOVER
1350  
1351    PitchStiffness = 0.9                  ;  stiffness of the "springs" in the suspension forward & back.
1352    RollStiffness = 0.95                  ;  stiffness of the "springs" in the suspension side to side.
1353    PitchDamping = 0.9                    ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1354    RollDamping = 0.9                     ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1355    ForwardVelocityPitchFactor = -0.1     ;  How much velocity will cause the front to lift/dip
1356    LateralVelocityRollFactor = 0.1       ;  How much cornering will cause the chassis to roll.
1357    Apply2DFrictionWhenAirborne = Yes
1358    AirborneTargetingHeight = 30
1359    LocomotorWorksWhenDead = No          ; 
1360  End
1361  
1362  ;------------------------------------------------------------------------------
1363  Locomotor SpyDroneLocomtor
1364    Surfaces            = GROUND WATER
1365    Speed = 0                ; in dist/sec
1366    SpeedDamaged = 0         ; in dist/sec
1367    TurnRate = 0             ; in degrees/sec
1368    TurnRateDamaged = 0      ; in degrees/sec
1369    Acceleration = 30         ; in dist/(sec^2)
1370    AccelerationDamaged = 20  ; in dist/(sec^2)
1371    Lift = 120                 ; in dist/(sec^2)
1372    LiftDamaged = 80          ; in dist/(sec^2)
1373    Braking = 50              ; in dist/(sec^2)
1374    MinTurnSpeed = 0          ; in dist/sec
1375    PreferredHeight = 90
1376    AllowAirborneMotiveForce = Yes
1377    ZAxisBehavior       = SURFACE_RELATIVE_HEIGHT
1378    Appearance          = HOVER
1379  
1380    PitchStiffness = 0.9                  ;  stiffness of the "springs" in the suspension forward & back.
1381    RollStiffness = 0.95                  ;  stiffness of the "springs" in the suspension side to side.
1382    PitchDamping = 0.9                    ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1383    RollDamping = 0.9                     ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1384    ForwardVelocityPitchFactor = -0.1     ;  How much velocity will cause the front to lift/dip
1385    LateralVelocityRollFactor = 0.1       ;  How much cornering will cause the chassis to roll.
1386    Apply2DFrictionWhenAirborne = Yes
1387    AirborneTargetingHeight = 30
1388    LocomotorWorksWhenDead = No          ; 
1389  End
1390  
1391  ;------------------------------------------------------------------------------
1392  Locomotor BasicBoatLocomotor
1393    Surfaces             = WATER
1394    Speed                = 40  ; in dist/sec
1395    SpeedDamaged         = 30  ; in dist/sec
1396    TurnRate             = 30 ; in degrees/sec
1397    TurnRateDamaged      = 30 ; in degrees/sec
1398    Acceleration         = 30  ; in dist/(sec^2)
1399    AccelerationDamaged  = 20  ; in dist/(sec^2)
1400    Lift                 = 120 ; in dist/(sec^2)
1401    LiftDamaged          = 80  ; in dist/(sec^2)
1402    Braking              = 50  ; in dist/(sec^2)
1403    MinTurnSpeed         = 0   ; in dist/sec
1404    PreferredHeight      = 4   ; at 1, 2, 3, the unit shakes from rounding.  at 0 the SurfaceRelativeHeight flag is ignored.
1405    AllowAirborneMotiveForce = Yes
1406    ZAxisBehavior                 = SURFACE_RELATIVE_HEIGHT
1407    Appearance                    = HOVER
1408  
1409    PitchStiffness              = 0.9   ; stiffness of the "springs" in the suspension forward & back.
1410    RollStiffness               = 0.95  ; stiffness of the "springs" in the suspension side to side.
1411    PitchDamping                = 0.9   ; How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1412    RollDamping                 = 0.9   ; How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1413    ForwardVelocityPitchFactor  = -0.1  ; How much velocity will cause the front to lift/dip
1414    LateralVelocityRollFactor   = 0.1   ; How much cornering will cause the chassis to roll.
1415    Apply2DFrictionWhenAirborne = Yes
1416    AirborneTargetingHeight     = 30
1417    LocomotorWorksWhenDead      = No    
1418  End
1419  ;------------------------------------------------------------------------------
1420  Locomotor RailroadGuideLocomotor
1421    Surfaces             = GROUND
1422    Speed                = 133  ; in dist/sec
1423    SpeedDamaged         = 60  ; in dist/sec
1424    TurnRate             = 120  ; in degrees/sec
1425    TurnRateDamaged      = 120  ; in degrees/sec
1426    Acceleration         = 9   ; in dist/(sec^2)
1427    AccelerationDamaged  = 2   ; in dist/(sec^2)
1428    Braking              = 5 ; in dist/(sec^2)
1429    MinTurnSpeed         = 0  ; in dist/sec
1430    TurnPivotOffset = 0.0     ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
1431    ZAxisBehavior                 = NO_Z_MOTIVE_FORCE
1432    Appearance                    = FOUR_WHEELS
1433  End
1434  
1435  
1436  ;------------------------------------------------------------------------------
1437  Locomotor WanderCarLocomotor
1438    Surfaces = GROUND
1439    Speed = 45                ; in dist/sec
1440    SpeedDamaged = 45         ; in dist/sec
1441    TurnRate = 120            ; in degrees/sec
1442    TurnRateDamaged = 120     ; in degrees/sec
1443    Acceleration = 10         ; in dist/(sec^2)
1444    AccelerationDamaged = 10  ; in dist/(sec^2)
1445    Braking = 50              ; in dist/(sec^2)
1446    MinTurnSpeed = 15         ; in dist/sec
1447    TurnPivotOffset = -0.5    ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
1448    ZAxisBehavior = NO_Z_MOTIVE_FORCE
1449    Appearance = FOUR_WHEELS
1450  
1451    AccelerationPitchLimit = 5      ; Angle limit how far chassis will lift or roll from acceleration.
1452    DecelerationPitchLimit = 5      ; Angle limit how far chassis willdip roll deom acceleration.
1453    BounceAmount = 0                ;  simulates hitting random rocks.  0==smooth pavement, 200 = bumpy.
1454    PitchStiffness = 0.5            ;  stiffness of the "springs" in the suspension forward & back.
1455    RollStiffness = 0.5             ;  stiffness of the "springs" in the suspension side to side.
1456    PitchDamping = 0.5              ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1457    RollDamping = 0.5               ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1458    ForwardAccelerationPitchFactor = 0.3  ; How much acceleration will cause the front to lift, or dip for stops.
1459    LateralAccelerationRollFactor = 0.2   ;  How much cornering will cause the chassis to roll.
1460  End
1461  
1462  ;------------------------------------------------------------------------------
1463  Locomotor PanicCarLocomotor
1464    Surfaces = GROUND
1465    Speed = 90                ; in dist/sec
1466    SpeedDamaged = 90         ; in dist/sec
1467    TurnRate = 120            ; in degrees/sec
1468    TurnRateDamaged = 120     ; in degrees/sec
1469    Acceleration = 30         ; in dist/(sec^2)
1470    AccelerationDamaged = 30  ; in dist/(sec^2)
1471    Braking = 50              ; in dist/(sec^2)
1472    MinTurnSpeed = 40         ; in dist/sec
1473    TurnPivotOffset = -0.5    ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
1474    ZAxisBehavior = NO_Z_MOTIVE_FORCE
1475    Appearance = FOUR_WHEELS
1476  
1477    AccelerationPitchLimit = 6      ; Angle limit how far chassis will lift or roll from acceleration.
1478    DecelerationPitchLimit = 6      ; Angle limit how far chassis willdip roll deom acceleration.
1479    BounceAmount = 0                ;  simulates hitting random rocks.  0==smooth pavement, 200 = bumpy.
1480    PitchStiffness = 0.5            ;  stiffness of the "springs" in the suspension forward & back.
1481    RollStiffness = 0.5             ;  stiffness of the "springs" in the suspension side to side.
1482    PitchDamping = 0.5              ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1483    RollDamping = 0.5               ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1484    ForwardAccelerationPitchFactor = 0.3  ; How much acceleration will cause the front to lift, or dip for stops.
1485    LateralAccelerationRollFactor = 0.2   ;  How much cornering will cause the chassis to roll.
1486  End
1487  
1488  ;------------------------------------------------------------------------------
1489  Locomotor BasicCarSuspensionLocomotor
1490    Surfaces = GROUND
1491    Speed = 90                ; in dist/sec
1492    SpeedDamaged = 90         ; in dist/sec
1493    TurnRate = 120            ; in degrees/sec
1494    TurnRateDamaged = 120     ; in degrees/sec
1495    Acceleration = 30         ; in dist/(sec^2)
1496    AccelerationDamaged = 30  ; in dist/(sec^2)
1497    Braking = 50              ; in dist/(sec^2)
1498    MinTurnSpeed = 40         ; in dist/sec
1499    TurnPivotOffset = -0.5    ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
1500    ZAxisBehavior = NO_Z_MOTIVE_FORCE
1501    Appearance = FOUR_WHEELS
1502  
1503    AccelerationPitchLimit = 6      ; Angle limit how far chassis will lift or roll from acceleration.
1504    DecelerationPitchLimit = 6      ; Angle limit how far chassis willdip roll deom acceleration.
1505    BounceAmount = 0                ;  simulates hitting random rocks.  0==smooth pavement, 200 = bumpy.
1506    PitchStiffness = 0.5            ;  stiffness of the "springs" in the suspension forward & back.
1507    RollStiffness = 0.5             ;  stiffness of the "springs" in the suspension side to side.
1508    PitchDamping = 0.5              ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1509    RollDamping = 0.5               ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1510    ForwardAccelerationPitchFactor = 0.3  ; How much acceleration will cause the front to lift, or dip for stops.
1511    LateralAccelerationRollFactor = 0.2   ;  How much cornering will cause the chassis to roll.
1512  
1513    HasSuspension = Yes           ; Calculate 4 wheel independent suspension info.
1514    MaximumWheelExtension = -2.3  ; Maximum distance the wheels will drop on the model.
1515    MaximumWheelCompression = 1.4 ; Maximum distance the wheel will move up into the chassis.
1516    FrontWheelTurnAngle = 22      ; How many degrees the front wheels can turn.
1517  End
1518  
1519  ;------------------------------------------------------------------------------
1520  Locomotor WanderCarSuspensionLocomotor
1521    Surfaces = GROUND
1522    Speed = 45                ; in dist/sec
1523    SpeedDamaged = 45         ; in dist/sec
1524    TurnRate = 120            ; in degrees/sec
1525    TurnRateDamaged = 120     ; in degrees/sec
1526    Acceleration = 10         ; in dist/(sec^2)
1527    AccelerationDamaged = 10  ; in dist/(sec^2)
1528    Braking = 50              ; in dist/(sec^2)
1529    MinTurnSpeed = 15         ; in dist/sec
1530    TurnPivotOffset = -0.5    ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
1531    ZAxisBehavior = NO_Z_MOTIVE_FORCE
1532    Appearance = FOUR_WHEELS
1533  
1534    AccelerationPitchLimit = 5      ; Angle limit how far chassis will lift or roll from acceleration.
1535    DecelerationPitchLimit = 5      ; Angle limit how far chassis willdip roll deom acceleration.
1536    BounceAmount = 0                ;  simulates hitting random rocks.  0==smooth pavement, 200 = bumpy.
1537    PitchStiffness = 0.5            ;  stiffness of the "springs" in the suspension forward & back.
1538    RollStiffness = 0.5             ;  stiffness of the "springs" in the suspension side to side.
1539    PitchDamping = 0.5              ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1540    RollDamping = 0.5               ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1541    ForwardAccelerationPitchFactor = 0.3  ; How much acceleration will cause the front to lift, or dip for stops.
1542    LateralAccelerationRollFactor = 0.2   ;  How much cornering will cause the chassis to roll.
1543  
1544    HasSuspension = Yes           ; Calculate 4 wheel independent suspension info.
1545    MaximumWheelExtension = -2.3  ; Maximum distance the wheels will drop on the model.
1546    MaximumWheelCompression = 1.4 ; Maximum distance the wheel will move up into the chassis.
1547    FrontWheelTurnAngle = 22      ; How many degrees the front wheels can turn.
1548  End
1549  
1550  ;------------------------------------------------------------------------------
1551  Locomotor PanicCarSuspensionLocomotor
1552    Surfaces = GROUND
1553    Speed = 90                ; in dist/sec
1554    SpeedDamaged = 90         ; in dist/sec
1555    TurnRate = 120            ; in degrees/sec
1556    TurnRateDamaged = 120     ; in degrees/sec
1557    Acceleration = 30         ; in dist/(sec^2)
1558    AccelerationDamaged = 30  ; in dist/(sec^2)
1559    Braking = 50              ; in dist/(sec^2)
1560    MinTurnSpeed = 40         ; in dist/sec
1561    TurnPivotOffset = -0.5    ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
1562    ZAxisBehavior = NO_Z_MOTIVE_FORCE
1563    Appearance = FOUR_WHEELS
1564  
1565    AccelerationPitchLimit = 6      ; Angle limit how far chassis will lift or roll from acceleration.
1566    DecelerationPitchLimit = 6      ; Angle limit how far chassis willdip roll deom acceleration.
1567    BounceAmount = 0                ;  simulates hitting random rocks.  0==smooth pavement, 200 = bumpy.
1568    PitchStiffness = 0.5            ;  stiffness of the "springs" in the suspension forward & back.
1569    RollStiffness = 0.5             ;  stiffness of the "springs" in the suspension side to side.
1570    PitchDamping = 0.5              ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1571    RollDamping = 0.5               ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1572    ForwardAccelerationPitchFactor = 0.3  ; How much acceleration will cause the front to lift, or dip for stops.
1573    LateralAccelerationRollFactor = 0.2   ;  How much cornering will cause the chassis to roll.
1574  
1575    HasSuspension = Yes           ; Calculate 4 wheel independent suspension info.
1576    MaximumWheelExtension = -2.3  ; Maximum distance the wheels will drop on the model.
1577    MaximumWheelCompression = 1.4 ; Maximum distance the wheel will move up into the chassis.
1578    FrontWheelTurnAngle = 22      ; How many degrees the front wheels can turn.
1579  End
1580  
1581  ;------------------------------------------------------------------------------
1582  Locomotor RocketBuggyLocomotor
1583    Surfaces = GROUND
1584    Speed = 90                ; in dist/sec
1585    SpeedDamaged = 80         ; in dist/sec
1586    TurnRate = 180            ; in degrees/sec
1587    TurnRateDamaged = 180     ; in degrees/sec
1588    Acceleration = 90         ; in dist/(sec^2)
1589    AccelerationDamaged = 80  ; in dist/(sec^2)
1590    Braking = 50              ; in dist/(sec^2)
1591    MinTurnSpeed = 20         ; in dist/sec
1592    TurnPivotOffset = -0.33   ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
1593    ZAxisBehavior = NO_Z_MOTIVE_FORCE
1594    Appearance = FOUR_WHEELS
1595  
1596    AccelerationPitchLimit = 5      ; Angle limit how far chassis will lift or roll from acceleration.
1597    DecelerationPitchLimit = 5      ; Angle limit how far chassis willdip roll deom acceleration.
1598    BounceAmount = 200              ;  simulates hitting random rocks.  0==smooth pavement, 200 = bumpy.
1599    PitchStiffness = 0.1            ;  stiffness of the "springs" in the suspension forward & back.
1600    RollStiffness = 0.05            ;  stiffness of the "springs" in the suspension side to side.
1601    PitchDamping = 0.1              ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1602    RollDamping = 0.1               ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1603    ForwardAccelerationPitchFactor = 0.5  ; How much acceleration will cause the front to lift, or dip for stops.
1604    LateralAccelerationRollFactor = 0.2   ;  How much cornering will cause the chassis to roll.
1605  
1606    HasSuspension = Yes           ; Calculate 4 wheel independent suspension info.
1607    CanMoveBackwards = Yes        ; Can move backwards.
1608    MaximumWheelExtension = -2.3  ; Maximum distance the wheels will drop on the model.
1609    MaximumWheelCompression = 1.4 ; Maximum distance the wheel will move up into the chassis.
1610    FrontWheelTurnAngle = 22      ; How many degrees the front wheels can turn.
1611  End
1612  
1613  ;------------------------------------------------------------------------------
1614  Locomotor CombatBikeGroundLocomotor
1615    Surfaces = GROUND RUBBLE
1616    Speed = 120                ; in dist/sec
1617    SpeedDamaged = 90         ; in dist/sec
1618    TurnRate = 120            ; in degrees/sec
1619    TurnRateDamaged = 120     ; in degrees/sec
1620    Acceleration = 90         ; in dist/(sec^2)
1621    AccelerationDamaged = 80  ; in dist/(sec^2)
1622    Braking = 60              ; in dist/(sec^2)
1623    MinTurnSpeed = 20         ; in dist/sec
1624    TurnPivotOffset = -0.60   ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
1625    ZAxisBehavior = NO_Z_MOTIVE_FORCE
1626    Appearance = MOTORCYCLE
1627    UniformAxialDamping = 0.9
1628  
1629    AccelerationPitchLimit = 20      ; Angle limit how far chassis will lift or roll from acceleration.
1630    DecelerationPitchLimit = 5       ; Angle limit how far chassis will dip from deceleration.
1631    BounceAmount = 0              ;  simulates hitting random rocks.  0==smooth pavement, 200 = bumpy.
1632    PitchStiffness = 0.02            ;  stiffness of the "springs" in the suspension forward & back.
1633    RollStiffness = 0.000            ;  stiffness of the "springs" in the suspension side to side.
1634    PitchDamping = 0.1              ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1635    RollDamping = 0.05               ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1636    ForwardAccelerationPitchFactor = 0.4  ; How much acceleration will cause the front to lift, or dip for stops.
1637    LateralAccelerationRollFactor = 0.6   ;  How much cornering will cause the chassis to roll.
1638  
1639    HasSuspension = Yes           ; Calculate 4 wheel independent suspension info.
1640    CanMoveBackwards = No        ; Can move backwards.
1641    MaximumWheelExtension = -1.8  ; Maximum distance the wheels will drop on the model.
1642    MaximumWheelCompression = 2.4 ; Maximum distance the wheel will move up into the chassis.
1643    FrontWheelTurnAngle = 1      ; How many degrees the front wheels can turn.
1644  End
1645  
1646  ;------------------------------------------------------------------------------
1647  Locomotor CombatBikeCliffLocomotor
1648    Surfaces = CLIFF
1649    Speed = 120                ; in dist/sec
1650    SpeedDamaged = 90         ; in dist/sec
1651    TurnRate = 120            ; in degrees/sec
1652    TurnRateDamaged = 120     ; in degrees/sec
1653    Acceleration = 90         ; in dist/(sec^2)
1654    AccelerationDamaged = 80  ; in dist/(sec^2)
1655    Braking = 60              ; in dist/(sec^2)
1656    MinTurnSpeed = 20         ; in dist/sec
1657    TurnPivotOffset = -0.60   ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
1658    ZAxisBehavior = NO_Z_MOTIVE_FORCE
1659    Appearance = MOTORCYCLE
1660    UniformAxialDamping = 0.9
1661  
1662    AccelerationPitchLimit = 20      ; Angle limit how far chassis will lift or roll from acceleration.
1663    DecelerationPitchLimit = 5       ; Angle limit how far chassis will dip from deceleration.
1664    BounceAmount = 0              ;  simulates hitting random rocks.  0==smooth pavement, 200 = bumpy.
1665    PitchStiffness = 0.02            ;  stiffness of the "springs" in the suspension forward & back.
1666    RollStiffness = 0.000            ;  stiffness of the "springs" in the suspension side to side.
1667    PitchDamping = 0.1              ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1668    RollDamping = 0.05               ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1669    ForwardAccelerationPitchFactor = 0.4  ; How much acceleration will cause the front to lift, or dip for stops.
1670    LateralAccelerationRollFactor = 0.6   ;  How much cornering will cause the chassis to roll.
1671  
1672    HasSuspension = Yes           ; Calculate 4 wheel independent suspension info.
1673    CanMoveBackwards = No        ; Can move backwards.
1674    MaximumWheelExtension = -1.8  ; Maximum distance the wheels will drop on the model.
1675    MaximumWheelCompression = 2.4 ; Maximum distance the wheel will move up into the chassis.
1676    FrontWheelTurnAngle = 1      ; How many degrees the front wheels can turn.
1677  End
1678  
1679  ;------------------------------------------------------------------------------
1680  Locomotor CombatBikeTerroristGroundLocomotor ;25% slower
1681    Surfaces = GROUND RUBBLE
1682    Speed = 90                ; in dist/sec
1683    SpeedDamaged = 68         ; in dist/sec
1684    TurnRate = 120            ; in degrees/sec
1685    TurnRateDamaged = 120     ; in degrees/sec
1686    Acceleration = 68         ; in dist/(sec^2)
1687    AccelerationDamaged = 60  ; in dist/(sec^2)
1688    Braking = 60              ; in dist/(sec^2)
1689    MinTurnSpeed = 20         ; in dist/sec
1690    TurnPivotOffset = -0.60   ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
1691    ZAxisBehavior = NO_Z_MOTIVE_FORCE
1692    Appearance = MOTORCYCLE
1693    UniformAxialDamping = 0.9
1694  
1695    AccelerationPitchLimit = 20      ; Angle limit how far chassis will lift or roll from acceleration.
1696    DecelerationPitchLimit = 5       ; Angle limit how far chassis will dip from deceleration.
1697    BounceAmount = 0              ;  simulates hitting random rocks.  0==smooth pavement, 200 = bumpy.
1698    PitchStiffness = 0.02            ;  stiffness of the "springs" in the suspension forward & back.
1699    RollStiffness = 0.000            ;  stiffness of the "springs" in the suspension side to side.
1700    PitchDamping = 0.1              ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1701    RollDamping = 0.05               ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1702    ForwardAccelerationPitchFactor = 0.4  ; How much acceleration will cause the front to lift, or dip for stops.
1703    LateralAccelerationRollFactor = 0.6   ;  How much cornering will cause the chassis to roll.
1704  
1705    HasSuspension = Yes           ; Calculate 4 wheel independent suspension info.
1706    CanMoveBackwards = No        ; Can move backwards.
1707    MaximumWheelExtension = -1.8  ; Maximum distance the wheels will drop on the model.
1708    MaximumWheelCompression = 2.4 ; Maximum distance the wheel will move up into the chassis.
1709    FrontWheelTurnAngle = 1      ; How many degrees the front wheels can turn.
1710  End
1711  
1712  ;------------------------------------------------------------------------------
1713  Locomotor CombatBikeTerroristCliffLocomotor
1714    Surfaces = CLIFF
1715    Speed = 60                ; in dist/sec
1716    SpeedDamaged = 45         ; in dist/sec
1717    TurnRate = 120            ; in degrees/sec
1718    TurnRateDamaged = 120     ; in degrees/sec
1719    Acceleration = 50         ; in dist/(sec^2)
1720    AccelerationDamaged = 40  ; in dist/(sec^2)
1721    Braking = 60              ; in dist/(sec^2)
1722    MinTurnSpeed = 20         ; in dist/sec
1723    TurnPivotOffset = -0.60   ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
1724    ZAxisBehavior = NO_Z_MOTIVE_FORCE
1725    Appearance = MOTORCYCLE
1726    UniformAxialDamping = 0.9
1727  
1728    AccelerationPitchLimit = 20      ; Angle limit how far chassis will lift or roll from acceleration.
1729    DecelerationPitchLimit = 5       ; Angle limit how far chassis will dip from deceleration.
1730    BounceAmount = 0              ;  simulates hitting random rocks.  0==smooth pavement, 200 = bumpy.
1731    PitchStiffness = 0.02            ;  stiffness of the "springs" in the suspension forward & back.
1732    RollStiffness = 0.000            ;  stiffness of the "springs" in the suspension side to side.
1733    PitchDamping = 0.1              ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1734    RollDamping = 0.05               ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1735    ForwardAccelerationPitchFactor = 0.4  ; How much acceleration will cause the front to lift, or dip for stops.
1736    LateralAccelerationRollFactor = 0.6   ;  How much cornering will cause the chassis to roll.
1737  
1738    HasSuspension = Yes           ; Calculate 4 wheel independent suspension info.
1739    CanMoveBackwards = No        ; Can move backwards.
1740    MaximumWheelExtension = -1.8  ; Maximum distance the wheels will drop on the model.
1741    MaximumWheelCompression = 2.4 ; Maximum distance the wheel will move up into the chassis.
1742    FrontWheelTurnAngle = 1      ; How many degrees the front wheels can turn.
1743  End
1744  
1745  ;------------------------------------------------------------------------------
1746  ;************************* Cinematic-only unit ********************************
1747  Locomotor CINE_CombatBikeGroundLocomotor
1748    Surfaces = GROUND RUBBLE
1749    Speed = 120                ; in dist/sec
1750    SpeedDamaged = 90         ; in dist/sec
1751    TurnRate = 120            ; in degrees/sec
1752    TurnRateDamaged = 120     ; in degrees/sec
1753    Acceleration = 90         ; in dist/(sec^2)
1754    AccelerationDamaged = 80  ; in dist/(sec^2)
1755    Braking = 60              ; in dist/(sec^2)
1756    MinTurnSpeed = 20         ; in dist/sec
1757    TurnPivotOffset = -0.60   ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
1758    ZAxisBehavior = NO_Z_MOTIVE_FORCE
1759    Appearance = MOTORCYCLE
1760    UniformAxialDamping = 0.9
1761  
1762    AccelerationPitchLimit = 20      ; Angle limit how far chassis will lift or roll from acceleration.
1763    DecelerationPitchLimit = 5       ; Angle limit how far chassis will dip from deceleration.
1764    BounceAmount = 0              ;  simulates hitting random rocks.  0==smooth pavement, 200 = bumpy.
1765    PitchStiffness = 0.02            ;  stiffness of the "springs" in the suspension forward & back.
1766    RollStiffness = 0.000            ;  stiffness of the "springs" in the suspension side to side.
1767    PitchDamping = 0.1              ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1768    RollDamping = 0.05               ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1769    ForwardAccelerationPitchFactor = 0.4  ; How much acceleration will cause the front to lift, or dip for stops.
1770    LateralAccelerationRollFactor = 0.6   ;  How much cornering will cause the chassis to roll.
1771  
1772    HasSuspension = Yes           ; Calculate 4 wheel independent suspension info.
1773    CanMoveBackwards = No        ; Can move backwards.
1774    MaximumWheelExtension = -1.8  ; Maximum distance the wheels will drop on the model.
1775    MaximumWheelCompression = 2.4 ; Maximum distance the wheel will move up into the chassis.
1776    FrontWheelTurnAngle = 1      ; How many degrees the front wheels can turn.
1777  End
1778  
1779  ;------------------------------------------------------------------------------
1780  ;************************* Cinematic-only unit ********************************
1781  Locomotor CINE_CombatBikeCliffLocomotor
1782    Surfaces = CLIFF
1783    Speed = 120                ; in dist/sec
1784    SpeedDamaged = 90         ; in dist/sec
1785    TurnRate = 120            ; in degrees/sec
1786    TurnRateDamaged = 120     ; in degrees/sec
1787    Acceleration = 90         ; in dist/(sec^2)
1788    AccelerationDamaged = 80  ; in dist/(sec^2)
1789    Braking = 60              ; in dist/(sec^2)
1790    MinTurnSpeed = 20         ; in dist/sec
1791    TurnPivotOffset = -0.60   ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
1792    ZAxisBehavior = NO_Z_MOTIVE_FORCE
1793    Appearance = MOTORCYCLE
1794    UniformAxialDamping = 0.9
1795  
1796    AccelerationPitchLimit = 20      ; Angle limit how far chassis will lift or roll from acceleration.
1797    DecelerationPitchLimit = 5       ; Angle limit how far chassis will dip from deceleration.
1798    BounceAmount = 0              ;  simulates hitting random rocks.  0==smooth pavement, 200 = bumpy.
1799    PitchStiffness = 0.02            ;  stiffness of the "springs" in the suspension forward & back.
1800    RollStiffness = 0.000            ;  stiffness of the "springs" in the suspension side to side.
1801    PitchDamping = 0.1              ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1802    RollDamping = 0.05               ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1803    ForwardAccelerationPitchFactor = 0.4  ; How much acceleration will cause the front to lift, or dip for stops.
1804    LateralAccelerationRollFactor = 0.6   ;  How much cornering will cause the chassis to roll.
1805  
1806    HasSuspension = Yes           ; Calculate 4 wheel independent suspension info.
1807    CanMoveBackwards = No        ; Can move backwards.
1808    MaximumWheelExtension = -1.8  ; Maximum distance the wheels will drop on the model.
1809    MaximumWheelCompression = 2.4 ; Maximum distance the wheel will move up into the chassis.
1810    FrontWheelTurnAngle = 1      ; How many degrees the front wheels can turn.
1811  End
1812  
1813  
1814  ;------------------------------------------------------------------------------
1815  ;************************* Cinematic-only unit ********************************
1816  Locomotor CINE_RocketBuggyLocomotor
1817    Surfaces = GROUND
1818    Speed = 90                ; in dist/sec
1819    SpeedDamaged = 80         ; in dist/sec
1820    TurnRate = 180            ; in degrees/sec
1821    TurnRateDamaged = 180     ; in degrees/sec
1822    Acceleration = 90         ; in dist/(sec^2)
1823    AccelerationDamaged = 80  ; in dist/(sec^2)
1824    Braking = 50              ; in dist/(sec^2)
1825    MinTurnSpeed = 20         ; in dist/sec
1826    TurnPivotOffset = -0.33   ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
1827    ZAxisBehavior = NO_Z_MOTIVE_FORCE
1828    Appearance = FOUR_WHEELS
1829  
1830    AccelerationPitchLimit = 5      ; Angle limit how far chassis will lift or roll from acceleration.
1831    DecelerationPitchLimit = 5      ; Angle limit how far chassis willdip roll deom acceleration.
1832    BounceAmount = 200              ;  simulates hitting random rocks.  0==smooth pavement, 200 = bumpy.
1833    PitchStiffness = 0.1            ;  stiffness of the "springs" in the suspension forward & back.
1834    RollStiffness = 0.05            ;  stiffness of the "springs" in the suspension side to side.
1835    PitchDamping = 0.1              ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1836    RollDamping = 0.1               ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1837    ForwardAccelerationPitchFactor = 0.5  ; How much acceleration will cause the front to lift, or dip for stops.
1838    LateralAccelerationRollFactor = 0.2   ;  How much cornering will cause the chassis to roll.
1839  
1840    HasSuspension = Yes           ; Calculate 4 wheel independent suspension info.
1841    CanMoveBackwards = Yes        ; Can move backwards.
1842    MaximumWheelExtension = -2.3  ; Maximum distance the wheels will drop on the model.
1843    MaximumWheelCompression = 1.4 ; Maximum distance the wheel will move up into the chassis.
1844    FrontWheelTurnAngle = 22      ; How many degrees the front wheels can turn.
1845  End
1846  
1847  ;------------------------------------------------------------------------------
1848  Locomotor HumveeLocomotor
1849    Surfaces                = GROUND
1850    Speed                   = 60    ; in dist/sec
1851    SpeedDamaged            = 30    ; in dist/sec
1852    TurnRate                = 180   ;120   ; in degrees/sec
1853    TurnRateDamaged         = 180   ;120   ; in degrees/sec
1854    Acceleration            = 1000  ;60    ; in dist/(sec^2)
1855    AccelerationDamaged     = 1000  ;60    ; in dist/(sec^2)
1856    Braking                 = 1000  ;60    ; in dist/(sec^2)
1857    MinTurnSpeed            = 20    ; in dist/sec
1858    TurnPivotOffset         = -0.33 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
1859    ZAxisBehavior           = NO_Z_MOTIVE_FORCE
1860    Appearance              = FOUR_WHEELS
1861    StickToGround           = No 
1862  
1863    AccelerationPitchLimit  = 0     ; Angle limit how far chassis will lift or roll from acceleration.
1864    DecelerationPitchLimit  = 0     ; Angle limit how far chassis willdip roll deom acceleration.
1865    BounceAmount            = 0    ; simulates hitting random rocks.  0==smooth pavement, 200 = bumpy.
1866    PitchStiffness          = 0.35  ; stiffness of the "springs" in the suspension forward & back.
1867    RollStiffness           = 0.05  ; stiffness of the "springs" in the suspension side to side.
1868    PitchDamping            = 0.96  ; How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1869    RollDamping             = 0.96  ; How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.  
1870    
1871    ForwardAccelerationPitchFactor = 0.00  ; How much acceleration will cause the front to lift, or dip for stops.
1872    LateralAccelerationRollFactor  = 0.10  ; How much cornering will cause the chassis to roll.
1873  
1874    HasSuspension           = Yes   ; Calculate 4 wheel independent suspension info.
1875    CanMoveBackwards        = Yes   ; Can move backwards.
1876    MaximumWheelExtension   = -1.0  ; Maximum distance the wheels will drop on the model.
1877    MaximumWheelCompression = 0.5   ; Maximum distance the wheel will move up into the chassis.
1878    FrontWheelTurnAngle     = 22    ; How many degrees the front wheels can turn.
1879  
1880  End
1881  
1882  ;------------------------------------------------------------------------------
1883  Locomotor AvengerLocomotor
1884    Surfaces                = GROUND
1885    Speed                   = 30    ; in dist/sec
1886    SpeedDamaged            = 20    ; in dist/sec
1887    TurnRate                = 180   ;120   ; in degrees/sec
1888    TurnRateDamaged         = 180   ;120   ; in degrees/sec
1889    Acceleration            = 1000  ;60    ; in dist/(sec^2)
1890    AccelerationDamaged     = 1000  ;60    ; in dist/(sec^2)
1891    Braking                 = 1000  ;60    ; in dist/(sec^2)
1892    MinTurnSpeed            = 20    ; in dist/sec
1893    TurnPivotOffset         = -0.33 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
1894    ZAxisBehavior           = NO_Z_MOTIVE_FORCE
1895    Appearance              = FOUR_WHEELS
1896    StickToGround           = No 
1897  
1898    AccelerationPitchLimit  = 0     ; Angle limit how far chassis will lift or roll from acceleration.
1899    DecelerationPitchLimit  = 0     ; Angle limit how far chassis willdip roll deom acceleration.
1900    BounceAmount            = 0    ; simulates hitting random rocks.  0==smooth pavement, 200 = bumpy.
1901    PitchStiffness          = 0.35  ; stiffness of the "springs" in the suspension forward & back.
1902    RollStiffness           = 0.05  ; stiffness of the "springs" in the suspension side to side.
1903    PitchDamping            = 0.96  ; How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1904    RollDamping             = 0.96  ; How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.  
1905    
1906    ForwardAccelerationPitchFactor = 0.00  ; How much acceleration will cause the front to lift, or dip for stops.
1907    LateralAccelerationRollFactor  = 0.10  ; How much cornering will cause the chassis to roll.
1908  
1909    HasSuspension           = Yes   ; Calculate 4 wheel independent suspension info.
1910    CanMoveBackwards        = Yes   ; Can move backwards.
1911    MaximumWheelExtension   = -1.0  ; Maximum distance the wheels will drop on the model.
1912    MaximumWheelCompression = 0.5   ; Maximum distance the wheel will move up into the chassis.
1913    FrontWheelTurnAngle     = 22    ; How many degrees the front wheels can turn.
1914  
1915  End
1916  
1917  ;------------------------------------------------------------------------------
1918  ;***************************** Cinematic-Only unit ****************************
1919  Locomotor CINE_USAHumveeLocomotor
1920    Surfaces                = GROUND
1921    Speed                   = 60    ; in dist/sec
1922    SpeedDamaged            = 30    ; in dist/sec
1923    TurnRate                = 180   ;120   ; in degrees/sec
1924    TurnRateDamaged         = 180   ;120   ; in degrees/sec
1925    Acceleration            = 1000  ;60    ; in dist/(sec^2)
1926    AccelerationDamaged     = 1000  ;60    ; in dist/(sec^2)
1927    Braking                 = 1000  ;60    ; in dist/(sec^2)
1928    MinTurnSpeed            = 20    ; in dist/sec
1929    TurnPivotOffset         = -0.33 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
1930    ZAxisBehavior           = NO_Z_MOTIVE_FORCE
1931    Appearance              = FOUR_WHEELS
1932    StickToGround           = No 
1933  
1934    AccelerationPitchLimit  = 0     ; Angle limit how far chassis will lift or roll from acceleration.
1935    DecelerationPitchLimit  = 0     ; Angle limit how far chassis willdip roll deom acceleration.
1936    BounceAmount            = 0    ; simulates hitting random rocks.  0==smooth pavement, 200 = bumpy.
1937    PitchStiffness          = 0.35  ; stiffness of the "springs" in the suspension forward & back.
1938    RollStiffness           = 0.05  ; stiffness of the "springs" in the suspension side to side.
1939    PitchDamping            = 0.96  ; How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1940    RollDamping             = 0.96  ; How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.  
1941    
1942    ForwardAccelerationPitchFactor = 0.00  ; How much acceleration will cause the front to lift, or dip for stops.
1943    LateralAccelerationRollFactor  = 0.10  ; How much cornering will cause the chassis to roll.
1944  
1945    HasSuspension           = Yes   ; Calculate 4 wheel independent suspension info.
1946    CanMoveBackwards        = Yes   ; Can move backwards.
1947    MaximumWheelExtension   = -1.0  ; Maximum distance the wheels will drop on the model.
1948    MaximumWheelCompression = 0.5   ; Maximum distance the wheel will move up into the chassis.
1949    FrontWheelTurnAngle     = 22    ; How many degrees the front wheels can turn.
1950  
1951  End
1952  
1953  ;------------------------------------------------------------------------------
1954  ;*************************Required For GLA02 INTRO*****************************
1955  Locomotor CINE_ConvoyTruckLocomotor
1956    Surfaces                        = GROUND
1957    Speed                           = 25    ; in dist/sec
1958    SpeedDamaged                    = 25    ; in dist/sec
1959    TurnRate                        = 60             ; in degrees/sec
1960    TurnRateDamaged                 = 60      ; in degrees/sec
1961    Acceleration                    = 10         ; in dist/(sec^2)
1962    AccelerationDamaged             = 10  ; in dist/(sec^2)
1963    Braking                         = 50              ; in dist/(sec^2)
1964    MinTurnSpeed                    = 0          ; in dist/sec
1965    TurnPivotOffset                 = -0.5    ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
1966    ZAxisBehavior                   = NO_Z_MOTIVE_FORCE
1967    Appearance                      = FOUR_WHEELS
1968  
1969    AccelerationPitchLimit          = 4              ; Angle limit how far chassis will lift or roll from acceleration.
1970    DecelerationPitchLimit          = 4              ; Angle limit howdip will deft or roll from acceleration.
1971    BounceAmount                    = 0                        ;  simulates hitting random rocks.  0==smooth pavement, 200 = bumpy.
1972    PitchStiffness                  = 0.35  ; stiffness of the "springs" in the suspension forward & back.
1973    RollStiffness                   = 0.05  ; stiffness of the "springs" in the suspension side to side.
1974    PitchDamping                    = 0.96  ; How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
1975    RollDamping                     = 0.96  ; How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.  
1976    ForwardAccelerationPitchFactor  = 0.5    ; How much acceleration will cause the front to lift, or dip for stops.
1977    LateralAccelerationRollFactor   = 0.2     ;   How much cornering will cause the chassis to roll.
1978  
1979    HasSuspension                   = Yes           ; Calculate 4 wheel independent suspension info.
1980    MaximumWheelExtension           = 0  ; Maximum distance the wheels will drop on the model.
1981    MaximumWheelCompression         = 0 ; Maximum distance the wheel will move up into the chassis.
1982    FrontWheelTurnAngle             = 22      ; How many degrees the front wheels can turn.
1983  
1984  End
1985  
1986  ;------------------------------------------------------------------------------
1987  Locomotor RadarVanLocomotor
1988    Surfaces = GROUND
1989    Speed = 40           ; in dist/sec
1990    SpeedDamaged = 30         ; in dist/sec
1991    TurnRate = 180            ; in degrees/sec
1992    TurnRateDamaged = 180     ; in degrees/sec
1993    Acceleration = 50         ; in dist/(sec^2)
1994    AccelerationDamaged = 50  ; in dist/(sec^2)
1995    Braking = 50              ; in dist/(sec^2)
1996    MinTurnSpeed = 20         ; in dist/sec
1997    TurnPivotOffset = -0.33   ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
1998    ZAxisBehavior = NO_Z_MOTIVE_FORCE
1999    Appearance = FOUR_WHEELS
2000  
2001    AccelerationPitchLimit = 3      ; Angle limit how far chassis will lift or roll from acceleration.
2002    DecelerationPitchLimit = 3      ; Angle limit how far chassis willdip roll deom acceleration.
2003    BounceAmount = 50              ;  simulates hitting random rocks.  0==smooth pavement, 200 = bumpy.
2004    PitchStiffness = 0.1            ;  stiffness of the "springs" in the suspension forward & back.
2005    RollStiffness = 0.05            ;  stiffness of the "springs" in the suspension side to side.
2006    PitchDamping = 0.2              ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2007    RollDamping = 0.1               ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2008    ForwardAccelerationPitchFactor = 0.25  ; How much acceleration will cause the front to lift, or dip for stops.
2009    LateralAccelerationRollFactor = 0.1   ;  How much cornering will cause the chassis to roll.
2010  
2011    HasSuspension = Yes           ; Calculate 4 wheel independent suspension info.
2012    MaximumWheelExtension = -1.5  ; Maximum distance the wheels will drop on the model.
2013    MaximumWheelCompression = 1.0 ; Maximum distance the wheel will move up into the chassis.
2014    FrontWheelTurnAngle = 22      ; How many degrees the front wheels can turn.
2015  End
2016  
2017  ;------------------------------------------------------------------------------
2018  Locomotor ToxinTruckLocomotor
2019    Surfaces = GROUND
2020    Speed = 30           ; in dist/sec
2021    SpeedDamaged = 20         ; in dist/sec
2022    TurnRate = 180            ; in degrees/sec
2023    TurnRateDamaged = 180     ; in degrees/sec
2024    Acceleration = 100 ;50         ; in dist/(sec^2)
2025    AccelerationDamaged = 100 ;50  ; in dist/(sec^2)
2026    Braking = 100 ;50              ; in dist/(sec^2)
2027    MinTurnSpeed = 20         ; in dist/sec
2028    TurnPivotOffset = -0.33   ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
2029    ZAxisBehavior = NO_Z_MOTIVE_FORCE
2030    Appearance = FOUR_WHEELS
2031  
2032    AccelerationPitchLimit = 3      ; Angle limit how far chassis will lift or roll from acceleration.
2033    DecelerationPitchLimit = 3      ; Angle limit how far chassis willdip roll deom acceleration.
2034    BounceAmount = 10              ;  simulates hitting random rocks.  0==smooth pavement, 200 = bumpy.
2035    PitchStiffness = 0.05            ;  stiffness of the "springs" in the suspension forward & back.
2036    RollStiffness = 0.02            ;  stiffness of the "springs" in the suspension side to side.
2037    PitchDamping = 0.1              ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2038    RollDamping = 0.1               ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2039    ForwardAccelerationPitchFactor = 0.25  ; How much acceleration will cause the front to lift, or dip for stops.
2040    LateralAccelerationRollFactor = 0.1   ;  How much cornering will cause the chassis to roll.
2041  
2042    HasSuspension = Yes           ; Calculate 4 wheel independent suspension info.
2043    MaximumWheelExtension = -0.2  ; Maximum distance the wheels will drop on the model.
2044    MaximumWheelCompression = 0.1 ; Maximum distance the wheel will move up into the chassis.
2045    FrontWheelTurnAngle = 22      ; How many degrees the front wheels can turn.
2046  End
2047  
2048  ;------------------------------------------------------------------------------
2049  Locomotor QuadCannonLocomotor
2050    Surfaces            = GROUND
2051    Speed               = 40      ; in dist/sec
2052    SpeedDamaged        = 25      ; in dist/sec
2053    TurnRate            = 180  ;90      ; in degrees/sec
2054    TurnRateDamaged     = 180  ;60      ; in degrees/sec
2055    Acceleration        = 1000 ;240     ; in dist/(sec^2)
2056    AccelerationDamaged = 1000 ;180     ; in dist/(sec^2)
2057    Braking             = 1000 ;50      ; in dist/(sec^2)
2058    MinTurnSpeed        = 15      ; in dist/sec
2059    TurnPivotOffset     = -0.5    ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
2060    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
2061    Appearance          = FOUR_WHEELS
2062    ;TurnPivotOffset     = 0.5    ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
2063  
2064    AccelerationPitchLimit = 3      ; Angle limit how far chassis will lift or roll from acceleration.
2065    DecelerationPitchLimit = 3      ; Angle limit how far chassis willdip roll deom acceleration.
2066    BounceAmount = 0                ;  simulates hitting random rocks.  0==smooth pavement, 200 = bumpy.
2067    PitchStiffness = 0.1            ;  stiffness of the "springs" in the suspension forward & back.
2068    RollStiffness  = 0.05            ;  stiffness of the "springs" in the suspension side to side.
2069    PitchDamping = 0.85              ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2070    RollDamping = 0.3                ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2071    ForwardAccelerationPitchFactor = 0.2  ; How much acceleration will cause the front to lift, or dip for stops.
2072    LateralAccelerationRollFactor = 0.1   ;   How much cornering will cause the chassis to roll.
2073  
2074    HasSuspension = Yes           ; Calculate 4 wheel independent suspension info.
2075    MaximumWheelExtension = -3.0  ; Maximum distance the wheels will drop on the model.
2076    MaximumWheelCompression = 1.5 ; Maximum distance the wheel will move up into the chassis.
2077    FrontWheelTurnAngle = 22      ; How many degrees the front wheels can turn.
2078  
2079  End
2080  
2081  ;------------------------------------------------------------------------------
2082  Locomotor TechnicalLocomotor
2083    Surfaces              = GROUND
2084    Speed                 = 90              ; in dist/sec
2085    SpeedDamaged          = 80              ; in dist/sec
2086    TurnRate              = 180             ; in degrees/sec
2087    TurnRateDamaged       = 180             ; in degrees/sec
2088    Acceleration          = 100 ;90              ; in dist/(sec^2)
2089    AccelerationDamaged   = 100 ;80              ; in dist/(sec^2)
2090    Braking               = 50              ; in dist/(sec^2)
2091    MinTurnSpeed          = 20              ; in dist/sec
2092    TurnPivotOffset       = -0.5            ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
2093    ZAxisBehavior         = NO_Z_MOTIVE_FORCE
2094    Appearance            = FOUR_WHEELS
2095    ;TurnPivotOffset     = 0.5    ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
2096  
2097    AccelerationPitchLimit  = 6.0    ; Angle limit how far chassis will lift or roll from acceleration.
2098    DecelerationPitchLimit  = 6.0    ; Angle limit how far chassis wildip roll deom acceleration.
2099    BounceAmount = 100              ;  simulates hitting random rocks.  0==smooth pavement, 200 = bumpy.
2100    PitchStiffness = 0.5            ;  stiffness of the "springs" in the suspension forward & back.
2101    RollStiffness = 0.5             ;  stiffness of the "springs" in the suspension side to side.
2102    PitchDamping = 0.5              ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2103    RollDamping = 0.5               ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2104    ForwardAccelerationPitchFactor = 0.3  ; How much acceleration will cause the front to lift, or dip for stops.
2105    LateralAccelerationRollFactor = 0.2   ;  How much cornering will cause the chassis to roll.
2106  
2107    HasSuspension = Yes           ; Calculate 4 wheel independent suspension info.
2108    CanMoveBackwards = Yes        ; Can move backwards.
2109    MaximumWheelExtension = -2.0  ; Maximum distance the wheels will drop on the model.
2110    MaximumWheelCompression = 1.0 ; Maximum distance the wheel will move up into the chassis.
2111    FrontWheelTurnAngle = 22      ; How many degrees the front wheels can turn.
2112  
2113    CloseEnoughDist = 1.0         ; How close we must get to the end of a goal path before declaring success
2114    ;CloseEnoughDist = 50.0        ; How close we must get to the end of a goal path before declaring success
2115  End
2116  
2117  ;------------------------------------------------------------------------------
2118  Locomotor ComancheLocomotor
2119    Surfaces = AIR
2120    Speed = 120               ; in dist/sec
2121    SpeedDamaged = 120         ; in dist/sec
2122    TurnRate = 180            ; in degrees/sec
2123    TurnRateDamaged = 180      ; in degrees/sec
2124    Acceleration = 60         ; in dist/(sec^2)
2125    AccelerationDamaged = 60  ; in dist/(sec^2)
2126    Lift = 120                ; in dist/(sec^2)
2127    LiftDamaged = 80          ; in dist/(sec^2)
2128    Braking = 240             ; in dist/(sec^2)
2129    MinTurnSpeed = 0          ; in dist/sec
2130    PreferredHeight = 100
2131    AllowAirborneMotiveForce = Yes
2132    ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
2133    Appearance = HOVER
2134  
2135    PitchStiffness = 0.5                  ;  stiffness of the "springs" in the suspension forward & back.
2136    RollStiffness = 0.1                   ;  stiffness of the "springs" in the suspension side to side.
2137    PitchDamping = 0.9                    ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2138    RollDamping = 0.9                     ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2139    ForwardVelocityPitchFactor = -0.05     ;  How much velocity will cause the front to lift/dip
2140    LateralVelocityRollFactor = 0.1       ;  How much cornering will cause the chassis to roll.
2141    Apply2DFrictionWhenAirborne = Yes
2142    AirborneTargetingHeight = 30
2143    LocomotorWorksWhenDead = Yes          ; HelicopterSlowDeathBehavior needs this to function correctly
2144  End
2145  
2146  ;------------------------------------------------------------------------------
2147  Locomotor CINE_USA08_ComancheLocomotor
2148    Surfaces = AIR
2149    Speed = 120               ; in dist/sec
2150    SpeedDamaged = 120         ; in dist/sec
2151    TurnRate = 180            ; in degrees/sec
2152    TurnRateDamaged = 180      ; in degrees/sec
2153    Acceleration = 60         ; in dist/(sec^2)
2154    AccelerationDamaged = 60  ; in dist/(sec^2)
2155    Lift = 120                ; in dist/(sec^2)
2156    LiftDamaged = 80          ; in dist/(sec^2)
2157    Braking = 240             ; in dist/(sec^2)
2158    MinTurnSpeed = 0          ; in dist/sec
2159    PreferredHeight = 75
2160    AllowAirborneMotiveForce = Yes
2161    ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
2162    Appearance = HOVER
2163  
2164    PitchStiffness = 0.5                  ;  stiffness of the "springs" in the suspension forward & back.
2165    RollStiffness = 0.1                   ;  stiffness of the "springs" in the suspension side to side.
2166    PitchDamping = 0.9                    ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2167    RollDamping = 0.9                     ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2168    ForwardVelocityPitchFactor = -0.05     ;  How much velocity will cause the front to lift/dip
2169    LateralVelocityRollFactor = 0.1       ;  How much cornering will cause the chassis to roll.
2170    Apply2DFrictionWhenAirborne = Yes
2171    AirborneTargetingHeight = 30
2172    LocomotorWorksWhenDead = Yes          ; HelicopterSlowDeathBehavior needs this to function correctly
2173  End
2174  
2175  ;------------------------------------------------------------------------------
2176  Locomotor BasicHelicopterTaxiLocomotor
2177    ; contrary to reality, helis need to be able to taxi (out of a hangar, at least)
2178    Surfaces            = GROUND
2179    Speed               = 30    ; in dist/sec
2180    SpeedDamaged        = 30    ; in dist/sec
2181    TurnRate            = 90    ; in degrees/sec
2182    TurnRateDamaged     = 60    ; in degrees/sec
2183    Acceleration        = 30    ; in dist/(sec^2)
2184    AccelerationDamaged = 8     ; in dist/(sec^2)
2185    Braking             = 50    ; in dist/(sec^2)
2186    MinTurnSpeed        = 0     ; in dist/sec
2187    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
2188    Appearance          = TREADS  ; so we can turn in place...
2189  End
2190  
2191  ;------------------------------------------------------------------------------
2192  Locomotor A10ThunderboltLocomotor
2193    Surfaces            = AIR
2194    Speed               = 120 ;55              ; in dist/sec
2195    SpeedDamaged        = 120 ;40         ; in dist/sec
2196    MinSpeed            = 45             ; in dist/sec
2197    TurnRate            = 200            ; in degrees/sec
2198    TurnRateDamaged     = 90      ; in degrees/sec
2199    MaxThrustAngle      = 60       ; in degrees (NOT degrees/sec)
2200    Acceleration        = 80         ; in dist/(sec^2)
2201    AccelerationDamaged = 50  ; in dist/(sec^2)
2202    Lift                = 120                ; in dist/(sec^2)
2203    LiftDamaged         = 80          ; in dist/(sec^2)
2204    Braking             = 10              ; in dist/(sec^2)
2205    MinTurnSpeed        = 70          ; in dist/sec
2206    PreferredHeight     = 150
2207    AllowAirborneMotiveForce = Yes
2208    ZAxisBehavior       = SURFACE_RELATIVE_HEIGHT
2209    CirclingRadius      = 100 ; the radius at which we circle when we are trying to maintain position. 
2210                              ; (pos = clockwise, neg = ccw, 0 = calc smallest possible radius given our speed, turning, etc)
2211    Appearance          = WINGS
2212  
2213    PitchInDirectionOfZVelFactor = 1.0    ;  how much to pitch according to our z-vel. 0=none, 1=lots (0=default)
2214    PitchStiffness = 0.5                  ;  stiffness of the "springs" in the suspension forward & back.
2215    RollStiffness = 0.4                   ;  stiffness of the "springs" in the suspension side to side.
2216    PitchDamping = 0.9                    ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2217    RollDamping = 0.8                     ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2218    ForwardVelocityPitchFactor = 0        ;  How much velocity will cause the front to lift/dip
2219    LateralVelocityRollFactor = 0.2       ;  How much cornering will cause the chassis to roll.
2220    Apply2DFrictionWhenAirborne = Yes
2221    AirborneTargetingHeight = 30
2222    LocomotorWorksWhenDead = Yes          ; JetSlowDeathBehavior needs this to function correctly
2223  End
2224  
2225  ;------------------------------------------------------------------------------
2226  Locomotor ChinookLocomotor
2227    Surfaces = AIR
2228    Speed = 150               ; in dist/sec
2229    SpeedDamaged = 60         ; in dist/sec
2230    TurnRate = 180             ; in degrees/sec
2231    TurnRateDamaged = 90      ; in degrees/sec
2232    Acceleration = 60         ; in dist/(sec^2)
2233    AccelerationDamaged = 30  ; in dist/(sec^2)
2234    Lift = 120                 ; in dist/(sec^2)
2235    LiftDamaged = 80          ; in dist/(sec^2)
2236    Braking = 100              ; in dist/(sec^2)
2237    MinTurnSpeed = 0          ; in dist/sec
2238    PreferredHeight = 100
2239    AllowAirborneMotiveForce = Yes
2240    ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
2241    Appearance = HOVER
2242  
2243    ; this applies only in "ultra-accurate" mode, and is a fudge factor that allows
2244    ; us to "slide into place" (rather than turning) when we get close to our destination.
2245    ; the magnitude is basically the number of msec it would take us to reach the dest
2246    ; at our max speed; if we're under this threshold, we just slide into place...
2247    SlideIntoPlaceTime = 100
2248  
2249    PitchStiffness = 0.5                  ;  stiffness of the "springs" in the suspension forward & back.
2250    RollStiffness = 0.1                   ;  stiffness of the "springs" in the suspension side to side.
2251    PitchDamping = 0.9                    ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2252    RollDamping = 0.9                     ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2253    ForwardVelocityPitchFactor = -0.1     ;  How much velocity will cause the front to lift/dip
2254    LateralVelocityRollFactor = 0.1       ;  How much cornering will cause the chassis to roll.
2255    Apply2DFrictionWhenAirborne = Yes
2256    AirborneTargetingHeight = 30
2257    LocomotorWorksWhenDead = Yes          ; HelicopterSlowDeathBehavior needs this to function correctly
2258  End
2259  
2260  ;------------------------------------------------------------------------------
2261  Locomotor ArrowLocomotor
2262    Surfaces = AIR
2263    Speed = 60                ; in dist/sec
2264    SpeedDamaged = 60         ; in dist/sec
2265    TurnRate = 90             ; in degrees/sec
2266    TurnRateDamaged = 90      ; in degrees/sec
2267    Acceleration = 30         ; in dist/(sec^2)
2268    AccelerationDamaged = 30  ; in dist/(sec^2)
2269    Lift = 80                 ; in dist/(sec^2)
2270    LiftDamaged = 80          ; in dist/(sec^2)
2271    Braking = 50              ; in dist/(sec^2)
2272    MinTurnSpeed = 0          ; in dist/sec
2273    PreferredHeight = 25
2274    PreferredHeightDamping = 1.0
2275    AllowAirborneMotiveForce = Yes
2276    ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
2277    Appearance = HOVER
2278  
2279    PitchStiffness = 0.5                  ;  stiffness of the "springs" in the suspension forward & back.
2280    RollStiffness = 0.1                   ;  stiffness of the "springs" in the suspension side to side.
2281    PitchDamping = 0.9                    ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2282    RollDamping = 0.9                     ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2283    ForwardVelocityPitchFactor = -0.05     ;  How much velocity will cause the front to lift/dip
2284    LateralVelocityRollFactor = 0.1       ;  How much cornering will cause the chassis to roll.
2285    Apply2DFrictionWhenAirborne = Yes
2286    AirborneTargetingHeight = 20
2287  End
2288  
2289  ;------------------------------------------------------------------------------
2290  Locomotor B52Locomotor
2291    Surfaces = AIR
2292    Speed = 125  ;100         ; in dist/sec
2293    SpeedDamaged = 75         ; in dist/sec
2294    MinSpeed = 60             ; in dist/sec
2295    TurnRate = 25             ; in degrees/sec
2296    TurnRateDamaged = 10      ; in degrees/sec
2297    Acceleration = 60         ; in dist/(sec^2)
2298    AccelerationDamaged = 30  ; in dist/(sec^2)
2299    Lift = 120                ; in dist/(sec^2)
2300    LiftDamaged = 80          ; in dist/(sec^2)
2301    Braking = 20              ; in dist/(sec^2)
2302    MinTurnSpeed = 10         ; in dist/sec
2303    PreferredHeight = 100
2304    AllowAirborneMotiveForce = Yes
2305    ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
2306    Appearance = WINGS 
2307  
2308    PitchStiffness = 0.5                  ;  stiffness of the "springs" in the suspension forward & back.
2309    RollStiffness = 0.1                   ;  stiffness of the "springs" in the suspension side to side.
2310    PitchDamping = 0.9                    ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2311    RollDamping = 0.9                     ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2312    ForwardVelocityPitchFactor = 0        ;  How much velocity will cause the front to lift/dip
2313    LateralVelocityRollFactor = 0.2       ;  How much cornering will cause the chassis to roll.
2314    Apply2DFrictionWhenAirborne = Yes
2315    AirborneTargetingHeight = 30          ;  How high do I have to be before I get targeted as 'airborne'
2316    LocomotorWorksWhenDead = Yes          ;  for JetSlowDeathBehavior
2317  End
2318  
2319  ;------------------------------------------------------------------------------
2320  Locomotor CINE_U04_B52Locomotor_HIGH
2321    Surfaces = AIR
2322    Speed = 125  ;100         ; in dist/sec
2323    SpeedDamaged = 125         ; in dist/sec
2324    MinSpeed = 60             ; in dist/sec
2325    TurnRate = 25             ; in degrees/sec
2326    TurnRateDamaged = 25      ; in degrees/sec
2327    Acceleration = 60         ; in dist/(sec^2)
2328    AccelerationDamaged = 60  ; in dist/(sec^2)
2329    Lift = 120                ; in dist/(sec^2)
2330    LiftDamaged = 120          ; in dist/(sec^2)
2331    Braking = 20              ; in dist/(sec^2)
2332    MinTurnSpeed = 10         ; in dist/sec
2333    PreferredHeight = 500
2334    AllowAirborneMotiveForce = Yes
2335    ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
2336    Appearance = WINGS 
2337  
2338    PitchStiffness = 0.5                  ;  stiffness of the "springs" in the suspension forward & back.
2339    RollStiffness = 0.1                   ;  stiffness of the "springs" in the suspension side to side.
2340    PitchDamping = 0.9                    ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2341    RollDamping = 0.9                     ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2342    ForwardVelocityPitchFactor = 0        ;  How much velocity will cause the front to lift/dip
2343    LateralVelocityRollFactor = 0.2       ;  How much cornering will cause the chassis to roll.
2344    Apply2DFrictionWhenAirborne = Yes
2345    AirborneTargetingHeight = 30          ;  How high do I have to be before I get targeted as 'airborne'
2346    LocomotorWorksWhenDead = Yes          ;  for JetSlowDeathBehavior
2347  End
2348  
2349  ;------------------------------------------------------------------------------
2350  Locomotor CINE_U04_B52Locomotor_MEDIUM
2351    Surfaces = AIR
2352    Speed = 125  ;100         ; in dist/sec
2353    SpeedDamaged = 125         ; in dist/sec
2354    MinSpeed = 60             ; in dist/sec
2355    TurnRate = 25             ; in degrees/sec
2356    TurnRateDamaged = 25      ; in degrees/sec
2357    Acceleration = 60         ; in dist/(sec^2)
2358    AccelerationDamaged = 60  ; in dist/(sec^2)
2359    Lift = 120                ; in dist/(sec^2)
2360    LiftDamaged = 120          ; in dist/(sec^2)
2361    Braking = 20              ; in dist/(sec^2)
2362    MinTurnSpeed = 10         ; in dist/sec
2363    PreferredHeight = 400
2364    AllowAirborneMotiveForce = Yes
2365    ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
2366    Appearance = WINGS 
2367  
2368    PitchStiffness = 0.5                  ;  stiffness of the "springs" in the suspension forward & back.
2369    RollStiffness = 0.1                   ;  stiffness of the "springs" in the suspension side to side.
2370    PitchDamping = 0.9                    ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2371    RollDamping = 0.9                     ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2372    ForwardVelocityPitchFactor = 0        ;  How much velocity will cause the front to lift/dip
2373    LateralVelocityRollFactor = 0.2       ;  How much cornering will cause the chassis to roll.
2374    Apply2DFrictionWhenAirborne = Yes
2375    AirborneTargetingHeight = 30          ;  How high do I have to be before I get targeted as 'airborne'
2376    LocomotorWorksWhenDead = Yes          ;  for JetSlowDeathBehavior
2377  End
2378  
2379  ;------------------------------------------------------------------------------
2380  Locomotor CINE_U04_B52Locomotor_LOW
2381    Surfaces = AIR
2382    Speed = 125  ;100         ; in dist/sec
2383    SpeedDamaged = 125         ; in dist/sec
2384    MinSpeed = 60             ; in dist/sec
2385    TurnRate = 25             ; in degrees/sec
2386    TurnRateDamaged = 25      ; in degrees/sec
2387    Acceleration = 60         ; in dist/(sec^2)
2388    AccelerationDamaged = 60  ; in dist/(sec^2)
2389    Lift = 120                ; in dist/(sec^2)
2390    LiftDamaged = 120          ; in dist/(sec^2)
2391    Braking = 20              ; in dist/(sec^2)
2392    MinTurnSpeed = 10         ; in dist/sec
2393    PreferredHeight = 300
2394    AllowAirborneMotiveForce = Yes
2395    ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
2396    Appearance = WINGS 
2397  
2398    PitchStiffness = 0.5                  ;  stiffness of the "springs" in the suspension forward & back.
2399    RollStiffness = 0.1                   ;  stiffness of the "springs" in the suspension side to side.
2400    PitchDamping = 0.9                    ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2401    RollDamping = 0.9                     ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2402    ForwardVelocityPitchFactor = 0        ;  How much velocity will cause the front to lift/dip
2403    LateralVelocityRollFactor = 0.2       ;  How much cornering will cause the chassis to roll.
2404    Apply2DFrictionWhenAirborne = Yes
2405    AirborneTargetingHeight = 30          ;  How high do I have to be before I get targeted as 'airborne'
2406    LocomotorWorksWhenDead = Yes          ;  for JetSlowDeathBehavior
2407  End
2408  
2409  ;------------------------------------------------------------------------------
2410  Locomotor SpectreGunshipOrbitLocomotor
2411    Surfaces = AIR
2412    Speed = 120                ; in dist/sec
2413    SpeedDamaged = 90         ; in dist/sec
2414    MinSpeed = 60             ; in dist/sec
2415    TurnRate = 50             ; in degrees/sec
2416    TurnRateDamaged = 50      ; in degrees/sec
2417    Acceleration = 90         ; in dist/(sec^2)
2418    AccelerationDamaged = 90  ; in dist/(sec^2)
2419    Lift = 180                ; in dist/(sec^2)
2420    LiftDamaged = 180          ; in dist/(sec^2)
2421    Braking = 20              ; in dist/(sec^2)
2422    MinTurnSpeed = 10         ; in dist/sec
2423    PreferredHeight = 130
2424    AllowAirborneMotiveForce = Yes
2425    ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
2426    Appearance = WINGS 
2427  
2428    AccelerationPitchLimit  = 30.0    ; Angle limit how far chassis will lift or roll from acceleration.
2429    DecelerationPitchLimit  = 30.0    ; Angle limit how far chassis widip roll deom acceleration.
2430  
2431    PitchStiffness = 0.5                  ;  stiffness of the "springs" in the suspension forward & back.
2432    RollStiffness = 0.1                   ;  stiffness of the "springs" in the suspension side to side.
2433    PitchDamping = 0.9                    ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2434    RollDamping = 0.5                     ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2435    ForwardVelocityPitchFactor = 0        ;  How much velocity will cause the front to lift/dip
2436    LateralVelocityRollFactor = 2.0       ;  How much cornering will cause the chassis to roll.
2437    Apply2DFrictionWhenAirborne = Yes
2438    AirborneTargetingHeight = 30          ;  How high do I have to be before I get targeted as 'airborne'
2439    LocomotorWorksWhenDead = Yes          ; for JetSlowDeathBehavior
2440  End
2441  
2442  ;------------------------------------------------------------------------------
2443  Locomotor SpectreGunshipTransitLocomotor
2444    Surfaces = AIR
2445    Speed = 290                ; in dist/sec
2446    SpeedDamaged = 200         ; in dist/sec
2447    MinSpeed = 60             ; in dist/sec
2448    TurnRate = 50             ; in degrees/sec
2449    TurnRateDamaged = 50      ; in degrees/sec
2450    Acceleration = 90         ; in dist/(sec^2)
2451    AccelerationDamaged = 90  ; in dist/(sec^2)
2452    Lift = 180                ; in dist/(sec^2)
2453    LiftDamaged = 180          ; in dist/(sec^2)
2454    Braking = 20              ; in dist/(sec^2)
2455    MinTurnSpeed = 10         ; in dist/sec
2456    PreferredHeight = 130
2457    AllowAirborneMotiveForce = Yes
2458    ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
2459    Appearance = WINGS 
2460  
2461    AccelerationPitchLimit  = 30.0    ; Angle limit how far chassis will lift or roll from acceleration.
2462    DecelerationPitchLimit  = 30.0    ; Angle limit how far chassis widip roll deom acceleration.
2463  
2464    PitchStiffness = 0.9                  ;  stiffness of the "springs" in the suspension forward & back.
2465    RollStiffness = 0.2                   ;  stiffness of the "springs" in the suspension side to side.
2466    PitchDamping = 0.9                    ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2467    RollDamping = 0.5                     ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2468    ForwardVelocityPitchFactor = 0        ;  How much velocity will cause the front to lift/dip
2469    LateralVelocityRollFactor = 6.3       ;  How much cornering will cause the chassis to roll.
2470    Apply2DFrictionWhenAirborne = Yes
2471    AirborneTargetingHeight = 30          ;  How high do I have to be before I get targeted as 'airborne'
2472    LocomotorWorksWhenDead = Yes          ; for JetSlowDeathBehavior
2473  End
2474  
2475  ;------------------------------------------------------------------------------
2476  Locomotor CINE_USA08_B52Locomotor
2477    Surfaces = AIR
2478    Speed = 125  ;100         ; in dist/sec
2479    SpeedDamaged = 75         ; in dist/sec
2480    MinSpeed = 60             ; in dist/sec
2481    TurnRate = 25             ; in degrees/sec
2482    TurnRateDamaged = 10      ; in degrees/sec
2483    Acceleration = 60         ; in dist/(sec^2)
2484    AccelerationDamaged = 30  ; in dist/(sec^2)
2485    Lift = 120                ; in dist/(sec^2)
2486    LiftDamaged = 80          ; in dist/(sec^2)
2487    Braking = 20              ; in dist/(sec^2)
2488    MinTurnSpeed = 10         ; in dist/sec
2489    PreferredHeight = 75
2490    AllowAirborneMotiveForce = Yes
2491    ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
2492    Appearance = WINGS 
2493  
2494    PitchStiffness = 0.5                  ;  stiffness of the "springs" in the suspension forward & back.
2495    RollStiffness = 0.1                   ;  stiffness of the "springs" in the suspension side to side.
2496    PitchDamping = 0.9                    ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2497    RollDamping = 0.9                     ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2498    ForwardVelocityPitchFactor = 0        ;  How much velocity will cause the front to lift/dip
2499    LateralVelocityRollFactor = 0.2       ;  How much cornering will cause the chassis to roll.
2500    Apply2DFrictionWhenAirborne = Yes
2501    AirborneTargetingHeight = 30
2502    LocomotorWorksWhenDead = Yes          ; for JetSlowDeathBehavior
2503  End
2504  
2505  ;------------------------------------------------------------------------------
2506  Locomotor MIGLocomotor
2507    Surfaces                  = AIR
2508    Speed                     = 160
2509    SpeedDamaged              = 160
2510  ; !!! DO NOT REDUCE MinSpeed BELOW 60 UNTIL LANDINGS ARE FIXED (srj)
2511    MinSpeed                  = 60
2512    TurnRate                  = 120
2513    TurnRateDamaged           = 90
2514    Acceleration              = 110   ; note that this needs to be AT LEAST 100 in order to clear the runway of current Chinese airfields. (srj)
2515    AccelerationDamaged       = 30  
2516    Lift                      = 120 
2517    LiftDamaged               = 80  
2518    Braking                   = 10  
2519    MinTurnSpeed              = 150 
2520    PreferredHeight           = 100
2521    AllowAirborneMotiveForce  = Yes
2522    ZAxisBehavior             = SURFACE_RELATIVE_HEIGHT
2523    CirclingRadius            = 100 
2524    Appearance                = WINGS 
2525  
2526    PitchInDirectionOfZVelFactor  = 1.0    ;  how much to pitch according to our z-vel. 0=none, 1=lots (0=default)
2527    PitchStiffness                = 0.5    ;  stiffness of the "springs" in the suspension forward & back.
2528    RollStiffness                 = 0.4    ;  stiffness of the "springs" in the suspension side to side.
2529    PitchDamping                  = 0.9    ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2530    RollDamping                   = 0.8    ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2531    ForwardVelocityPitchFactor    = 0      ;  How much velocity will cause the front to lift/dip
2532    LateralVelocityRollFactor     = 0.2    ;  How much cornering will cause the chassis to roll.
2533    Apply2DFrictionWhenAirborne   = Yes
2534    AirborneTargetingHeight       = 30
2535    LocomotorWorksWhenDead        = Yes    ; JetSlowDeathBehavior needs this to function correctly
2536  End
2537  
2538  ;------------------------------------------------------------------------------
2539  Locomotor CINE_CruiseMissile
2540    Surfaces                  = AIR
2541    Speed                     = 300
2542    SpeedDamaged              = 300
2543  ; !!! DO NOT REDUCE MinSpeed BELOW 60 UNTIL LANDINGS ARE FIXED (srj)
2544    MinSpeed                  = 300
2545    TurnRate                  = 300
2546    TurnRateDamaged           = 300
2547    Acceleration              = 300   ; note that this needs to be AT LEAST 100 in order to clear the runway of current Chinese airfields. (srj)
2548    AccelerationDamaged       = 30  
2549    Lift                      = 120 
2550    LiftDamaged               = 80  
2551    Braking                   = 10  
2552    MinTurnSpeed              = 300 
2553    PreferredHeight           = 200
2554    AllowAirborneMotiveForce  = Yes
2555    ZAxisBehavior             = SURFACE_RELATIVE_HEIGHT
2556    CirclingRadius            = 100 
2557    Appearance                = WINGS 
2558  
2559    PitchInDirectionOfZVelFactor  = 1.0    ;  how much to pitch according to our z-vel. 0=none, 1=lots (0=default)
2560    PitchStiffness                = 0.5    ;  stiffness of the "springs" in the suspension forward & back.
2561    RollStiffness                 = 0.4    ;  stiffness of the "springs" in the suspension side to side.
2562    PitchDamping                  = 0.9    ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2563    RollDamping                   = 0.8    ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2564    ForwardVelocityPitchFactor    = 0      ;  How much velocity will cause the front to lift/dip
2565    LateralVelocityRollFactor     = 0.2    ;  How much cornering will cause the chassis to roll.
2566    Apply2DFrictionWhenAirborne   = Yes
2567    AirborneTargetingHeight       = 30
2568    LocomotorWorksWhenDead        = Yes    ; JetSlowDeathBehavior needs this to function correctly
2569  End
2570  
2571  ;------------------------------------------------------------------------------
2572  Locomotor ParachuteLocomotor
2573    Surfaces = AIR
2574    Speed = 60                ; in dist/sec
2575    SpeedDamaged = 60         ; in dist/sec
2576    TurnRate = 120            ; in degrees/sec
2577    TurnRateDamaged = 90      ; in degrees/sec
2578    Acceleration = 60         ; in dist/(sec^2)
2579    AccelerationDamaged = 60  ; in dist/(sec^2)
2580    Lift = 100                ; in dist/(sec^2)
2581    LiftDamaged = 10          ; in dist/(sec^2)
2582    Braking = 100             ; in dist/(sec^2)
2583    MinTurnSpeed = 0          ; in dist/sec
2584    PreferredHeight = -1      ; nonzero, so we go as low as possible
2585    SpeedLimitZ = 15          ; max speed we want to try to fall
2586    AllowAirborneMotiveForce = Yes
2587    ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
2588    Appearance = HOVER
2589    PitchStiffness = 0.02     ;  stiffness of the "springs" in the suspension forward & back.
2590    RollStiffness = 0.02      ;  stiffness of the "springs" in the suspension side to side.
2591    PitchDamping = 0.01       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2592    RollDamping = 0.01        ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2593    Apply2DFrictionWhenAirborne = Yes
2594    Extra2DFriction = 30     ; give extra friction to reduce drift... less realistic, but much more playable  (friction/sec)
2595    AirborneTargetingHeight = 30
2596    CloseEnoughDist = 50
2597    CloseEnoughDist3D = Yes   ; This allows the parachute to fly over the target and come back
2598  End
2599  
2600  ;------------------------------------------------------------------------------
2601  Locomotor CINE_U04_ParachuteLocomotor
2602    Surfaces = AIR
2603    Speed = 60                ; in dist/sec
2604    SpeedDamaged = 60         ; in dist/sec
2605    TurnRate = 120            ; in degrees/sec
2606    TurnRateDamaged = 90      ; in degrees/sec
2607    Acceleration = 60         ; in dist/(sec^2)
2608    AccelerationDamaged = 60  ; in dist/(sec^2)
2609    Lift = 100                ; in dist/(sec^2)
2610    LiftDamaged = 10          ; in dist/(sec^2)
2611    Braking = 100             ; in dist/(sec^2)
2612    MinTurnSpeed = 0          ; in dist/sec
2613    PreferredHeight = -1      ; nonzero, so we go as low as possible
2614    SpeedLimitZ = 15          ; max speed we want to try to fall
2615    AllowAirborneMotiveForce = Yes
2616    ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
2617    Appearance = HOVER
2618    PitchStiffness = 0.02     ;  stiffness of the "springs" in the suspension forward & back.
2619    RollStiffness = 0.02      ;  stiffness of the "springs" in the suspension side to side.
2620    PitchDamping = 0.01       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2621    RollDamping = 0.01        ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2622    Apply2DFrictionWhenAirborne = No
2623    Extra2DFriction = 0     ; give extra friction to reduce drift... less realistic, but much more playable  (friction/sec)
2624    AirborneTargetingHeight = 30
2625    CloseEnoughDist = 200
2626    CloseEnoughDist3D = Yes   ; This allows the parachute to fly over the target and come back
2627  End
2628  
2629  ;------------------------------------------------------------------------------
2630  Locomotor CrateParachuteLocomotor
2631    Surfaces = AIR
2632    Speed = 60                ; in dist/sec
2633    SpeedDamaged = 60         ; in dist/sec
2634    TurnRate = 120            ; in degrees/sec
2635    TurnRateDamaged = 90      ; in degrees/sec
2636    Acceleration = 60         ; in dist/(sec^2)
2637    AccelerationDamaged = 60  ; in dist/(sec^2)
2638    Lift = 100                ; in dist/(sec^2)
2639    LiftDamaged = 10          ; in dist/(sec^2)
2640    Braking = 100             ; in dist/(sec^2)
2641    MinTurnSpeed = 0          ; in dist/sec
2642    PreferredHeight = -1      ; nonzero, so we go as low as possible
2643    SpeedLimitZ = 15          ; max speed we want to try to fall
2644    AllowAirborneMotiveForce = Yes
2645    ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
2646    Appearance = HOVER
2647    PitchStiffness = 0.02     ;  stiffness of the "springs" in the suspension forward & back.
2648    RollStiffness = 0.02      ;  stiffness of the "springs" in the suspension side to side.
2649    PitchDamping = 0.01       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2650    RollDamping = 0.01        ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2651    Apply2DFrictionWhenAirborne = Yes
2652    Extra2DFriction = 30      ; give extra friction to reduce drift... less realistic, but much more playable  (friction/sec)
2653    AirborneTargetingHeight = 30
2654    CloseEnoughDist = 50
2655    CloseEnoughDist3D = Yes
2656  End
2657  
2658  ;------------------------------------------------------------------------------
2659  ; it may seem odd to have a "bomb" with a Locomotor, especially a Thrust locomotor,
2660  ; but there's a good reason: the Aurora moves so freakin' fast that it's really
2661  ; hard to (1) find a reliable drop location, and (2) actually get it close enough to
2662  ; that location. So we cheat: just get fairly close, then let the "bomb" do a little (subtle)
2663  ; navigation on the way down. This works pretty well and actually looks much better
2664  ; than you might think. (srj)
2665  Locomotor AuroraBombLocomotor
2666    Surfaces                  = AIR
2667    Speed                     = 480        ; in dist/sec 
2668    MinSpeed                  = 240        ; in dist/sec. (THRUST items must have nonzero minspeeds!)
2669    Acceleration              = 960        ; in dist/(sec^2)
2670    Braking                   = 960        ; in dist/(sec^2)
2671    TurnRate                  = 960        ; in degrees/sec
2672    MaxThrustAngle            = 60         ; in degrees (NOT degrees/sec)
2673    AllowAirborneMotiveForce  = Yes
2674    Appearance                = THRUST
2675  End
2676  
2677  ;------------------------------------------------------------------------------
2678  Locomotor FreeFallLocomotor
2679    Surfaces = AIR
2680    Speed = 0                ; in dist/sec
2681    SpeedDamaged = 0         ; in dist/sec
2682    TurnRate = 0             ; in degrees/sec
2683    TurnRateDamaged = 0      ; in degrees/sec
2684    Acceleration = 0         ; in dist/(sec^2)
2685    AccelerationDamaged = 0  ; in dist/(sec^2)
2686    Lift = 0                ; in dist/(sec^2)
2687    LiftDamaged = 0          ; in dist/(sec^2)
2688    Braking = 0               ; in dist/(sec^2)
2689    MinTurnSpeed = 0          ; in dist/sec
2690    PreferredHeight = -1      ; nonzero, so we go as low as possible
2691    SpeedLimitZ = 999999          ; max speed we want to try to fall
2692    AllowAirborneMotiveForce = Yes
2693    ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
2694    Appearance = HOVER
2695    PitchStiffness = 0            ;  stiffness of the "springs" in the suspension forward & back.
2696    RollStiffness = 0            ;  stiffness of the "springs" in the suspension side to side.
2697    PitchDamping = 0       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2698    RollDamping = 0       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2699    Apply2DFrictionWhenAirborne = No
2700    AirborneTargetingHeight = 30
2701  End
2702  
2703  ;------------------------------------------------------------------------------
2704  Locomotor CrateFreeFallLocomotor
2705    Surfaces = AIR
2706    Speed = 0                ; in dist/sec
2707    SpeedDamaged = 0         ; in dist/sec
2708    TurnRate = 0             ; in degrees/sec
2709    TurnRateDamaged = 0      ; in degrees/sec
2710    Acceleration = 0         ; in dist/(sec^2)
2711    AccelerationDamaged = 0  ; in dist/(sec^2)
2712    Lift = 0                ; in dist/(sec^2)
2713    LiftDamaged = 0          ; in dist/(sec^2)
2714    Braking = 0               ; in dist/(sec^2)
2715    MinTurnSpeed = 0          ; in dist/sec
2716    PreferredHeight = -1      ; nonzero, so we go as low as possible
2717    SpeedLimitZ = 999999          ; max speed we want to try to fall
2718    AllowAirborneMotiveForce = Yes
2719    ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
2720    Appearance = HOVER
2721    PitchStiffness = 0            ;  stiffness of the "springs" in the suspension forward & back.
2722    RollStiffness = 0            ;  stiffness of the "springs" in the suspension side to side.
2723    PitchDamping = 0       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2724    RollDamping = 0       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2725    Apply2DFrictionWhenAirborne = No
2726    AirborneTargetingHeight = 30
2727  End
2728  
2729  ;------------------------------------------------------------------------------
2730  Locomotor AngryMobNexusLocomotor
2731    Surfaces = GROUND RUBBLE
2732    Speed = 18                ; in dist/sec
2733    SpeedDamaged = 18 ;10 ;30     ; in dist/sec
2734    TurnRate = 360            ; in degrees/sec
2735    TurnRateDamaged = 350     ; in degrees/sec
2736    Acceleration = 100        ; in dist/(sec^2)
2737    AccelerationDamaged = 50  ; in dist/(sec^2)
2738    Braking = 100             ; in dist/(sec^2)
2739    MinTurnSpeed = 0          ; in dist/sec
2740    ZAxisBehavior = NO_Z_MOTIVE_FORCE
2741    Appearance = TWO_LEGS
2742    StickToGround = Yes       ; walking guys aren't allowed to catch huge (or even small) air.
2743  End
2744  
2745  ;------------------------------------------------------------------------------
2746  Locomotor AngryMobNormalLocomotor
2747    Surfaces = GROUND RUBBLE
2748    Speed = 20 ;30                ; in dist/sec
2749    SpeedDamaged = 10 ;30         ; in dist/sec
2750    TurnRate = 500            ; in degrees/sec
2751    TurnRateDamaged = 500    ; in degrees/sec
2752    Acceleration = 100        ; in dist/(sec^2)
2753    AccelerationDamaged = 50 ; in dist/(sec^2)
2754    Braking = 100             ; in dist/(sec^2)
2755    MinTurnSpeed = 0          ; in dist/sec
2756    ZAxisBehavior = NO_Z_MOTIVE_FORCE
2757    Appearance = TWO_LEGS
2758    StickToGround = Yes       ; walking guys aren't allowed to catch huge (or even small) air.
2759    GroupMovementPriority = MOVES_FRONT;   Moves in the front of a group, behind small arms, ahead of artillery
2760  End
2761  ;------------------------------------------------------------------------------
2762  Locomotor AngryMobWanderLocomotor
2763    Surfaces = GROUND RUBBLE
2764    Speed = 13 ;;IMPORTANT THAT THIS STAYS SLOWER THAN A HUMAN WANDER, SO MOBSTER CAN LET THE OTHERS CATCH UP 
2765    SpeedDamaged = 10 ;30         ; in dist/sec
2766    TurnRate = 500            ; in degrees/sec
2767    TurnRateDamaged = 500    ; in degrees/sec
2768    Acceleration = 100        ; in dist/(sec^2)
2769    AccelerationDamaged = 50 ; in dist/(sec^2)
2770    Braking = 100             ; in dist/(sec^2)
2771    MinTurnSpeed = 0          ; in dist/sec
2772    ZAxisBehavior = NO_Z_MOTIVE_FORCE
2773    Appearance = TWO_LEGS
2774    StickToGround = Yes       ; walking guys aren't allowed to catch huge (or even small) air.
2775    GroupMovementPriority = MOVES_FRONT;   Moves in the front of a group, behind small arms, ahead of artillery
2776  End
2777  ;------------------------------------------------------------------------------
2778  Locomotor AngryMobPanicLocomotor
2779    Surfaces = GROUND RUBBLE
2780    Speed = 32 ;IMPORTANT THAT THIS STAYS FASTER THAN A HUMAN PANIC, SO MOBSTER CAN CATCH UP WITH NEXUS IN A CRISIS
2781    SpeedDamaged = 10 ;30         ; in dist/sec
2782    TurnRate = 500            ; in degrees/sec
2783    TurnRateDamaged = 500    ; in degrees/sec
2784    Acceleration = 100        ; in dist/(sec^2)
2785    AccelerationDamaged = 50 ; in dist/(sec^2)
2786    Braking = 100             ; in dist/(sec^2)
2787    MinTurnSpeed = 0          ; in dist/sec
2788    ZAxisBehavior = NO_Z_MOTIVE_FORCE
2789    Appearance = TWO_LEGS
2790    StickToGround = Yes       ; walking guys aren't allowed to catch huge (or even small) air.
2791    GroupMovementPriority = MOVES_FRONT;   Moves in the front of a group, behind small arms, ahead of artillery
2792  End
2793  
2794  
2795  ;------------------------------------------------------------------------------
2796  Locomotor DroneLocomotor
2797    Surfaces = AIR
2798    Speed = 60                ; in dist/sec
2799    SpeedDamaged = 30         ; in dist/sec
2800    MinSpeed = 0             ; in dist/sec
2801    TurnRate = 180             ; in degrees/sec
2802    TurnRateDamaged = 90      ; in degrees/sec
2803    Acceleration = 60         ; in dist/(sec^2)
2804    AccelerationDamaged = 30  ; in dist/(sec^2)
2805    Lift = 120                 ; in dist/(sec^2)
2806    LiftDamaged = 80          ; in dist/(sec^2)
2807    Braking = 50              ; in dist/(sec^2)
2808    MinTurnSpeed = 10          ; in dist/sec
2809    PreferredHeight = 50
2810    AllowAirborneMotiveForce = Yes
2811    ZAxisBehavior = RELATIVE_TO_HIGHEST_LAYER
2812    Appearance = HOVER
2813    PitchStiffness = 0.5                  ;  stiffness of the "springs" in the suspension forward & back.
2814    RollStiffness = 0.1                   ;  stiffness of the "springs" in the suspension side to side.
2815    PitchDamping = 0.9                    ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2816    RollDamping = 0.9                     ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2817    ForwardVelocityPitchFactor = -0.05    ;  How much velocity will cause the front to lift/dip
2818    LateralVelocityRollFactor = 0.1       ;  How much cornering will cause the chassis to roll.
2819    Apply2DFrictionWhenAirborne = Yes
2820    AirborneTargetingHeight = 20
2821  End
2822  
2823  ;------------------------------------------------------------------------------
2824  Locomotor HellfireDroneLocomotor
2825    Surfaces = AIR
2826    Speed = 60                ; in dist/sec
2827    SpeedDamaged = 30         ; in dist/sec
2828    MinSpeed = 30             ; in dist/sec
2829    TurnRate = 180             ; in degrees/sec
2830    TurnRateDamaged = 90      ; in degrees/sec
2831    Acceleration = 60         ; in dist/(sec^2)
2832    AccelerationDamaged = 30  ; in dist/(sec^2)
2833    Lift = 120                 ; in dist/(sec^2)
2834    LiftDamaged = 80          ; in dist/(sec^2)
2835    Braking = 50              ; in dist/(sec^2)
2836    MinTurnSpeed = 10          ; in dist/sec
2837    PreferredHeight = 50
2838    AllowAirborneMotiveForce = Yes
2839    ZAxisBehavior = RELATIVE_TO_HIGHEST_LAYER
2840    Appearance = WINGS
2841    PitchStiffness = 0.5                  ;  stiffness of the "springs" in the suspension forward & back.
2842    RollStiffness = 0.1                   ;  stiffness of the "springs" in the suspension side to side.
2843    PitchDamping = 0.9                    ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2844    RollDamping = 0.9                     ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2845    ForwardVelocityPitchFactor = -0.05    ;  How much velocity will cause the front to lift/dip
2846    LateralVelocityRollFactor = 0.1       ;  How much cornering will cause the chassis to roll.
2847    Apply2DFrictionWhenAirborne = Yes
2848    AirborneTargetingHeight = 20
2849  End
2850  
2851  ;------------------------------------------------------------------------------
2852  Locomotor BattleDroneLocomotor
2853    Surfaces = AIR
2854    Speed = 40                ; in dist/sec
2855    SpeedDamaged = 20         ; in dist/sec
2856    MinSpeed = 0             ; in dist/sec
2857    TurnRate = 90             ; in degrees/sec
2858    TurnRateDamaged = 90      ; in degrees/sec
2859    Acceleration = 30         ; in dist/(sec^2)
2860    AccelerationDamaged = 15  ; in dist/(sec^2)
2861    Lift = 120                 ; in dist/(sec^2)
2862    LiftDamaged = 80          ; in dist/(sec^2)
2863    Braking = 100              ; in dist/(sec^2)
2864    MinTurnSpeed = 20          ; in dist/sec
2865    PreferredHeight = 50
2866    AllowAirborneMotiveForce = Yes
2867    ZAxisBehavior = RELATIVE_TO_HIGHEST_LAYER
2868    Appearance = HOVER
2869    PitchStiffness = 0.5                  ;  stiffness of the "springs" in the suspension forward & back.
2870    RollStiffness = 0.1                   ;  stiffness of the "springs" in the suspension side to side.
2871    PitchDamping = 0.9                    ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2872    RollDamping = 0.9                     ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2873    ForwardVelocityPitchFactor = -0.05    ;  How much velocity will cause the front to lift/dip
2874    LateralVelocityRollFactor = 0.1       ;  How much cornering will cause the chassis to roll.
2875    Apply2DFrictionWhenAirborne = Yes
2876    AirborneTargetingHeight = 20
2877  End
2878  
2879  ;------------------------------------------------------------------------------
2880  ;This is a crazy version of the battle drone -- when he's repairing
2881  ;his master, he needs to zip around nearly instantly. Otherwise,
2882  ;he slowly drives around and wastes time. He's not intended to
2883  ;move far at all.
2884  ;------------------------------------------------------------------------------
2885  Locomotor BattleDronePanicLocomotor
2886    Surfaces = AIR
2887    Speed = 140                ; in dist/sec
2888    SpeedDamaged = 140         ; in dist/sec
2889    MinSpeed = 0                ; in dist/sec
2890    TurnRate = 500             ; in degrees/sec
2891    TurnRateDamaged = 400      ; in degrees/sec
2892    Acceleration = 600         ; in dist/(sec^2)
2893    AccelerationDamaged = 400  ; in dist/(sec^2)
2894    Lift = 120                 ; in dist/(sec^2)
2895    LiftDamaged = 80          ; in dist/(sec^2)
2896    Braking = 4000              ; in dist/(sec^2)
2897    MinTurnSpeed = 360          ; in dist/sec
2898    PreferredHeight = 50
2899    AllowAirborneMotiveForce = Yes
2900    ZAxisBehavior = RELATIVE_TO_HIGHEST_LAYER  
2901    Appearance = HOVER
2902    PitchStiffness = 0.5                  ;  stiffness of the "springs" in the suspension forward & back.
2903    RollStiffness = 0.1                   ;  stiffness of the "springs" in the suspension side to side.
2904    PitchDamping = 0.9                    ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2905    RollDamping = 0.9                     ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2906    ForwardVelocityPitchFactor = -0.05    ;  How much velocity will cause the front to lift/dip
2907    LateralVelocityRollFactor = 0.1       ;  How much cornering will cause the chassis to roll.
2908    Apply2DFrictionWhenAirborne = Yes
2909    AirborneTargetingHeight = 20
2910    CloseEnoughDist3D = Yes   ; This allows the parachute to fly over the target and come back
2911  End
2912  
2913  ;------------------------------------------------------------------------------
2914  Locomotor BirdLocomotor
2915    Surfaces = AIR
2916    Speed = 60                ; in dist/sec
2917    SpeedDamaged = 50         ; in dist/sec
2918    MinSpeed = 35             ; in dist/sec
2919    TurnRate = 25             ; in degrees/sec
2920    TurnRateDamaged = 10      ; in degrees/sec
2921    Acceleration = 60         ; in dist/(sec^2)
2922    AccelerationDamaged = 30  ; in dist/(sec^2)
2923    Lift = 120                 ; in dist/(sec^2)
2924    LiftDamaged = 80          ; in dist/(sec^2)
2925    Braking = 20              ; in dist/(sec^2)
2926    MinTurnSpeed = 10          ; in dist/sec
2927    PreferredHeight = 100
2928    AllowAirborneMotiveForce = Yes
2929    ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
2930    Appearance = WINGS
2931  
2932    PitchStiffness = 0.5                  ;  stiffness of the "springs" in the suspension forward & back.
2933    RollStiffness = 0.1                   ;  stiffness of the "springs" in the suspension side to side.
2934    PitchDamping = 0.9                    ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2935    RollDamping = 0.9                     ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2936    ForwardVelocityPitchFactor = 0     ;  How much velocity will cause the front to lift/dip
2937    LateralVelocityRollFactor = 0.2       ;  How much cornering will cause the chassis to roll.
2938  End
2939  
2940  ;------------------------------------------------------------------------------
2941  Locomotor WaterWaveLocomotor
2942    Surfaces                        = AIR
2943    Speed                           = 120 ; in dist/sec
2944    TurnRate                        = 20  ; in degrees/sec
2945    Acceleration                    = 500 ; in dist/(sec^2)
2946    Lift                            = 200 ; in dist/(sec^2)
2947    Braking                         = 500 ; in dist/(sec^2)
2948    MinTurnSpeed                    = 0   ; in dist/sec
2949    PreferredHeight                 = 10.4
2950    ZAxisBehavior                   = ABSOLUTE_HEIGHT
2951    AllowAirborneMotiveForce        = Yes
2952    Apply2DFrictionWhenAirborne     = Yes
2953  End
2954  
2955  ;------------------------------------------------------------------------------
2956  Locomotor AuroraJetLocomotor
2957    Surfaces                  = AIR
2958    Speed                     = 180         ; in dist/sec
2959    SpeedDamaged              = 120         ; in dist/sec
2960  ;  MinSpeed                  = 120         ; in dist/sec
2961  ; !!! DO NOT REDUCE MinSpeed BELOW 60 UNTIL LANDINGS ARE FIXED (srj)
2962    MinSpeed                  = 60         ; in dist/sec
2963    TurnRate                  = 180         ; in degrees/sec
2964    TurnRateDamaged           = 90          ; in degrees/sec
2965    Acceleration              = 180         ; in dist/(sec^2)
2966    AccelerationDamaged       = 120         ; in dist/(sec^2)
2967    Lift                      = 120         ; in dist/(sec^2)
2968    LiftDamaged               = 80          ; in dist/(sec^2)
2969    Braking                   = 10          ; in dist/(sec^2)
2970    MinTurnSpeed              = 120         ; in dist/sec
2971    PreferredHeight           = 100
2972    AllowAirborneMotiveForce  = Yes
2973    ZAxisBehavior             = SURFACE_RELATIVE_HEIGHT
2974    CirclingRadius            = 100       ; the radius at which we circle when we are trying to maintain position. 
2975    Appearance                = WINGS
2976  
2977    PitchInDirectionOfZVelFactor  = 1.0    ;  how much to pitch according to our z-vel. 0=none, 1=lots (0=default)
2978    PitchStiffness                = 0.5    ;  stiffness of the "springs" in the suspension forward & back.
2979    RollStiffness                 = 0.4    ;  stiffness of the "springs" in the suspension side to side.
2980    PitchDamping                  = 0.9    ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2981    RollDamping                   = 0.8    ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
2982    ForwardVelocityPitchFactor    = 0      ;  How much velocity will cause the front to lift/dip
2983    LateralVelocityRollFactor     = 0.2    ;  How much cornering will cause the chassis to roll.
2984    Apply2DFrictionWhenAirborne   = Yes
2985    AirborneTargetingHeight       = 30
2986    LocomotorWorksWhenDead        = Yes    ; JetSlowDeathBehavior needs this to function correctly
2987  End
2988  
2989  ;------------------------------------------------------------------------------
2990  Locomotor AuroraJetSluggishLocomotor
2991    Surfaces                  = AIR
2992    Speed                     = 150          ; in dist/sec
2993    SpeedDamaged              = 100          ; in dist/sec
2994    MinSpeed                  = 100          ; in dist/sec
2995    TurnRate                  = 90          ; in degrees/sec
2996    TurnRateDamaged           = 60          ; in degrees/sec
2997    Acceleration              = 90          ; in dist/(sec^2)
2998    AccelerationDamaged       = 60          ; in dist/(sec^2)
2999    Lift                      = 120         ; in dist/(sec^2)
3000    LiftDamaged               = 80          ; in dist/(sec^2)
3001  ; Braking                   = 360         ; LOTS of braking, so we can slow from supersonic->sluggish quickly
3002    Braking                   = 90          ; not much braking, so we go supersonic->sluggish slowly
3003    MinTurnSpeed              = 60          ; in dist/sec
3004    PreferredHeight           = 100
3005    AllowAirborneMotiveForce  = Yes
3006    ZAxisBehavior             = SURFACE_RELATIVE_HEIGHT
3007    CirclingRadius            = 100         ; the radius at which we circle when we are trying to maintain position. 
3008    Appearance                = WINGS
3009  
3010    PitchInDirectionOfZVelFactor  = 1.0    ;  how much to pitch according to our z-vel. 0=none, 1=lots (0=default)
3011    PitchStiffness                = 0.5    ;  stiffness of the "springs" in the suspension forward & back.
3012    RollStiffness                 = 0.4    ;  stiffness of the "springs" in the suspension side to side.
3013    PitchDamping                  = 0.9    ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3014    RollDamping                   = 0.8    ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3015    ForwardVelocityPitchFactor    = 0      ;  How much velocity will cause the front to lift/dip
3016    LateralVelocityRollFactor     = 0.2    ;  How much cornering will cause the chassis to roll.
3017    Apply2DFrictionWhenAirborne   = Yes
3018    AirborneTargetingHeight       = 30
3019    LocomotorWorksWhenDead        = Yes    ; JetSlowDeathBehavior needs this to function correctly
3020  End
3021  
3022  ;------------------------------------------------------------------------------
3023  Locomotor AuroraJetSupersonicLocomotor
3024    Surfaces                  = AIR
3025    Speed                     = 480         ; in dist/sec
3026    SpeedDamaged              = 240         ; in dist/sec
3027  ;  MinSpeed                  = 240         ; in dist/sec
3028  ; !!! DO NOT REDUCE MinSpeed BELOW 60 UNTIL LANDINGS ARE FIXED (srj)
3029    MinSpeed                  = 60         ; in dist/sec
3030    TurnRate                  = 180         ; in degrees/sec
3031    TurnRateDamaged           = 90          ; in degrees/sec
3032    Acceleration              = 480         ; in dist/(sec^2)
3033    AccelerationDamaged       = 240         ; in dist/(sec^2)
3034    Lift                      = 120         ; in dist/(sec^2)
3035    LiftDamaged               = 80          ; in dist/(sec^2)
3036    Braking                   = 10          ; in dist/(sec^2)
3037    MinTurnSpeed              = 180         ; in dist/sec
3038    PreferredHeight           = 100
3039    AllowAirborneMotiveForce  = Yes
3040    ZAxisBehavior             = SURFACE_RELATIVE_HEIGHT
3041    CirclingRadius            = 100       ; the radius at which we circle when we are trying to maintain position. 
3042    Appearance                = WINGS
3043  
3044    PitchInDirectionOfZVelFactor  = 1.0    ;  how much to pitch according to our z-vel. 0=none, 1=lots (0=default)
3045    PitchStiffness                = 0.5    ;  stiffness of the "springs" in the suspension forward & back.
3046    RollStiffness                 = 0.4    ;  stiffness of the "springs" in the suspension side to side.
3047    PitchDamping                  = 0.9    ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3048    RollDamping                   = 0.8    ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3049    ForwardVelocityPitchFactor    = 0      ;  How much velocity will cause the front to lift/dip
3050    LateralVelocityRollFactor     = 0.2    ;  How much cornering will cause the chassis to roll.
3051    Apply2DFrictionWhenAirborne   = Yes
3052    AirborneTargetingHeight       = 30
3053    LocomotorWorksWhenDead        = Yes    ; JetSlowDeathBehavior needs this to function correctly
3054  End
3055  
3056  ;------------------------------------------------------------------------------
3057  Locomotor StealthJetLocomotor
3058    Surfaces = AIR
3059    Speed = 175                 ; in dist/sec
3060    SpeedDamaged = 120         ; in dist/sec
3061  ;  MinSpeed = 120             ; in dist/sec
3062  ; !!! DO NOT REDUCE MinSpeed BELOW 60 UNTIL LANDINGS ARE FIXED (srj)
3063    MinSpeed = 60             ; in dist/sec
3064    TurnRate = 180            ; in degrees/sec
3065    TurnRateDamaged = 90      ; in degrees/sec
3066    Acceleration = 150         ; in dist/(sec^2)
3067    AccelerationDamaged = 30  ; in dist/(sec^2)
3068    Lift = 120                ; in dist/(sec^2)
3069    LiftDamaged = 80          ; in dist/(sec^2)
3070    Braking = 10              ; in dist/(sec^2)
3071    MinTurnSpeed = 150          ; in dist/sec
3072    PreferredHeight = 100
3073    AllowAirborneMotiveForce = Yes
3074    ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
3075    CirclingRadius = 100      ; the radius at which we circle when we are trying to maintain position. 
3076                              ; (pos = clockwise, neg = ccw, 0 = calc smallest possible radius given our speed, turning, etc)
3077    Appearance = WINGS 
3078  
3079    PitchInDirectionOfZVelFactor = 1.0    ;  how much to pitch according to our z-vel. 0=none, 1=lots (0=default)
3080    PitchStiffness = 0.5                  ;  stiffness of the "springs" in the suspension forward & back.
3081    RollStiffness = 0.4                   ;  stiffness of the "springs" in the suspension side to side.
3082    PitchDamping = 0.9                    ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3083    RollDamping = 0.8                     ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3084    ForwardVelocityPitchFactor = 0        ;  How much velocity will cause the front to lift/dip
3085    LateralVelocityRollFactor = 0.2       ;  How much cornering will cause the chassis to roll.
3086    Apply2DFrictionWhenAirborne = Yes
3087    AirborneTargetingHeight = 30
3088    LocomotorWorksWhenDead = Yes          ; JetSlowDeathBehavior needs this to function correctly
3089  End
3090  
3091  ;------------------------------------------------------------------------------
3092  Locomotor RaptorJetLocomotor
3093    Surfaces = AIR
3094    Speed = 175                 ; in dist/sec
3095    SpeedDamaged = 120         ; in dist/sec
3096  ;  MinSpeed = 80             ; in dist/sec
3097  ; !!! DO NOT REDUCE MinSpeed BELOW 60 UNTIL LANDINGS ARE FIXED (srj)
3098    MinSpeed = 60             ; in dist/sec
3099    TurnRate = 120            ; in degrees/sec
3100    TurnRateDamaged = 90      ; in degrees/sec
3101    Acceleration = 120         ; in dist/(sec^2)
3102    AccelerationDamaged = 30  ; in dist/(sec^2)
3103    Lift = 120                ; in dist/(sec^2)
3104    LiftDamaged = 80          ; in dist/(sec^2)
3105    Braking = 10              ; in dist/(sec^2)
3106    MinTurnSpeed = 150          ; in dist/sec
3107    PreferredHeight = 100
3108    AllowAirborneMotiveForce = Yes
3109    ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
3110    CirclingRadius = 100      ; the radius at which we circle when we are trying to maintain position. 
3111                              ; (pos = clockwise, neg = ccw, 0 = calc smallest possible radius given our speed, turning, etc)
3112    Appearance = WINGS
3113  
3114    PitchInDirectionOfZVelFactor = 1.0    ;  how much to pitch according to our z-vel. 0=none, 1=lots (0=default)
3115    PitchStiffness = 0.5                  ;  stiffness of the "springs" in the suspension forward & back.
3116    RollStiffness = 0.4                   ;  stiffness of the "springs" in the suspension side to side.
3117    PitchDamping = 0.9                    ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3118    RollDamping = 0.8                     ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3119    ForwardVelocityPitchFactor = 0        ;  How much velocity will cause the front to lift/dip
3120    LateralVelocityRollFactor = 0.2       ;  How much cornering will cause the chassis to roll.
3121    Apply2DFrictionWhenAirborne = Yes
3122    AirborneTargetingHeight = 30
3123    LocomotorWorksWhenDead = Yes          ; JetSlowDeathBehavior needs this to function correctly
3124  End
3125  
3126  ;------------------------------------------------------------------------------
3127  Locomotor BasicJetTaxiLocomotor
3128    Surfaces            = GROUND
3129    Speed               = 50    ; in dist/sec
3130    SpeedDamaged        = 50    ; in dist/sec
3131    TurnRate            = 180    ; in degrees/sec
3132    TurnRateDamaged     = 180    ; in degrees/sec
3133    Acceleration        = 100    ; in dist/(sec^2)
3134    AccelerationDamaged = 100    ; in dist/(sec^2)
3135    Braking             = 999999    ; in dist/(sec^2)
3136    MinTurnSpeed        = 0      ; in dist/sec
3137    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
3138    Appearance          = TREADS  ; so we can turn in place...
3139  End
3140  
3141  ;------------------------------------------------------------------------------
3142  Locomotor CINE_BasicJetTaxiLocomotor
3143    Surfaces            = GROUND
3144    Speed               = 30    ; in dist/sec
3145    SpeedDamaged        = 30    ; in dist/sec
3146    TurnRate            = 60    ; in degrees/sec
3147    TurnRateDamaged     = 60    ; in degrees/sec
3148    Acceleration        = 30    ; in dist/(sec^2)
3149    AccelerationDamaged = 30   ; in dist/(sec^2)
3150    Braking             = 999999    ; in dist/(sec^2)
3151    MinTurnSpeed        = 0      ; in dist/sec
3152    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
3153    Appearance          = TREADS  ; so we can turn in place...
3154  End
3155  
3156  ;------------------------------------------------------------------------------
3157  Locomotor RocketBuggyMissileLocomotor
3158    Surfaces = AIR
3159    Speed = 225               ; in dist/sec
3160    MinSpeed = 120            ; in dist/sec. (THRUST items must have nonzero minspeeds!)
3161    Acceleration = 675        ; in dist/(sec^2)
3162    Braking = 0               ; in dist/(sec^2)
3163    TurnRate = 100            ; in degrees/sec
3164    MaxThrustAngle = 45       ; in degrees (NOT degrees/sec)
3165    AllowAirborneMotiveForce = Yes
3166    Appearance = THRUST
3167  End
3168  
3169  
3170  ;------------------------------------------------------------------------------
3171  ;------------------------------------------------------------------------------
3172  Locomotor TunnelDefenderMissileLocomotor
3173    Surfaces = AIR
3174    Speed = 225               ; in dist/sec
3175    MinSpeed = 120            ; in dist/sec. (THRUST items must have nonzero minspeeds!)
3176    Acceleration = 675        ; in dist/(sec^2)
3177    Braking = 0               ; in dist/(sec^2)
3178    TurnRate = 100            ; in degrees  /sec
3179    MaxThrustAngle = 25       ; in degrees (NOT degrees/sec)
3180    AllowAirborneMotiveForce = Yes
3181    Appearance = THRUST
3182  End
3183  ;------------------------------------------
3184  Locomotor TechnicalRPGMissileLocomotor
3185    Surfaces = AIR
3186    Speed = 225               ; in dist/sec
3187    MinSpeed = 120            ; in dist/sec. (THRUST items must have nonzero minspeeds!)
3188    Acceleration = 675        ; in dist/(sec^2)
3189    Braking = 0               ; in dist/(sec^2)
3190    TurnRate = 100            ; in degrees/sec
3191    MaxThrustAngle = 25       ; in degrees (NOT degrees/sec)
3192    AllowAirborneMotiveForce = Yes
3193    Appearance = THRUST
3194  End
3195  ;------------------------------------------
3196  Locomotor MissileDefenderMissileLocomotor
3197    Surfaces = AIR
3198    Speed = 225               ; in dist/sec
3199    MinSpeed = 120            ; in dist/sec. (THRUST items must have nonzero minspeeds!)
3200    Acceleration = 675        ; in dist/(sec^2)
3201    Braking = 0               ; in dist/(sec^2)
3202    TurnRate = 100            ; in degrees/sec
3203    MaxThrustAngle = 45       ; in degrees (NOT degrees/sec)
3204    AllowAirborneMotiveForce = Yes
3205    Appearance = THRUST
3206  End
3207  ;-------------------------------------------
3208  Locomotor TankHunterMissileLocomotor
3209    Surfaces = AIR
3210    Speed = 225               ; in dist/sec
3211    MinSpeed = 120            ; in dist/sec. (THRUST items must have nonzero minspeeds!)
3212    Acceleration = 675        ; in dist/(sec^2)
3213    Braking = 0               ; in dist/(sec^2)
3214    TurnRate = 100            ; in degrees/sec
3215    MaxThrustAngle = 45       ; in degrees (NOT degrees/sec)
3216    AllowAirborneMotiveForce = Yes
3217    Appearance = THRUST
3218  End
3219  
3220  ;------------------------------------------------------------------------------
3221  ;------------------------------------------------------------------------------
3222  Locomotor TomahawkMissileLocomotor
3223    Surfaces = AIR
3224    Speed = 200               ; in dist/sec
3225    MinSpeed = 100            ; in dist/sec. (THRUST items must have nonzero minspeeds!)
3226    Acceleration = 675        ; in dist/(sec^2)
3227    Braking = 0               ; in dist/(sec^2)
3228    TurnRate = 540            ; in degrees/sec
3229    MaxThrustAngle = 45       ; in degrees (NOT degrees/sec)
3230    AllowAirborneMotiveForce = Yes
3231    Appearance = THRUST
3232    PreferredHeight = 120
3233    AirborneTargetingHeight = 30
3234    ;Note, PreferredHeight and DistanceToTargetBeforeDiving work in tandem for missiles.
3235    PreferredHeightDamping = 0.7      ; so that we gradually adjust our height
3236  End
3237  
3238  ;------------------------------------------------------------------------------
3239  Locomotor StingerMissileLocomotor
3240    Surfaces = AIR
3241    Speed = 400               ; in dist/sec
3242    MinSpeed = 120            ; in dist/sec. (THRUST items must have nonzero minspeeds!)
3243    Acceleration = 900        ; in dist/(sec^2)
3244    Braking = 0               ; in dist/(sec^2)
3245    TurnRate = 625            ; in degrees/sec
3246    MaxThrustAngle = 60       ; in degrees (NOT degrees/sec)
3247    AllowAirborneMotiveForce = Yes
3248    Appearance = THRUST
3249    CloseEnoughDist3D = No   ; This allows the missile to fly over the target and come back
3250  End
3251  
3252  ;------------------------------------------------------------------------------
3253  Locomotor ComancheAntiTankMissileLocomotor
3254    Surfaces = AIR
3255    Speed = 225               ; in dist/sec
3256    MinSpeed = 120            ; in dist/sec. (THRUST items must have nonzero minspeeds!)
3257    Acceleration = 675        ; in dist/(sec^2)
3258    Braking = 0               ; in dist/(sec^2)
3259    TurnRate = 180            ; in degrees/sec
3260    MaxThrustAngle = 50       ; in degrees (NOT degrees/sec)
3261    AllowAirborneMotiveForce = Yes
3262    Appearance = THRUST
3263  End
3264  
3265  ;------------------------------------------------------------------------------
3266  Locomotor ComancheRocketPodLocomotor
3267    Surfaces = AIR
3268    Speed = 225               ; in dist/sec
3269    MinSpeed = 120            ; in dist/sec. (THRUST items must have nonzero minspeeds!)
3270    Acceleration = 675        ; in dist/(sec^2)
3271    Braking = 0               ; in dist/(sec^2)
3272    TurnRate = 180            ; in degrees/sec
3273    MaxThrustAngle = 25       ; in degrees (NOT degrees/sec)
3274    AllowAirborneMotiveForce = Yes
3275    Appearance = THRUST
3276  End
3277  
3278  ;------------------------------------------------------------------------------
3279  Locomotor ScorpionMissileLocomotor
3280    Surfaces = AIR
3281    Speed = 150               ; in dist/sec
3282    MinSpeed = 120            ; in dist/sec. (THRUST items must have nonzero minspeeds!)
3283    Acceleration = 450        ; in dist/(sec^2)
3284    Braking = 0               ; in dist/(sec^2)
3285    TurnRate = 540             ; in degrees/sec
3286    MaxThrustAngle = 60       ; in degrees (NOT degrees/sec)
3287    AllowAirborneMotiveForce = Yes
3288    Appearance = THRUST
3289  End
3290  
3291  ;------------------------------------------------------------------------------
3292  Locomotor PatriotMissileLocomotor
3293    Surfaces = AIR
3294    Speed = 400               ; in dist/sec (silly if not faster than planes)
3295    MinSpeed = 120            ; in dist/sec. (THRUST items must have nonzero minspeeds!)
3296    Acceleration = 450        ; in dist/(sec^2)
3297    Braking = 0               ; in dist/(sec^2)
3298    TurnRate = 300            ; in degrees/sec
3299    MaxThrustAngle = 30       ; in degrees (NOT degrees/sec)
3300    AllowAirborneMotiveForce = Yes
3301    Appearance = THRUST
3302    CloseEnoughDist = 1      ; 
3303  End
3304  
3305  ;------------------------------------------------------------------------------
3306  Locomotor DragonTankFlameLocomotor
3307    Surfaces = AIR
3308    Speed = 300               ; in dist/sec
3309    MinSpeed = 120            ; in dist/sec. (THRUST items must have nonzero minspeeds!)
3310    Acceleration = 2160       ; in dist/(sec^2)
3311    Braking = 0               ; in dist/(sec^2)
3312    TurnRate = 5            ; in degrees/sec
3313    MaxThrustAngle = 1       ; in degrees (NOT degrees/sec)
3314    AllowAirborneMotiveForce = Yes
3315    Appearance = THRUST
3316  End
3317  
3318  ;------------------------------------------------------------------------------
3319  Locomotor ToxinTruckStreamLocomotor
3320    Surfaces = AIR
3321    Speed = 300               ; in dist/sec
3322    MinSpeed = 120            ; in dist/sec. (THRUST items must have nonzero minspeeds!)
3323    Acceleration = 2160       ; in dist/(sec^2)
3324    Braking = 0               ; in dist/(sec^2)
3325    TurnRate = 225            ; in degrees/sec
3326    MaxThrustAngle = 20       ; in degrees (NOT degrees/sec)
3327    AllowAirborneMotiveForce = Yes
3328    Appearance = THRUST
3329  End
3330  
3331  ;------------------------------------------------------------------------------
3332  Locomotor FasterToxinTruckStreamLocomotor
3333    Surfaces = AIR
3334    Speed = 300               ; in dist/sec
3335    MinSpeed = 120            ; in dist/sec. (THRUST items must have nonzero minspeeds!)
3336    Acceleration = 2160       ; in dist/(sec^2)
3337    Braking = 0               ; in dist/(sec^2)
3338    TurnRate = 355            ; in degrees/sec
3339    MaxThrustAngle = 30       ; in degrees (NOT degrees/sec)
3340    AllowAirborneMotiveForce = Yes
3341    Appearance = THRUST
3342  End
3343  
3344  ;------------------------------------------------------------------------------
3345  Locomotor ToxinTruckDribbleLocomotor
3346    Surfaces = AIR
3347    Speed = 300               ; in dist/sec
3348    MinSpeed = 1            ; in dist/sec. (THRUST items must have nonzero minspeeds!)
3349    Acceleration = 2160       ; in dist/(sec^2)
3350    Braking = 0               ; in dist/(sec^2)
3351    TurnRate = 900            ; in degrees/sec
3352    MaxThrustAngle = 360       ; in degrees (NOT degrees/sec)
3353    AllowAirborneMotiveForce = Yes
3354    Appearance = THRUST
3355  End
3356  
3357  ;------------------------------------------------------------------------------
3358  Locomotor AuroraJetMissileLocomotor
3359    Surfaces = AIR
3360    Speed = 300               ; in dist/sec
3361    MinSpeed = 120            ; in dist/sec. (THRUST items must have nonzero minspeeds!)
3362    Acceleration = 900        ; in dist/(sec^2)
3363    Braking = 0               ; in dist/(sec^2)
3364    TurnRate = 200            ; in degrees/sec
3365    MaxThrustAngle = 15       ; in degrees (NOT degrees/sec)
3366    AllowAirborneMotiveForce = Yes
3367    Appearance = THRUST
3368  End
3369  
3370  ;------------------------------------------------------------------------------
3371  Locomotor A10ThunderboltMissileLocomotor
3372    Surfaces = AIR
3373    Speed = 240               ; in dist/sec
3374    MinSpeed = 120            ; in dist/sec. (THRUST items must have nonzero minspeeds!)
3375    Acceleration = 900        ; in dist/(sec^2)
3376    Braking = 0               ; in dist/(sec^2)
3377    TurnRate = 200            ; in degrees/sec
3378    MaxThrustAngle = 60       ; in degrees (NOT degrees/sec)
3379    AllowAirborneMotiveForce = Yes
3380    Appearance = THRUST
3381  End
3382  
3383  ;------------------------------------------------------------------------------
3384  Locomotor RaptorJetMissileLocomotor
3385    Surfaces = AIR
3386    Speed = 300               ; in dist/sec
3387    MinSpeed = 120            ; in dist/sec. (THRUST items must have nonzero minspeeds!)
3388    Acceleration = 900        ; in dist/(sec^2)
3389    Braking = 0               ; in dist/(sec^2)
3390    TurnRate = 200            ; in degrees/sec
3391    MaxThrustAngle = 15       ; in degrees (NOT degrees/sec)
3392    AllowAirborneMotiveForce = Yes
3393    Appearance = THRUST
3394  End
3395  
3396  ;------------------------------------------------------------------------------
3397  Locomotor StealthJetMissileLocomotor
3398    Surfaces = AIR
3399    Speed = 300               ; in dist/sec
3400    MinSpeed = 120            ; in dist/sec. (THRUST items must have nonzero minspeeds!)
3401    Acceleration = 900        ; in dist/(sec^2)
3402    Braking = 0               ; in dist/(sec^2)
3403    TurnRate = 200            ; in degrees/sec
3404    MaxThrustAngle = 15       ; in degrees (NOT degrees/sec)
3405    AllowAirborneMotiveForce = Yes
3406    Appearance = THRUST
3407  End
3408  
3409  ;------------------------------------------------------------------------------
3410  Locomotor CountermeasureFlareLocomotor
3411    Surfaces = AIR
3412    Speed = 60                ; in dist/sec
3413    SpeedDamaged = 60         ; in dist/sec
3414    TurnRate = 120              ; in degrees/sec
3415    TurnRateDamaged = 120       ; in degrees/sec
3416    Acceleration = 60         ; in dist/(sec^2)
3417    AccelerationDamaged = 60  ; in dist/(sec^2)
3418    Lift = 100                ; in dist/(sec^2)
3419    LiftDamaged = 10          ; in dist/(sec^2)
3420    Braking = 200              ; in dist/(sec^2)
3421    MinTurnSpeed = 0          ; in dist/sec
3422    PreferredHeight = -1      ; nonzero, so we go as low as possible
3423    SpeedLimitZ = 8          ; max speed we want to try to fall
3424    AllowAirborneMotiveForce = Yes
3425    ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
3426    Appearance = HOVER
3427    PitchStiffness = 0.02     ;  stiffness of the "springs" in the suspension forward & back.
3428    RollStiffness = 0.02      ;  stiffness of the "springs" in the suspension side to side.
3429    PitchDamping = 0.01       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3430    RollDamping = 0.01        ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3431    Apply2DFrictionWhenAirborne = Yes
3432    Extra2DFriction = 100     ; give extra friction to reduce drift... less realistic, but much more playable  (friction/sec)
3433    AirborneTargetingHeight = 30
3434    CloseEnoughDist = 50
3435    CloseEnoughDist3D = Yes   ; This allows the parachute to fly over the target and come back
3436  End
3437  
3438  
3439  ;------------------------------------------------------------------------------
3440  Locomotor NapalmMissileLocomotor
3441    Surfaces = AIR
3442    Speed = 300               ; in dist/sec
3443    MinSpeed = 120            ; in dist/sec. (THRUST items must have nonzero minspeeds!)
3444    Acceleration = 900        ; in dist/(sec^2)
3445    Braking = 0               ; in dist/(sec^2)
3446    TurnRate = 200            ; in degrees/sec
3447    MaxThrustAngle = 15       ; in degrees (NOT degrees/sec)
3448    AllowAirborneMotiveForce = Yes
3449    Appearance = THRUST
3450  End
3451  
3452  ;------------------------------------------------------------------------------
3453  Locomotor LimoLocomotor
3454    Surfaces = GROUND
3455    Speed = 90                ; in dist/sec
3456    SpeedDamaged = 90         ; in dist/sec
3457    TurnRate = 120            ; in degrees/sec
3458    TurnRateDamaged = 120     ; in degrees/sec
3459    Acceleration = 30         ; in dist/(sec^2)
3460    AccelerationDamaged = 30  ; in dist/(sec^2)
3461    Braking = 50              ; in dist/(sec^2)
3462    MinTurnSpeed = 40         ; in dist/sec
3463    TurnPivotOffset = -0.5    ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
3464    ZAxisBehavior = NO_Z_MOTIVE_FORCE
3465    Appearance = FOUR_WHEELS
3466  
3467    AccelerationPitchLimit = 6      ; Angle limit how far chassis will lift or roll from acceleration.
3468    DecelerationPitchLimit = 6      ; Angle limit how far chassis willdip roll deom acceleration.
3469    BounceAmount = 0                ;  simulates hitting random rocks.  0==smooth pavement, 200 = bumpy.
3470    PitchStiffness = 0.1            ;  stiffness of the "springs" in the suspension forward & back.
3471    RollStiffness  = 0.05            ;  stiffness of the "springs" in the suspension side to side.
3472    PitchDamping = 0.5        ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3473    RollDamping = 0.5        ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3474    ForwardAccelerationPitchFactor = 0.3  ; How much acceleration will cause the front to lift, or dip for stops.
3475    LateralAccelerationRollFactor = 0.2   ;   How much cornering will cause the chassis to roll.
3476  End
3477  
3478  ;------------------------------------------------------------------------------
3479  Locomotor InchForwardLocomotor
3480    Surfaces = GROUND RUBBLE
3481    Speed = 25                ; in dist/sec
3482    MinSpeed = 25
3483    TurnRate = 1            ; in degrees/sec
3484    TurnRateDamaged = 1     ; in degrees/sec
3485    Acceleration = 100        ; in dist/(sec^2)
3486    AccelerationDamaged = 100 ; in dist/(sec^2)
3487    Braking = 1             ; in dist/(sec^2)
3488    PreferredHeight = 1
3489    ZAxisBehavior = NO_Z_MOTIVE_FORCE
3490    Appearance = HOVER
3491    StickToGround = Yes      
3492    AllowAirborneMotiveForce = Yes
3493  End
3494  
3495  ;------------------------------------------------------------------------------
3496  Locomotor ChinaArtilleryBarrageCannonLocomotor
3497    Surfaces            = AIR
3498    Speed               = 150;              ; in dist/sec
3499    SpeedDamaged        = 150         ; in dist/sec
3500    MinSpeed            = 150             ; in dist/sec
3501    TurnRate            = 200            ; in degrees/sec
3502    TurnRateDamaged     = 90      ; in degrees/sec
3503    MaxThrustAngle      = 90       ; in degrees (NOT degrees/sec)
3504    Acceleration        = 80         ; in dist/(sec^2)
3505    AccelerationDamaged = 50  ; in dist/(sec^2)
3506    Lift                = 120                ; in dist/(sec^2)
3507    LiftDamaged         = 80          ; in dist/(sec^2)
3508    Braking             = 10              ; in dist/(sec^2)
3509    MinTurnSpeed        = 70          ; in dist/sec
3510    PreferredHeight     = 500
3511    AllowAirborneMotiveForce = Yes
3512    ZAxisBehavior       = SURFACE_RELATIVE_HEIGHT
3513    CirclingRadius      = 100 ; the radius at which we circle when we are trying to maintain position. 
3514                              ; (pos = clockwise, neg = ccw, 0 = calc smallest possible radius given our speed, turning, etc)
3515    Appearance          = WINGS
3516  
3517    PitchInDirectionOfZVelFactor = 1.0    ;  how much to pitch according to our z-vel. 0=none, 1=lots (0=default)
3518    PitchStiffness = 0.5                  ;  stiffness of the "springs" in the suspension forward & back.
3519    RollStiffness = 0.4                   ;  stiffness of the "springs" in the suspension side to side.
3520    PitchDamping = 0.9                    ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3521    RollDamping = 0.8                     ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3522    ForwardVelocityPitchFactor = 0        ;  How much velocity will cause the front to lift/dip
3523    LateralVelocityRollFactor = 0.2       ;  How much cornering will cause the chassis to roll.
3524    Apply2DFrictionWhenAirborne = Yes
3525    AirborneTargetingHeight = 30
3526    LocomotorWorksWhenDead = Yes          ; JetSlowDeathBehavior needs this to function correctly
3527  End
3528  
3529  ;-----------------------------------------------------------------------------------
3530  Locomotor AmericaVehicleDozerLocomotor
3531    Surfaces            = GROUND
3532    Speed               = 30   ; in dist/sec
3533    SpeedDamaged        = 25   ; in dist/sec
3534    TurnRate            = 90   ; in degrees/sec
3535    TurnRateDamaged     = 60   ; in degrees/sec
3536    Acceleration        = 30   ; in dist/(sec^2)
3537    AccelerationDamaged = 8    ; in dist/(sec^2)
3538    Braking             = 50  ; in dist/(sec^2)
3539    MinTurnSpeed        = 25   ; in dist/sec
3540    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
3541    Appearance          = FOUR_WHEELS
3542    TurnPivotOffset     = -0.5    ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
3543  
3544    AccelerationPitchLimit = 5              ; Angle limit how far chassis will lift or roll from acceleration.
3545    DecelerationPitchLimit = 5              ; Angle limit how far chassis will dip from deceleration.
3546    PitchStiffness = 0.05                   ;  stiffness of the "springs" in the suspension forward & back.
3547    RollStiffness = 0.025                   ;  stiffness of the "springs" in the suspension side to side.
3548    PitchDamping = 0.8                      ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3549    RollDamping = 0.3                       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3550    ForwardAccelerationPitchFactor = 0.5    ; How much acceleration will cause the front to lift, or dip for stops.
3551    LateralAccelerationRollFactor = 0.33    ;  How much cornering will cause the chassis to roll.
3552  
3553    HasSuspension = Yes           ; Calculate 4 wheel independent suspension info.
3554    CanMoveBackwards = Yes        ; Can move backwards.
3555    MaximumWheelExtension = -2.3  ; Maximum distance the wheels will drop on the model.
3556    MaximumWheelCompression = 1.4 ; Maximum distance the wheel will move up into the chassis.
3557    FrontWheelTurnAngle = 30
3558          ; How many degrees the front wheels can turn.
3559  End
3560  
3561  ;-----------------------------------------------------------------------------------------
3562  Locomotor ChinaVehicleDozerLocomotor
3563    Surfaces            = GROUND
3564    Speed               = 30   ; in dist/sec
3565    SpeedDamaged        = 25   ; in dist/sec
3566    TurnRate            = 90   ; in degrees/sec
3567    TurnRateDamaged     = 60   ; in degrees/sec
3568    Acceleration        = 30   ; in dist/(sec^2)
3569    AccelerationDamaged = 8    ; in dist/(sec^2)
3570    Braking             = 50  ; in dist/(sec^2)
3571    MinTurnSpeed        = 0   ; in dist/sec
3572    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
3573    Appearance          = TREADS
3574  
3575    AccelerationPitchLimit = 5              ; Angle limit how far chassis will lift or roll from acceleration.
3576    DecelerationPitchLimit = 5              ; Angle limit how far chassis will dip from deceleration.
3577    PitchStiffness = 0.05                   ;  stiffness of the "springs" in the suspension forward & back.
3578    RollStiffness = 0.025                   ;  stiffness of the "springs" in the suspension side to side.
3579    PitchDamping = 0.8                      ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3580    RollDamping = 0.3                       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3581    ForwardAccelerationPitchFactor = 0.5    ; How much acceleration will cause the front to lift, or dip for stops.
3582    LateralAccelerationRollFactor = 0.33    ;  How much cornering will cause the chassis to roll.
3583  End
3584  
3585  ;--------------------------------------------------------------------------------------------------
3586  Locomotor ChinaNukeCannonLocomotor
3587    Surfaces            = GROUND
3588    Speed               = 20   ; in dist/sec
3589    SpeedDamaged        = 18   ; in dist/sec
3590    TurnRate            = 90   ; in degrees/sec
3591    TurnRateDamaged     = 60   ; in degrees/sec
3592    Acceleration        = 30   ; in dist/(sec^2)
3593    AccelerationDamaged = 8    ; in dist/(sec^2)
3594    Braking             = 50  ; in dist/(sec^2)
3595    MinTurnSpeed        = 0   ; in dist/sec
3596    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
3597    Appearance          = TREADS
3598  
3599    AccelerationPitchLimit = 5              ; Angle limit how far chassis will lift or roll from acceleration.
3600    DecelerationPitchLimit = 5              ; Angle limit how far chassis will dip from deceleration.
3601    PitchStiffness = 0.05                   ;  stiffness of the "springs" in the suspension forward & back.
3602    RollStiffness = 0.025                   ;  stiffness of the "springs" in the suspension side to side.
3603    PitchDamping = 0.8                      ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3604    RollDamping = 0.3                       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3605    ForwardAccelerationPitchFactor = 0.5    ; How much acceleration will cause the front to lift, or dip for stops.
3606    LateralAccelerationRollFactor = 0.33    ;  How much cornering will cause the chassis to roll.
3607  End
3608  
3609  ;------------------------------------------------------------------------------
3610  Locomotor AvalancheLocomotor
3611    Surfaces = GROUND RUBBLE CLIFF WATER ;AIR
3612    Speed = 45                ; in dist/sec
3613    TurnRate = 360            ; in degrees/sec
3614    Acceleration = 10        ; in dist/(sec^2)
3615    Braking = 10             ; in dist/(sec^2)
3616    MinTurnSpeed = 0          ; in dist/sec
3617    ZAxisBehavior       = SURFACE_RELATIVE_HEIGHT
3618    Appearance = TWO_LEGS
3619    DownhillOnly = Yes
3620  
3621  
3622    AccelerationPitchLimit = 0      ; Angle limit how far chassis will lift or roll from acceleration.
3623    DecelerationPitchLimit = 0      ; Angle limit how far chassis willdip roll deom acceleration.
3624    BounceAmount           = 50     ; simulates hitting random rocks.  0==smooth pavement, 200 = bumpy.
3625    PitchStiffness = 0.9            ;  stiffness of the "springs" in the suspension forward & back.
3626    RollStiffness = 0.9            ;  stiffness of the "springs" in the suspension side to side.
3627    PitchDamping = 0.9              ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3628    RollDamping = 0.9               ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3629    UniformAxialDamping =  0.001   ; helium like driftiness
3630  
3631  
3632  
3633  End
3634  
3635  ;------------------------------------------------------------------------------
3636  ; ************************** Cinematic-only unit *****************************
3637  Locomotor CINE_JarmenKellLocomotor
3638    Surfaces = GROUND RUBBLE
3639    Speed = 30                 ; in dist/sec
3640    SpeedDamaged = 20          ; in dist/sec
3641    TurnRate = 500            ; in degrees/sec
3642    TurnRateDamaged = 500    ; in degrees/sec
3643    Acceleration = 100        ; in dist/(sec^2)
3644    AccelerationDamaged = 50 ; in dist/(sec^2)
3645    Braking = 100             ; in dist/(sec^2)
3646    MinTurnSpeed = 0          ; in dist/sec
3647    ZAxisBehavior = NO_Z_MOTIVE_FORCE
3648    Appearance = TWO_LEGS
3649    StickToGround = Yes       ; walking guys aren't allowed to catch huge (or even small) air.
3650    GroupMovementPriority = MOVES_BACK;   Moves in the back of a group, out of danger.
3651  End
3652  
3653  ;------------------------------------------------------------------------------
3654  ; ************************** Cinematic-only unit *****************************
3655  Locomotor CINE_TroopCrawlerLocomotor
3656    Surfaces            = GROUND
3657    Speed               = 40   ; in dist/sec
3658    SpeedDamaged        = 30   ; in dist/sec
3659    TurnRate            = 120  ;90   ; in degrees/sec
3660    TurnRateDamaged     = 120  ;60   ; in degrees/sec
3661    Acceleration        = 1000 ;400   ; in dist/(sec^2)
3662    AccelerationDamaged = 1000 ;300  ; in dist/(sec^2)
3663    Braking             = 1000 ;50  ; in dist/(sec^2)
3664    MinTurnSpeed        = 25   ; in dist/sec
3665    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
3666    Appearance          = FOUR_WHEELS
3667    TurnPivotOffset     = -0.5    ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
3668  
3669    AccelerationPitchLimit = 5              ; Angle limit how far chassis will lift or roll from acceleration.
3670    DecelerationPitchLimit = 5              ; Angle limit how far chassis will dip from deceleration.
3671    PitchStiffness = 0.05                   ;  stiffness of the "springs" in the suspension forward & back.
3672    RollStiffness = 0.025                   ;  stiffness of the "springs" in the suspension side to side.
3673    PitchDamping = 0.8                      ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3674    RollDamping = 0.3                       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3675    ForwardAccelerationPitchFactor = 0.5    ; How much acceleration will cause the front to lift, or dip for stops.
3676    LateralAccelerationRollFactor = 0.33    ;  How much cornering will cause the chassis to roll.
3677  
3678    HasSuspension = Yes           ; Calculate 4 wheel independent suspension info.
3679    CanMoveBackwards = Yes        ; Can move backwards.
3680    MaximumWheelExtension = -2.3  ; Maximum distance the wheels will drop on the model.
3681    MaximumWheelCompression = 1.4 ; Maximum distance the wheel will move up into the chassis.
3682    FrontWheelTurnAngle = 30
3683          ; How many degrees the front wheels can turn.
3684  End
3685  
3686  ;------------------------------------------------------------------------------
3687  ; ************************** Cinematic-only unit *****************************
3688  Locomotor CINE_RedguardLocomotor
3689    Surfaces = GROUND RUBBLE
3690    Speed = 25 ;30                ; in dist/sec
3691    SpeedDamaged = 15 ;30         ; in dist/sec ;DEMO -- To allieviate skating appearence, wounded speed is same as normal
3692    TurnRate = 500            ; in degrees/sec
3693    TurnRateDamaged = 500     ; in degrees/sec
3694    Acceleration = 100        ; in dist/(sec^2)
3695    AccelerationDamaged = 50 ; in dist/(sec^2)
3696    Braking = 150             ; in dist/(sec^2)
3697    MinTurnSpeed = 0          ; in dist/sec
3698    ZAxisBehavior = NO_Z_MOTIVE_FORCE
3699    Appearance = TWO_LEGS
3700    StickToGround = Yes       ; walking guys aren't allowed to catch huge (or even small) air.
3701    GroupMovementPriority = MOVES_FRONT;   Moves in the back of a group, out of danger.
3702  End
3703  
3704  ;------------------------------------------------------------------------------
3705  ; *************************** Cinematic-only unit *****************************
3706  Locomotor CINE_BattleMasterLocomotor
3707    Surfaces            = GROUND
3708    Speed               = 25   ; in dist/sec
3709    SpeedDamaged        = 25   ; in dist/sec
3710    TurnRate            = 180  ;90   ; in degrees/sec
3711    TurnRateDamaged     = 180  ;60   ; in degrees/sec
3712    Acceleration        = 1000 ;240  ; in dist/(sec^2)
3713    AccelerationDamaged = 1000 ;180  ; in dist/(sec^2)
3714    Braking             = 1000 ;50  ; in dist/(sec^2)
3715    MinTurnSpeed        = 0   ; in dist/sec
3716    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
3717    Appearance          = TREADS
3718  
3719    AccelerationPitchLimit = 5              ; Angle limit how far chassis will lift or roll from acceleration.
3720    DecelerationPitchLimit = 5              ; Angle limit how far chassis will dip from deceleration.
3721    PitchStiffness = 0.05                   ;  stiffness of the "springs" in the suspension forward & back.
3722    RollStiffness = 0.025                   ;  stiffness of the "springs" in the suspension side to side.
3723    PitchDamping = 0.8                      ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3724    RollDamping = 0.3                       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3725    ForwardAccelerationPitchFactor = 0.5    ; How much acceleration will cause the front to lift, or dip for stops.
3726    LateralAccelerationRollFactor = 0.33    ;  How much cornering will cause the chassis to roll.
3727  End
3728  
3729  ;------------------------------------------------------------------------------
3730  ; *************************** Cinematic-only unit *****************************
3731  Locomotor CINE_B52Locomotor
3732    Surfaces = AIR
3733    Speed = 125  ;100         ; in dist/sec
3734    SpeedDamaged = 75         ; in dist/sec
3735    MinSpeed = 60             ; in dist/sec
3736    TurnRate = 25             ; in degrees/sec
3737    TurnRateDamaged = 10      ; in degrees/sec
3738    Acceleration = 60         ; in dist/(sec^2)
3739    AccelerationDamaged = 30  ; in dist/(sec^2)
3740    Lift = 120                ; in dist/(sec^2)
3741    LiftDamaged = 80          ; in dist/(sec^2)
3742    Braking = 20              ; in dist/(sec^2)
3743    MinTurnSpeed = 10         ; in dist/sec
3744    PreferredHeight = 100
3745    AllowAirborneMotiveForce = Yes
3746    ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
3747    Appearance = WINGS 
3748  
3749    PitchStiffness = 0.5                  ;  stiffness of the "springs" in the suspension forward & back.
3750    RollStiffness = 0.1                   ;  stiffness of the "springs" in the suspension side to side.
3751    PitchDamping = 0.9                    ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3752    RollDamping = 0.9                     ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3753    ForwardVelocityPitchFactor = 0        ;  How much velocity will cause the front to lift/dip
3754    LateralVelocityRollFactor = 0.2       ;  How much cornering will cause the chassis to roll.
3755    Apply2DFrictionWhenAirborne = Yes
3756    AirborneTargetingHeight = 30
3757    LocomotorWorksWhenDead = Yes          ; for JetSlowDeathBehavior
3758  End
3759  
3760  ;------------------------------------------------------------------------------
3761  ; *************************** Cinematic-only unit *****************************
3762  Locomotor CINE_BasicHumanLocomotor
3763    Surfaces = GROUND RUBBLE
3764    Speed = 20 ;30                ; in dist/sec
3765    SpeedDamaged = 10 ;30         ; in dist/sec
3766    TurnRate = 500            ; in degrees/sec
3767    TurnRateDamaged = 500    ; in degrees/sec
3768    Acceleration = 100        ; in dist/(sec^2)
3769    AccelerationDamaged = 50 ; in dist/(sec^2)
3770    Braking = 100             ; in dist/(sec^2)
3771    MinTurnSpeed = 0          ; in dist/sec
3772    ZAxisBehavior = NO_Z_MOTIVE_FORCE
3773    Appearance = TWO_LEGS
3774    StickToGround = Yes       ; walking guys aren't allowed to catch huge (or even small) air.
3775    GroupMovementPriority = MOVES_FRONT;   Moves in the front of a group, behind small arms, ahead of artillery
3776  End
3777  
3778  ;------------------------------------------------------------------------------
3779  ; *************************** Cinematic-only unit *****************************
3780  Locomotor CINE_MissileDefenderLocomotor
3781    Surfaces = GROUND RUBBLE
3782    Speed = 20 ;30                ; in dist/sec
3783    SpeedDamaged = 10 ;30         ; in dist/sec
3784    TurnRate = 500            ; in degrees/sec
3785    TurnRateDamaged = 500    ; in degrees/sec
3786    Acceleration = 100        ; in dist/(sec^2)
3787    AccelerationDamaged = 50 ; in dist/(sec^2)
3788    Braking = 100             ; in dist/(sec^2)
3789    MinTurnSpeed = 0          ; in dist/sec
3790    ZAxisBehavior = NO_Z_MOTIVE_FORCE
3791    Appearance = TWO_LEGS
3792    StickToGround = Yes       ; walking guys aren't allowed to catch huge (or even small) air.
3793    GroupMovementPriority = MOVES_MIDDLE;   Moves in the middle of a group, behind small arms, ahead of artillery
3794  End
3795  
3796  ;------------------------------------------------------------------------------
3797  ; ************************* Cinematic-only unit *******************************
3798  Locomotor CINE_TechnicalLocomotor
3799    Surfaces              = GROUND
3800    Speed                 = 90              ; in dist/sec
3801    SpeedDamaged          = 80              ; in dist/sec
3802    TurnRate              = 180             ; in degrees/sec
3803    TurnRateDamaged       = 180             ; in degrees/sec
3804    Acceleration          = 100 ;90              ; in dist/(sec^2)
3805    AccelerationDamaged   = 100 ;80              ; in dist/(sec^2)
3806    Braking               = 50              ; in dist/(sec^2)
3807    MinTurnSpeed          = 20              ; in dist/sec
3808    TurnPivotOffset       = -0.5            ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
3809    ZAxisBehavior         = NO_Z_MOTIVE_FORCE
3810    Appearance            = FOUR_WHEELS
3811  
3812    AccelerationPitchLimit  = 6.0    ; Angle limit how far chassis will lift or roll from acceleration.
3813    DecelerationPitchLimit  = 6.0    ; Angle limit how far chassis wildip roll deom acceleration.
3814    BounceAmount = 100              ;  simulates hitting random rocks.  0==smooth pavement, 200 = bumpy.
3815    PitchStiffness = 0.5            ;  stiffness of the "springs" in the suspension forward & back.
3816    RollStiffness = 0.5             ;  stiffness of the "springs" in the suspension side to side.
3817    PitchDamping = 0.5              ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3818    RollDamping = 0.5               ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3819    ForwardAccelerationPitchFactor = 0.3  ; How much acceleration will cause the front to lift, or dip for stops.
3820    LateralAccelerationRollFactor = 0.2   ;  How much cornering will cause the chassis to roll.
3821  
3822    HasSuspension = Yes           ; Calculate 4 wheel independent suspension info.
3823    CanMoveBackwards = Yes        ; Can move backwards.
3824    MaximumWheelExtension = -2.0  ; Maximum distance the wheels will drop on the model.
3825    MaximumWheelCompression = 1.0 ; Maximum distance the wheel will move up into the chassis.
3826    FrontWheelTurnAngle = 22      ; How many degrees the front wheels can turn.
3827  
3828    CloseEnoughDist = 1.0         ; How close we must get to the end of a goal path before declaring success
3829    ;CloseEnoughDist = 50.0        ; How close we must get to the end of a goal path before declaring success
3830  End
3831  
3832  ;------------------------------------------------------------------------------
3833  ; ************************* Cinematic-only unit *******************************
3834  Locomotor CINE_ComancheLocomotor
3835    Surfaces = AIR
3836    Speed = 120               ; in dist/sec
3837    SpeedDamaged = 120         ; in dist/sec
3838    TurnRate = 180            ; in degrees/sec
3839    TurnRateDamaged = 180      ; in degrees/sec
3840    Acceleration = 60         ; in dist/(sec^2)
3841    AccelerationDamaged = 60  ; in dist/(sec^2)
3842    Lift = 120                ; in dist/(sec^2)
3843    LiftDamaged = 80          ; in dist/(sec^2)
3844    Braking = 240             ; in dist/(sec^2)
3845    MinTurnSpeed = 0          ; in dist/sec
3846    PreferredHeight = 100
3847    AllowAirborneMotiveForce = Yes
3848    ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
3849    Appearance = HOVER
3850  
3851    PitchStiffness = 0.5                  ;  stiffness of the "springs" in the suspension forward & back.
3852    RollStiffness = 0.1                   ;  stiffness of the "springs" in the suspension side to side.
3853    PitchDamping = 0.9                    ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3854    RollDamping = 0.9                     ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3855    ForwardVelocityPitchFactor = -0.05     ;  How much velocity will cause the front to lift/dip
3856    LateralVelocityRollFactor = 0.1       ;  How much cornering will cause the chassis to roll.
3857    Apply2DFrictionWhenAirborne = Yes
3858    AirborneTargetingHeight = 30
3859    LocomotorWorksWhenDead = Yes          ; HelicopterSlowDeathBehavior needs this to function correctly
3860  End
3861  
3862  ;------------------------------------------------------------------------------
3863  ;************************* Cinematic-only unit ********************************
3864  Locomotor CINE_ScorpionLocomotor
3865    Surfaces            = GROUND
3866    Speed               = 25   ; in dist/sec
3867    SpeedDamaged        = 25   ; in dist/sec
3868    TurnRate            = 60   ; in degrees/sec
3869    TurnRateDamaged     = 60   ; in degrees/sec
3870    Acceleration        = 8   ; in dist/(sec^2)
3871    AccelerationDamaged = 8    ; in dist/(sec^2)
3872    Braking             = 50  ; in dist/(sec^2)
3873    MinTurnSpeed        = 0   ; in dist/sec
3874    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
3875    Appearance          = TREADS
3876  
3877    AccelerationPitchLimit = 5              ; Angle limit how far chassis will lift or roll from acceleration.
3878    DecelerationPitchLimit = 5              ; Angle limit how far chassis will dip from deceleration.
3879    PitchStiffness = 0.05                   ;  stiffness of the "springs" in the suspension forward & back.
3880    RollStiffness = 0.025                   ;  stiffness of the "springs" in the suspension side to side.
3881    PitchDamping = 0.8                     ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3882    RollDamping = 0.3                       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3883    ForwardAccelerationPitchFactor = 0.5    ; How much acceleration will cause the front to lift, or dip for stops.
3884    LateralAccelerationRollFactor = 0.33    ;  How much cornering will cause the chassis to roll.
3885  End
3886  
3887  ;------------------------------------------------------------------------------
3888  ;************************* Cinematic-only unit ********************************
3889  Locomotor CINE_HumveeLocomotor
3890    Surfaces                = GROUND
3891    Speed                   = 25    ; in dist/sec
3892    SpeedDamaged            = 25    ; in dist/sec
3893    TurnRate                = 120   ; in degrees/sec
3894    TurnRateDamaged         = 120   ; in degrees/sec
3895    Acceleration            = 10    ; in dist/(sec^2)
3896    AccelerationDamaged     = 10    ; in dist/(sec^2)
3897    Braking                 = 50    ; in dist/(sec^2)
3898    MinTurnSpeed            = 20    ; in dist/sec
3899    TurnPivotOffset         = -0.33 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
3900    ZAxisBehavior           = NO_Z_MOTIVE_FORCE
3901    Appearance              = FOUR_WHEELS
3902    StickToGround           = No 
3903  
3904    AccelerationPitchLimit  = 0     ; Angle limit how far chassis will lift or roll from acceleration.
3905    DecelerationPitchLimit  = 0     ; Angle limit how far chassis willdip roll deom acceleration.
3906    BounceAmount            = 0    ; simulates hitting random rocks.  0==smooth pavement, 200 = bumpy.
3907    PitchStiffness          = 0.35  ; stiffness of the "springs" in the suspension forward & back.
3908    RollStiffness           = 0.05  ; stiffness of the "springs" in the suspension side to side.
3909    PitchDamping            = 0.96  ; How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3910    RollDamping             = 0.96  ; How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.  
3911    
3912    ForwardAccelerationPitchFactor = 0.00  ; How much acceleration will cause the front to lift, or dip for stops.
3913    LateralAccelerationRollFactor  = 0.10  ; How much cornering will cause the chassis to roll.
3914  
3915    HasSuspension           = Yes   ; Calculate 4 wheel independent suspension info.
3916    CanMoveBackwards        = Yes   ; Can move backwards.
3917    MaximumWheelExtension   = -1.0  ; Maximum distance the wheels will drop on the model.
3918    MaximumWheelCompression = 0.5   ; Maximum distance the wheel will move up into the chassis.
3919    FrontWheelTurnAngle     = 22    ; How many degrees the front wheels can turn.
3920  
3921  End
3922  
3923  ;------------------------------------------------------------------------------
3924  ;************************* Cinematic-only unit ********************************
3925  Locomotor CINE_MIGLocomotor
3926    Surfaces                  = AIR
3927    Speed                     = 160
3928    SpeedDamaged              = 160
3929  ; !!! DO NOT REDUCE MinSpeed BELOW 60 UNTIL LANDINGS ARE FIXED (srj)
3930    MinSpeed                  = 60
3931    TurnRate                  = 120
3932    TurnRateDamaged           = 90
3933    Acceleration              = 110   ; note that this needs to be AT LEAST 100 in order to clear the runway of current Chinese airfields. (srj)
3934    AccelerationDamaged       = 30  
3935    Lift                      = 120 
3936    LiftDamaged               = 80  
3937    Braking                   = 10  
3938    MinTurnSpeed              = 150 
3939    PreferredHeight           = 100
3940    AllowAirborneMotiveForce  = Yes
3941    ZAxisBehavior             = SURFACE_RELATIVE_HEIGHT
3942    CirclingRadius            = 100 
3943    Appearance                = WINGS 
3944  
3945    PitchInDirectionOfZVelFactor  = 1.0    ;  how much to pitch according to our z-vel. 0=none, 1=lots (0=default)
3946    PitchStiffness                = 0.5    ;  stiffness of the "springs" in the suspension forward & back.
3947    RollStiffness                 = 0.4    ;  stiffness of the "springs" in the suspension side to side.
3948    PitchDamping                  = 0.9    ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3949    RollDamping                   = 0.8    ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3950    ForwardVelocityPitchFactor    = 0      ;  How much velocity will cause the front to lift/dip
3951    LateralVelocityRollFactor     = 0.2    ;  How much cornering will cause the chassis to roll.
3952    Apply2DFrictionWhenAirborne   = Yes
3953    AirborneTargetingHeight       = 30
3954    LocomotorWorksWhenDead        = Yes    ; JetSlowDeathBehavior needs this to function correctly
3955  End
3956  
3957  ;------------------------------------------------------------------------------
3958  ; **************************** Cinematic-only unit ****************************
3959  Locomotor CINE_BasicCarLocomotor
3960    Surfaces = GROUND
3961    Speed = 90                ; in dist/sec
3962    SpeedDamaged = 90         ; in dist/sec
3963    TurnRate = 120            ; in degrees/sec
3964    TurnRateDamaged = 120     ; in degrees/sec
3965    Acceleration = 30         ; in dist/(sec^2)
3966    AccelerationDamaged = 30  ; in dist/(sec^2)
3967    Braking = 50              ; in dist/(sec^2)
3968    MinTurnSpeed = 40         ; in dist/sec
3969    TurnPivotOffset = -0.5    ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
3970    ZAxisBehavior = NO_Z_MOTIVE_FORCE
3971    Appearance = FOUR_WHEELS
3972  
3973    AccelerationPitchLimit = 1      ; Angle limit how far chassis will lift or roll from acceleration.
3974    DecelerationPitchLimit = 1      ; Angle limit how far chassis willdip roll deom acceleration.
3975    BounceAmount = 0                ;  simulates hitting random rocks.  0==smooth pavement, 200 = bumpy.
3976    PitchStiffness = 0.05            ;  stiffness of the "springs" in the suspension forward & back.
3977    RollStiffness  = 0.05            ;  stiffness of the "springs" in the suspension side to side.
3978    PitchDamping = 0.5        ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3979    RollDamping = 0.5        ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
3980    ForwardAccelerationPitchFactor = 0.3  ; How much acceleration will cause the front to lift, or dip for stops.
3981    LateralAccelerationRollFactor = 0.2   ;   How much cornering will cause the chassis to roll.
3982  End
3983  
3984  ;------------------------------------------------------------------------------
3985  ;************************** Cinematic-only unit *******************************
3986  Locomotor CINE_ColonelBurtonGroundLocomotor
3987    Surfaces = GROUND RUBBLE
3988    Speed = 30                ; in dist/sec
3989    SpeedDamaged = 20         ; in dist/sec
3990    TurnRate = 500            ; in degrees/sec
3991    TurnRateDamaged = 500     ; in degrees/sec
3992    Acceleration = 100        ; in dist/(sec^2)
3993    AccelerationDamaged = 50 ; in dist/(sec^2)
3994    Braking = 100             ; in dist/(sec^2)
3995    MinTurnSpeed = 0          ; in dist/sec
3996    ZAxisBehavior = NO_Z_MOTIVE_FORCE
3997    Appearance = TWO_LEGS
3998    StickToGround = Yes       ; walking guys aren't allowed to catch huge (or even small) air.
3999    GroupMovementPriority = MOVES_BACK;   Moves in the back of a group, out of danger.
4000  End
4001  
4002  ;------------------------------------------------------------------------------
4003  ;************************** Cinematic-only unit *******************************
4004  Locomotor CINE_ColonelBurtonCliffLocomotor
4005    Surfaces = CLIFF
4006    Speed = 20                ; in dist/sec
4007    SpeedDamaged = 15          ; in dist/sec
4008    TurnRate = 360            ; in degrees/sec
4009    TurnRateDamaged = 350     ; in degrees/sec
4010    Acceleration = 100        ; in dist/(sec^2)
4011    AccelerationDamaged = 50  ; in dist/(sec^2)
4012    Braking = 100             ; in dist/(sec^2)
4013    MinTurnSpeed = 0          ; in dist/sec
4014    ZAxisBehavior = NO_Z_MOTIVE_FORCE
4015    Appearance = CLIMBER
4016    StickToGround = Yes       ; walking guys aren't allowed to catch huge (or even small) air.
4017  End
4018  
4019  ;------------------------------------------------------------------------------
4020  ;************************** Cinematic-only unit *******************************
4021  Locomotor CINE_QuadCannonLocomotor
4022    Surfaces            = GROUND
4023    Speed               = 40      ; in dist/sec
4024    SpeedDamaged        = 25      ; in dist/sec
4025    TurnRate            = 180  ;90      ; in degrees/sec
4026    TurnRateDamaged     = 180  ;60      ; in degrees/sec
4027    Acceleration        = 1000 ;240     ; in dist/(sec^2)
4028    AccelerationDamaged = 1000 ;180     ; in dist/(sec^2)
4029    Braking             = 1000 ;50      ; in dist/(sec^2)
4030    MinTurnSpeed        = 15      ; in dist/sec
4031    TurnPivotOffset     = -0.5    ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
4032    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
4033    Appearance          = FOUR_WHEELS
4034  
4035    AccelerationPitchLimit = 3      ; Angle limit how far chassis will lift or roll from acceleration.
4036    DecelerationPitchLimit = 3      ; Angle limit how far chassis willdip roll deom acceleration.
4037    BounceAmount = 0                ;  simulates hitting random rocks.  0==smooth pavement, 200 = bumpy.
4038    PitchStiffness = 0.1            ;  stiffness of the "springs" in the suspension forward & back.
4039    RollStiffness  = 0.05            ;  stiffness of the "springs" in the suspension side to side.
4040    PitchDamping = 0.85              ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
4041    RollDamping = 0.3                ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
4042    ForwardAccelerationPitchFactor = 0.2  ; How much acceleration will cause the front to lift, or dip for stops.
4043    LateralAccelerationRollFactor = 0.1   ;   How much cornering will cause the chassis to roll.
4044  
4045    HasSuspension = Yes           ; Calculate 4 wheel independent suspension info.
4046    MaximumWheelExtension = -3.0  ; Maximum distance the wheels will drop on the model.
4047    MaximumWheelCompression = 1.5 ; Maximum distance the wheel will move up into the chassis.
4048    FrontWheelTurnAngle = 22      ; How many degrees the front wheels can turn.
4049  
4050  End
4051  
4052  ;------------------------------------------------------------------------------
4053  ;************************** Cinematic-only unit *******************************
4054  Locomotor CINE_ScudLauncherLocomotor
4055    Surfaces            = GROUND
4056    Speed               = 20   ; in dist/sec
4057    SpeedDamaged        = 15   ; in dist/sec
4058    TurnRate            = 50   ; in degrees/sec
4059    TurnRateDamaged     = 45   ; in degrees/sec
4060    Acceleration        = 160  ; in dist/(sec^2)
4061    AccelerationDamaged = 120  ; in dist/(sec^2)
4062    Braking             = 50   ; in dist/(sec^2)
4063    MinTurnSpeed        = 15   ; in dist/sec
4064    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
4065  
4066    ;Appearance          = TREADS
4067    Appearance = FOUR_WHEELS
4068    TurnPivotOffset     = -0.7    ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
4069  
4070    AccelerationPitchLimit = 5              ; Angle limit how far chassis will lift or roll from acceleration.
4071    DecelerationPitchLimit = 5              ; Angle limit how far chassis will dip from deceleration.
4072    PitchStiffness = 0.05                   ;  stiffness of the "springs" in the suspension forward & back.
4073    RollStiffness = 0.025                   ;  stiffness of the "springs" in the suspension side to side.
4074    PitchDamping = 0.8                      ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
4075    RollDamping = 0.3                       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
4076    ForwardAccelerationPitchFactor = 0.5    ; How much acceleration will cause the front to lift, or dip for stops.
4077    LateralAccelerationRollFactor = 0.33    ;  How much cornering will cause the chassis to roll.
4078  
4079    HasSuspension = Yes           ; Calculate 4 wheel independent suspension info.
4080    CanMoveBackwards = Yes        ; Can move backwards.
4081    MaximumWheelExtension = -2.0  ; Maximum distance the wheels will drop on the model.
4082    MaximumWheelCompression = 1.1 ; Maximum distance the wheel will move up into the chassis.
4083    FrontWheelTurnAngle = 35      ; How many degrees the front wheels can turn.
4084    GroupMovementPriority = MOVES_BACK;   Moves in the back of a group, behind small arms, and rockets.
4085  
4086  End
4087  
4088  ;------------------------------------------------------------------------------
4089  ;*************************** Cinematic-only unit ******************************
4090  Locomotor CINE_BombTruckLocomotor
4091    Surfaces            = GROUND
4092    Speed               = 50   ; in dist/sec
4093    SpeedDamaged        = 50   ; in dist/sec
4094    TurnRate            = 90   ; in degrees/sec
4095    TurnRateDamaged     = 60   ; in degrees/sec
4096    Acceleration        = 1000 ;400  ; in dist/(sec^2)
4097    AccelerationDamaged = 1000 ;300  ; in dist/(sec^2)
4098    Braking             = 1000 ;50   ; in dist/(sec^2)
4099    MinTurnSpeed        = 0    ; in dist/sec
4100    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
4101    Appearance          = TREADS
4102    TurnPivotOffset     = -0.5    ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
4103  
4104    AccelerationPitchLimit = 5              ; Angle limit how far chassis will lift or roll from acceleration.
4105    DecelerationPitchLimit = 5              ; Angle limit how far chassis will dip from deceleration.
4106    PitchStiffness = 0.05                   ;  stiffness of the "springs" in the suspension forward & back.
4107    RollStiffness = 0.025                   ;  stiffness of the "springs" in the suspension side to side.
4108    PitchDamping = 0.8                      ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
4109    RollDamping = 0.3                       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
4110    ForwardAccelerationPitchFactor = 0.5    ; How much acceleration will cause the front to lift, or dip for stops.
4111    LateralAccelerationRollFactor = 0.33    ;  How much cornering will cause the chassis to roll.
4112  End
4113  
4114  ;------------------------------------------------------------------------------
4115  ;*************************** Cinematic-only unit ******************************
4116  Locomotor CINE_ChinookLocomotor
4117    Surfaces = AIR
4118    Speed = 150               ; in dist/sec
4119    SpeedDamaged = 60         ; in dist/sec
4120    TurnRate = 180             ; in degrees/sec
4121    TurnRateDamaged = 90      ; in degrees/sec
4122    Acceleration = 60         ; in dist/(sec^2)
4123    AccelerationDamaged = 30  ; in dist/(sec^2)
4124    Lift = 120                 ; in dist/(sec^2)
4125    LiftDamaged = 80          ; in dist/(sec^2)
4126    Braking = 100              ; in dist/(sec^2)
4127    MinTurnSpeed = 0          ; in dist/sec
4128    PreferredHeight = 100
4129    AllowAirborneMotiveForce = Yes
4130    ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
4131    Appearance = HOVER
4132  
4133    ; this applies only in "ultra-accurate" mode, and is a fudge factor that allows
4134    ; us to "slide into place" (rather than turning) when we get close to our destination.
4135    ; the magnitude is basically the number of msec it would take us to reach the dest
4136    ; at our max speed; if we're under this threshold, we just slide into place...
4137    SlideIntoPlaceTime = 100
4138  
4139    PitchStiffness = 0.5                  ;  stiffness of the "springs" in the suspension forward & back.
4140    RollStiffness = 0.1                   ;  stiffness of the "springs" in the suspension side to side.
4141    PitchDamping = 0.9                    ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
4142    RollDamping = 0.9                     ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
4143    ForwardVelocityPitchFactor = -0.1     ;  How much velocity will cause the front to lift/dip
4144    LateralVelocityRollFactor = 0.1       ;  How much cornering will cause the chassis to roll.
4145    Apply2DFrictionWhenAirborne = Yes
4146    AirborneTargetingHeight = 30
4147    LocomotorWorksWhenDead = Yes          ; HelicopterSlowDeathBehavior needs this to function correctly
4148  End
4149  
4150  ;------------------------------------------------------------------------------
4151  ;************************** Cinematic-only unit *******************************
4152  Locomotor CINE_DragonLocomotor
4153    Surfaces            = GROUND
4154    Speed               = 30   ; in dist/sec
4155    SpeedDamaged        = 25   ; in dist/sec
4156    TurnRate            = 180  ;90   ; in degrees/sec
4157    TurnRateDamaged     = 180  ;60   ; in degrees/sec
4158    Acceleration        = 1000 ;240  ; in dist/(sec^2)
4159    AccelerationDamaged = 1000 ;180  ; in dist/(sec^2)
4160    Braking             = 1000 ;50  ; in dist/(sec^2)
4161    MinTurnSpeed        = 0   ; in dist/sec
4162    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
4163    Appearance          = TREADS
4164  
4165    AccelerationPitchLimit = 5              ; Angle limit how far chassis will lift or roll from acceleration.
4166    DecelerationPitchLimit = 5              ; Angle limit how far chassis will dip from deceleration.
4167    PitchStiffness = 0.05                ;  stiffness of the "springs" in the suspension forward & back.
4168    RollStiffness = 0.025                   ;  stiffness of the "springs" in the suspension side to side.
4169    PitchDamping = 0.8                      ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
4170    RollDamping = 0.3                       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
4171    ForwardAccelerationPitchFactor = 0.5    ; How much acceleration will cause the front to lift, or dip for stops.
4172    LateralAccelerationRollFactor = 0.33    ;  How much cornering will cause the chassis to roll.
4173    GroupMovementPriority = MOVES_FRONT;   Moves in the back of a group, behind small arms, and rockets.
4174  End
4175  
4176  ;------------------------------------------------------------------------------
4177  ;************************ Cinematic-only unit *********************************
4178  Locomotor CINE_SupplyTruckLocomotor
4179    Surfaces                        = GROUND
4180    Speed                           = 40                ; in dist/sec
4181    SpeedDamaged                    = 20         ; in dist/sec
4182    TurnRate                        = 90             ; in degrees/sec
4183    TurnRateDamaged                 = 60      ; in degrees/sec
4184    Acceleration                    = 240         ; in dist/(sec^2)
4185    AccelerationDamaged             = 180  ; in dist/(sec^2)
4186    Braking                         = 50              ; in dist/(sec^2)
4187    MinTurnSpeed                    = 15          ; in dist/sec
4188    TurnPivotOffset                 = -0.2    ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
4189    ZAxisBehavior                   = NO_Z_MOTIVE_FORCE
4190    Appearance                      = FOUR_WHEELS
4191  
4192    AccelerationPitchLimit          = 4              ; Angle limit how far chassis will lift or roll from acceleration.
4193    DecelerationPitchLimit          = 4              ; Angle limit howdip will deft or roll from acceleration.
4194    BounceAmount                    = 0                        ;  simulates hitting random rocks.  0==smooth pavement, 200 = bumpy.
4195    PitchStiffness                  = 0.2                    ;  stiffness of the "springs" in the suspension forward & back.
4196    RollStiffness                   = 0.05                    ;  stiffness of the "springs" in the suspension side to side.
4197    PitchDamping                    = 0.5                ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
4198    RollDamping                     = 0.5                ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
4199    ForwardAccelerationPitchFactor  = 0.02    ; How much acceleration will cause the front to lift, or dip for stops.
4200    LateralAccelerationRollFactor   = 0.02     ;   How much cornering will cause the chassis to roll.
4201  
4202    HasSuspension                   = Yes           ; Calculate 4 wheel independent suspension info.
4203    MaximumWheelExtension           = 0  ; Maximum distance the wheels will drop on the model.
4204    MaximumWheelCompression         = 0 ; Maximum distance the wheel will move up into the chassis.
4205    FrontWheelTurnAngle             = 22      ; How many degrees the front wheels can turn.
4206  
4207  End
4208  
4209  ;------------------------------------------------------------------------------
4210  ;************************ Cinematic-only unit *********************************
4211  Locomotor CINE_BlackLotusLocomotor
4212    Surfaces = GROUND RUBBLE
4213    Speed = 30                 ; in dist/sec
4214    SpeedDamaged = 20          ; in dist/sec
4215    TurnRate = 500            ; in degrees/sec
4216    TurnRateDamaged = 500    ; in degrees/sec
4217    Acceleration = 100        ; in dist/(sec^2)
4218    AccelerationDamaged = 50 ; in dist/(sec^2)
4219    Braking = 100             ; in dist/(sec^2)
4220    MinTurnSpeed = 0          ; in dist/sec
4221    ZAxisBehavior = NO_Z_MOTIVE_FORCE
4222    Appearance = TWO_LEGS
4223    StickToGround = Yes       ; walking guys aren't allowed to catch huge (or even small) air.
4224    GroupMovementPriority = MOVES_BACK;   Moves in the back of a group, out of danger.
4225  End
4226  
4227  ;------------------------------------------------------------------------------
4228  ;*************************** Cinematic-only unit ******************************
4229  Locomotor CINE_StealthJetLocomotor
4230    Surfaces = AIR
4231    Speed = 175                 ; in dist/sec
4232    SpeedDamaged = 120         ; in dist/sec
4233  ;  MinSpeed = 120             ; in dist/sec
4234  ; !!! DO NOT REDUCE MinSpeed BELOW 60 UNTIL LANDINGS ARE FIXED (srj)
4235    MinSpeed = 60             ; in dist/sec
4236    TurnRate = 180            ; in degrees/sec
4237    TurnRateDamaged = 90      ; in degrees/sec
4238    Acceleration = 150         ; in dist/(sec^2)
4239    AccelerationDamaged = 30  ; in dist/(sec^2)
4240    Lift = 120                ; in dist/(sec^2)
4241    LiftDamaged = 80          ; in dist/(sec^2)
4242    Braking = 10              ; in dist/(sec^2)
4243    MinTurnSpeed = 150          ; in dist/sec
4244    PreferredHeight = 100
4245    AllowAirborneMotiveForce = Yes
4246    ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
4247    CirclingRadius = 100      ; the radius at which we circle when we are trying to maintain position. 
4248                              ; (pos = clockwise, neg = ccw, 0 = calc smallest possible radius given our speed, turning, etc)
4249    Appearance = WINGS 
4250  
4251    PitchInDirectionOfZVelFactor = 1.0    ;  how much to pitch according to our z-vel. 0=none, 1=lots (0=default)
4252    PitchStiffness = 0.5                  ;  stiffness of the "springs" in the suspension forward & back.
4253    RollStiffness = 0.4                   ;  stiffness of the "springs" in the suspension side to side.
4254    PitchDamping = 0.9                    ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
4255    RollDamping = 0.8                     ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
4256    ForwardVelocityPitchFactor = 0        ;  How much velocity will cause the front to lift/dip
4257    LateralVelocityRollFactor = 0.2       ;  How much cornering will cause the chassis to roll.
4258    Apply2DFrictionWhenAirborne = Yes
4259    AirborneTargetingHeight = 30
4260    LocomotorWorksWhenDead = Yes          ; JetSlowDeathBehavior needs this to function correctly
4261  End
4262  
4263  ;------------------------------------------------------------------------------
4264  ;*********************** Cinematic-only unit **********************************
4265  Locomotor CINE_FastHumanLocomotor
4266    Surfaces = GROUND RUBBLE
4267    Speed = 25 ;30                ; in dist/sec
4268    SpeedDamaged = 15 ;30         ; in dist/sec
4269    TurnRate = 500            ; in degrees/sec
4270    TurnRateDamaged = 500     ; in degrees/sec
4271    Acceleration = 100        ; in dist/(sec^2)
4272    AccelerationDamaged = 50 ; in dist/(sec^2)
4273    Braking = 100             ; in dist/(sec^2)
4274    MinTurnSpeed = 0          ; in dist/sec
4275    ZAxisBehavior = NO_Z_MOTIVE_FORCE
4276    Appearance = TWO_LEGS
4277    StickToGround = Yes       ; walking guys aren't allowed to catch huge (or even small) air.
4278    GroupMovementPriority = MOVES_FRONT;   Moves in the front of a group, behind small arms, ahead of artillery
4279  End
4280  
4281  ;------------------------------------------------------------------------------
4282  ;**************************** Cinematic-only unit *****************************
4283  Locomotor CINE_ToxinTruckLocomotor
4284    Surfaces = GROUND
4285    Speed = 30           ; in dist/sec
4286    SpeedDamaged = 20         ; in dist/sec
4287    TurnRate = 180            ; in degrees/sec
4288    TurnRateDamaged = 180     ; in degrees/sec
4289    Acceleration = 100 ;50         ; in dist/(sec^2)
4290    AccelerationDamaged = 100 ;50  ; in dist/(sec^2)
4291    Braking = 100 ;50              ; in dist/(sec^2)
4292    MinTurnSpeed = 20         ; in dist/sec
4293    TurnPivotOffset = -0.33   ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
4294    ZAxisBehavior = NO_Z_MOTIVE_FORCE
4295    Appearance = FOUR_WHEELS
4296  
4297    AccelerationPitchLimit = 3      ; Angle limit how far chassis will lift or roll from acceleration.
4298    DecelerationPitchLimit = 3      ; Angle limit how far chassis willdip roll deom acceleration.
4299    BounceAmount = 10              ;  simulates hitting random rocks.  0==smooth pavement, 200 = bumpy.
4300    PitchStiffness = 0.05            ;  stiffness of the "springs" in the suspension forward & back.
4301    RollStiffness = 0.02            ;  stiffness of the "springs" in the suspension side to side.
4302    PitchDamping = 0.1              ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
4303    RollDamping = 0.1               ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
4304    ForwardAccelerationPitchFactor = 0.25  ; How much acceleration will cause the front to lift, or dip for stops.
4305    LateralAccelerationRollFactor = 0.1   ;  How much cornering will cause the chassis to roll.
4306  
4307    HasSuspension = Yes           ; Calculate 4 wheel independent suspension info.
4308    MaximumWheelExtension = -0.2  ; Maximum distance the wheels will drop on the model.
4309    MaximumWheelCompression = 0.1 ; Maximum distance the wheel will move up into the chassis.
4310    FrontWheelTurnAngle = 22      ; How many degrees the front wheels can turn.
4311  End
4312  
4313  ;------------------------------------------------------------------------------
4314  Locomotor NapalmBombLocomotor
4315    Surfaces = AIR
4316    Speed = 0.1                ; in dist/sec
4317    SpeedDamaged = 0.1         ; in dist/sec
4318    TurnRate = 0.1             ; in degrees/sec
4319    TurnRateDamaged = 0.1      ; in degrees/sec
4320    Acceleration = 0.1         ; in dist/(sec^2)
4321    AccelerationDamaged = 0.1  ; in dist/(sec^2)
4322    Braking = 1               ; in dist/(sec^2)
4323    MinTurnSpeed = 1          ; in dist/sec
4324    PreferredHeight = -1      ; nonzero, so we go as low as possible
4325    SpeedLimitZ = 20          ; max speed we want to try to fall
4326    AllowAirborneMotiveForce = Yes
4327    Appearance = THRUST
4328    PitchStiffness = 0            ;  stiffness of the "springs" in the suspension forward & back.
4329    RollStiffness = 0            ;  stiffness of the "springs" in the suspension side to side.
4330    PitchDamping = 0       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
4331    RollDamping = 0       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
4332    Apply2DFrictionWhenAirborne = Yes
4333    AirborneTargetingHeight = 30
4334  End
4335  ;--------------------------------------------------------------------------------
4336  ;------------------------------------------------------------------------------
4337  Locomotor HelixLocomotor 
4338    Surfaces = AIR
4339    Speed = 75               ; in dist/sec
4340    SpeedDamaged = 60         ; in dist/sec
4341    TurnRate = 180             ; in degrees/sec
4342    TurnRateDamaged = 90      ; in degrees/sec
4343    Acceleration = 60         ; in dist/(sec^2)
4344    AccelerationDamaged = 30  ; in dist/(sec^2)
4345    Lift = 120                 ; in dist/(sec^2)
4346    LiftDamaged = 80          ; in dist/(sec^2)
4347    Braking = 60              ; in dist/(sec^2)
4348    MinTurnSpeed = 0          ; in dist/sec
4349    PreferredHeight = 100
4350    AllowAirborneMotiveForce = Yes
4351    ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
4352    Appearance = HOVER
4353  
4354    ; this applies only in "ultra-accurate" mode, and is a fudge factor that allows
4355    ; us to "slide into place" (rather than turning) when we get close to our destination.
4356    ; the magnitude is basically the number of msec it would take us to reach the dest
4357    ; at our max speed; if we're under this threshold, we just slide into place...
4358    SlideIntoPlaceTime = 100
4359  
4360    PitchStiffness = 0.4                  ;  stiffness of the "springs" in the suspension forward & back.
4361    RollStiffness = 0.1                   ;  stiffness of the "springs" in the suspension side to side.
4362    PitchDamping = 0.9                    ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
4363    RollDamping = 0.9                     ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
4364    ForwardVelocityPitchFactor = -0.2     ;  How much velocity will cause the front to lift/dip
4365    LateralVelocityRollFactor = 0.1       ;  How much cornering will cause the chassis to roll.
4366    Apply2DFrictionWhenAirborne = Yes
4367    AirborneTargetingHeight = 30
4368    LocomotorWorksWhenDead = Yes          ; HelicopterSlowDeathBehavior needs this to function correctly
4369  
4370    RudderCorrectionDegree    = 0.169
4371    RudderCorrectionRate      = 0.027
4372    ElevatorCorrectionDegree  = 0.103
4373    ElevatorCorrectionRate    = 0.016
4374  
4375  End
4376  
4377  ;------------------------------------------
4378  Locomotor SentryLocomotor
4379    Surfaces                = GROUND
4380    Speed                   = 60    ; in dist/sec
4381    SpeedDamaged            = 50    ; in dist/sec
4382    TurnRate                = 180   ;120   ; in degrees/sec
4383    TurnRateDamaged         = 180   ;120   ; in degrees/sec
4384    Acceleration            = 60    ; in dist/(sec^2)
4385    AccelerationDamaged     = 60    ; in dist/(sec^2)
4386    Braking                 = 60    ; in dist/(sec^2)
4387    MinTurnSpeed            = 20    ; in dist/sec
4388    TurnPivotOffset         = -0.33 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
4389    ZAxisBehavior           = NO_Z_MOTIVE_FORCE
4390    Appearance              = TREADS
4391    StickToGround           = No 
4392    AccelerationPitchLimit  = 0     ; Angle limit how far chassis will lift or roll from acceleration.
4393    DecelerationPitchLimit  = 0     ; Angle limit how far chassis willdip roll deom acceleration.
4394    BounceAmount            = 0    ; simulates hitting random rocks.  0==smooth pavement, 200 = bumpy.
4395    PitchStiffness          = 0.35  ; stiffness of the "springs" in the suspension forward & back.
4396    RollStiffness           = 0.05  ; stiffness of the "springs" in the suspension side to side.
4397    PitchDamping            = 0.96  ; How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
4398    RollDamping             = 0.96  ; How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.  
4399    ForwardAccelerationPitchFactor = 0.00  ; How much acceleration will cause the front to lift, or dip for stops.
4400    LateralAccelerationRollFactor  = 0.10  ; How much cornering will cause the chassis to roll.
4401  End
4402  
4403  
4404  
4405  ;------------------------------------------------------------------------------
4406  Locomotor B3Locomotor
4407    Surfaces                  = AIR
4408    Speed                     = 200         ; in dist/sec
4409    SpeedDamaged              = 180         ; in dist/sec
4410  ;  MinSpeed                  = 120         ; in dist/sec
4411  ; !!! DO NOT REDUCE MinSpeed BELOW 60 UNTIL LANDINGS ARE FIXED (srj)
4412    MinSpeed                  = 60         ; in dist/sec
4413    TurnRate                  = 160         ; in degrees/sec
4414    TurnRateDamaged           = 90          ; in degrees/sec
4415    Acceleration              = 180         ; in dist/(sec^2)
4416    AccelerationDamaged       = 120         ; in dist/(sec^2)
4417    Lift                      = 120         ; in dist/(sec^2)
4418    LiftDamaged               = 80          ; in dist/(sec^2)
4419    Braking                   = 10          ; in dist/(sec^2)
4420    MinTurnSpeed              = 100         ; in dist/sec
4421    PreferredHeight           = 100
4422    AllowAirborneMotiveForce  = Yes
4423    ZAxisBehavior             = SURFACE_RELATIVE_HEIGHT
4424    CirclingRadius            = 150       ; the radius at which we circle when we are trying to maintain position. 
4425    Appearance                = WINGS
4426    PitchInDirectionOfZVelFactor  = 1.0    ;  how much to pitch according to our z-vel. 0=none, 1=lots (0=default)
4427    PitchStiffness                = 0.5    ;  stiffness of the "springs" in the suspension forward & back.
4428    RollStiffness                 = 0.4    ;  stiffness of the "springs" in the suspension side to side.
4429    PitchDamping                  = 0.9    ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
4430    RollDamping                   = 0.8    ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
4431    ForwardVelocityPitchFactor    = 0      ;  How much velocity will cause the front to lift/dip
4432    LateralVelocityRollFactor     = 0.2    ;  How much cornering will cause the chassis to roll.
4433    Apply2DFrictionWhenAirborne   = Yes
4434    AirborneTargetingHeight       = 30
4435    LocomotorWorksWhenDead        = Yes    ; JetSlowDeathBehavior needs this to function correctly
4436  End
4437  
4438  
4439  
4440  
4441  
4442  
4443  
4444  
4445  ;------------------------------------------------------------------------------
4446  Locomotor Tank_BattleMasterLocomotor
4447    Surfaces            = GROUND
4448    Speed               = 29   ; in dist/sec
4449    SpeedDamaged        = 29   ; in dist/sec
4450    TurnRate            = 180  ;90   ; in degrees/sec
4451    TurnRateDamaged     = 180  ;60   ; in degrees/sec
4452    Acceleration        = 1000 ;240  ; in dist/(sec^2)
4453    AccelerationDamaged = 1000 ;180  ; in dist/(sec^2)
4454    Braking             = 1000 ;50  ; in dist/(sec^2)
4455    MinTurnSpeed        = 0   ; in dist/sec
4456    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
4457    Appearance          = TREADS
4458  
4459    AccelerationPitchLimit = 5              ; Angle limit how far chassis will lift or roll from acceleration.
4460    DecelerationPitchLimit = 5              ; Angle limit how far chassis will dip from deceleration.
4461    PitchStiffness = 0.05                   ;  stiffness of the "springs" in the suspension forward & back.
4462    RollStiffness = 0.025                   ;  stiffness of the "springs" in the suspension side to side.
4463    PitchDamping = 0.8                      ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
4464    RollDamping = 0.3                       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
4465    ForwardAccelerationPitchFactor = 0.5    ; How much acceleration will cause the front to lift, or dip for stops.
4466    LateralAccelerationRollFactor = 0.33    ;  How much cornering will cause the chassis to roll.
4467  End
4468  
4469  
4470  ;------------------------------------------------------------------------------
4471  Locomotor Tank_NuclearBattleMasterLocomotor
4472    Surfaces            = GROUND
4473    Speed               = 35   ; 33% faster than normal
4474    SpeedDamaged        = 32   ; 33% faster than normal
4475    TurnRate            = 180  ;120  ; 33% faster than normal
4476    TurnRateDamaged     = 180  ;80   ; 33% faster than normal
4477    Acceleration        = 1000 ;240  ; 33% faster than normal
4478    AccelerationDamaged = 1000 ;240  ; 33% faster than normal
4479    Braking             = 1000 ;50  ; in dist/(sec^2)
4480    MinTurnSpeed        = 0   ; in dist/sec
4481    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
4482    Appearance          = TREADS
4483  
4484    AccelerationPitchLimit = 5              ; Angle limit how far chassis will lift or roll from acceleration.
4485    DecelerationPitchLimit = 5              ; Angle limit how far chassis will dip from deceleration.
4486    PitchStiffness = 0.05                   ;  stiffness of the "springs" in the suspension forward & back.
4487    RollStiffness = 0.025                   ;  stiffness of the "springs" in the suspension side to side.
4488    PitchDamping = 0.8                      ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
4489    RollDamping = 0.3                       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
4490    ForwardAccelerationPitchFactor = 0.5    ; How much acceleration will cause the front to lift, or dip for stops.
4491    LateralAccelerationRollFactor = 0.33    ;  How much cornering will cause the chassis to roll.
4492  End
4493  
4494  ;------------------------------------------------------------------------------
4495  Locomotor Tank_OverlordLocomotor
4496    Surfaces            = GROUND
4497    Speed               = 25   ; in dist/sec
4498    SpeedDamaged        = 25   ; in dist/sec
4499    TurnRate            = 60   ;25   ; in degrees/sec
4500    TurnRateDamaged     = 60   ;20   ; in degrees/sec
4501    Acceleration        = 15   ; in dist/(sec^2)
4502    AccelerationDamaged = 15   ; in dist/(sec^2)
4503    Braking             = 50   ; in dist/(sec^2)
4504    MinTurnSpeed        = 0    ; in dist/sec
4505    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
4506    Appearance          = TREADS
4507  
4508    AccelerationPitchLimit = 2              ; Angle limit how far chassis will lift or roll from acceleration.
4509    DecelerationPitchLimit = 2              ; Angle limit how far chassis will dip from deceleration.
4510    PitchStiffness = 0.05                   ;  stiffness of the "springs" in the suspension forward & back.
4511    RollStiffness = 0.05                    ;  stiffness of the "springs" in the suspension side to side.
4512    PitchDamping = 0.8                      ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
4513    RollDamping = 0.3                       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
4514    ForwardAccelerationPitchFactor = 0.5    ; How much acceleration will cause the front to lift, or dip for stops.
4515    LateralAccelerationRollFactor = 0.33    ;  How much cornering will cause the chassis to roll.
4516  End
4517  
4518  ;------------------------------------------------------------------------------
4519  Locomotor ListeningOutpostLocomotor
4520    Surfaces            = GROUND
4521    Speed               = 40   ; in dist/sec
4522    SpeedDamaged        = 30   ; in dist/sec
4523    TurnRate            = 90  ;90   ; in degrees/sec
4524    TurnRateDamaged     = 90  ;60   ; in degrees/sec
4525    Acceleration        = 20 ; in dist/(sec^2); make sure to keep these very small
4526    AccelerationDamaged = 16 ;in dist/(sec^2)
4527    Braking             = 1000 ;50  ; in dist/(sec^2)
4528    MinTurnSpeed        = 25   ; in dist/sec
4529    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
4530    Appearance          = FOUR_WHEELS
4531    TurnPivotOffset     = -0.5    ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
4532  
4533    AccelerationPitchLimit = 5              ; Angle limit how far chassis will lift or roll from acceleration.
4534    DecelerationPitchLimit = 5              ; Angle limit how far chassis will dip from deceleration.
4535    PitchStiffness = 0.05                   ;  stiffness of the "springs" in the suspension forward & back.
4536    RollStiffness = 0.025                   ;  stiffness of the "springs" in the suspension side to side.
4537    PitchDamping = 0.8                      ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
4538    RollDamping = 0.3                       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
4539    ForwardAccelerationPitchFactor = 0.1  ;0.5    ; How much acceleration will cause the front to lift, or dip for stops.
4540    LateralAccelerationRollFactor = 0.33    ;  How much cornering will cause the chassis to roll.
4541  
4542    HasSuspension = Yes           ; Calculate 4 wheel independent suspension info.
4543    CanMoveBackwards = Yes        ; Can move backwards.
4544    MaximumWheelExtension = -2.3  ; Maximum distance the wheels will drop on the model.
4545    MaximumWheelCompression = 1.4 ; Maximum distance the wheel will move up into the chassis.
4546    FrontWheelTurnAngle = 30
4547          ; How many degrees the front wheels can turn.
4548  End
4549  
4550  
4551  
4552  
4553  
4554  
4555  
4556  
4557  ;------------------------------------------------------------------------------
4558  Locomotor Nuke_FusionBattleMasterLocomotor
4559    Surfaces            = GROUND
4560    Speed               = 45 
4561    SpeedDamaged        = 37 
4562    TurnRate            = 180
4563    TurnRateDamaged     = 180
4564    Acceleration        = 1000
4565    AccelerationDamaged = 1000
4566    Braking             = 1000
4567    MinTurnSpeed        = 0   
4568    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
4569    Appearance          = TREADS
4570  
4571    AccelerationPitchLimit = 5              ; Angle limit how far chassis will lift or roll from acceleration.
4572    DecelerationPitchLimit = 5              ; Angle limit how far chassis will dip from deceleration.
4573    PitchStiffness = 0.05                   ;  stiffness of the "springs" in the suspension forward & back.
4574    RollStiffness = 0.025                   ;  stiffness of the "springs" in the suspension side to side.
4575    PitchDamping = 0.8                      ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
4576    RollDamping = 0.3                       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
4577    ForwardAccelerationPitchFactor = 0.5    ; How much acceleration will cause the front to lift, or dip for stops.
4578    LateralAccelerationRollFactor = 0.33    ;  How much cornering will cause the chassis to roll.
4579  End
4580  
4581  ;------------------------------------------------------------------------------
4582  Locomotor Nuke_FusionOverlordLocomotor
4583    Surfaces            = GROUND
4584    Speed               = 40
4585    SpeedDamaged        = 40
4586    TurnRate            = 80
4587    TurnRateDamaged     = 80
4588    Acceleration        = 30
4589    AccelerationDamaged = 30   
4590    Braking             = 50  
4591    MinTurnSpeed        = 0   
4592    ZAxisBehavior       = NO_Z_MOTIVE_FORCE
4593    Appearance          = TREADS
4594  
4595    AccelerationPitchLimit = 2              ; Angle limit how far chassis will lift or roll from acceleration.
4596    DecelerationPitchLimit = 2              ; Angle limit how far chassis will dip from deceleration.
4597    PitchStiffness = 0.05                   ;  stiffness of the "springs" in the suspension forward & back.
4598    RollStiffness = 0.05                    ;  stiffness of the "springs" in the suspension side to side.
4599    PitchDamping = 0.8                      ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
4600    RollDamping = 0.3                       ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
4601    ForwardAccelerationPitchFactor = 0.5    ; How much acceleration will cause the front to lift, or dip for stops.
4602    LateralAccelerationRollFactor = 0.33    ;  How much cornering will cause the chassis to roll.
4603  End
4604  
4605  ;------------------------------------------------------------------------------
4606  Locomotor ScorpionMissileLocomotor2
4607    Surfaces = AIR
4608    Speed = 400               ; in dist/sec
4609    MinSpeed = 120            ; in dist/sec. (THRUST items must have nonzero minspeeds!)
4610    Acceleration = 900        ; in dist/(sec^2)
4611    Braking = 0               ; in dist/(sec^2)
4612    TurnRate = 200            ; in degrees/sec
4613    MaxThrustAngle = 15       ; in degrees (NOT degrees/sec)
4614    AllowAirborneMotiveForce = Yes
4615    Appearance = THRUST
4616  End
4617  
4618  ;------------------------------------------------------------------------------
4619  Locomotor A10Thunderbolt2Locomotor
4620    Surfaces            = AIR
4621    Speed               = 120 ;55              ; in dist/sec
4622    SpeedDamaged        = 120 ;40         ; in dist/sec
4623    MinSpeed            = 45             ; in dist/sec
4624    TurnRate            = 200            ; in degrees/sec
4625    TurnRateDamaged     = 90      ; in degrees/sec
4626    MaxThrustAngle      = 60       ; in degrees (NOT degrees/sec)
4627    Acceleration        = 80         ; in dist/(sec^2)
4628    AccelerationDamaged = 50  ; in dist/(sec^2)
4629    Lift                = 120                ; in dist/(sec^2)
4630    LiftDamaged         = 80          ; in dist/(sec^2)
4631    Braking             = 10              ; in dist/(sec^2)
4632    MinTurnSpeed        = 70          ; in dist/sec
4633    PreferredHeight     = 77
4634    AllowAirborneMotiveForce = Yes
4635    ZAxisBehavior       = SURFACE_RELATIVE_HEIGHT
4636    CirclingRadius      = 100 ; the radius at which we circle when we are trying to maintain position. 
4637                              ; (pos = clockwise, neg = ccw, 0 = calc smallest possible radius given our speed, turning, etc)
4638    Appearance          = WINGS
4639  
4640    PitchInDirectionOfZVelFactor = 1.0    ;  how much to pitch according to our z-vel. 0=none, 1=lots (0=default)
4641    PitchStiffness = 0.5                  ;  stiffness of the "springs" in the suspension forward & back.
4642    RollStiffness = 0.4                   ;  stiffness of the "springs" in the suspension side to side.
4643    PitchDamping = 0.9                    ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
4644    RollDamping = 0.8                     ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
4645    ForwardVelocityPitchFactor = 0        ;  How much velocity will cause the front to lift/dip
4646    LateralVelocityRollFactor = 0.2       ;  How much cornering will cause the chassis to roll.
4647    Apply2DFrictionWhenAirborne = Yes
4648    AirborneTargetingHeight = 30
4649    LocomotorWorksWhenDead = Yes          ; JetSlowDeathBehavior needs this to function correctly
4650  End
4651  ;------------------------------------------------------------------------------
4652  Locomotor TerrorPlaneLocomotor
4653    Surfaces            = AIR
4654    Speed               = 110 ;55              ; in dist/sec
4655    SpeedDamaged        = 100 ;40         ; in dist/sec
4656    MinSpeed            = 100             ; in dist/sec
4657    TurnRate            = 100            ; in degrees/sec
4658    TurnRateDamaged     = 80      ; in degrees/sec
4659    MaxThrustAngle      = 90       ; in degrees (NOT degrees/sec)
4660    Acceleration        = 100         ; in dist/(sec^2)
4661    AccelerationDamaged = 80  ; in dist/(sec^2)
4662    Lift                = 200                ; in dist/(sec^2)
4663    LiftDamaged         = 180          ; in dist/(sec^2)
4664    Braking             = 100              ; in dist/(sec^2)
4665    MinTurnSpeed        = 100          ; in dist/sec
4666    PreferredHeight     = 100
4667    AllowAirborneMotiveForce = Yes
4668    ZAxisBehavior       = SURFACE_RELATIVE_HEIGHT
4669    CirclingRadius      = 80 ; the radius at which we circle when we are trying to maintain position. 
4670                              ; (pos = clockwise, neg = ccw, 0 = calc smallest possible radius given our speed, turning, etc)
4671    Appearance          = WINGS
4672  
4673    PitchInDirectionOfZVelFactor = 1.0    ;  how much to pitch according to our z-vel. 0=none, 1=lots (0=default)
4674    PitchStiffness = 0.5                  ;  stiffness of the "springs" in the suspension forward & back.
4675    RollStiffness = 0.4                   ;  stiffness of the "springs" in the suspension side to side.
4676    PitchDamping = 0.9                    ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
4677    RollDamping = 0.8                     ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
4678    ForwardVelocityPitchFactor = 0        ;  How much velocity will cause the front to lift/dip
4679    LateralVelocityRollFactor = 0.2       ;  How much cornering will cause the chassis to roll.
4680    Apply2DFrictionWhenAirborne = Yes
4681    AirborneTargetingHeight = 10
4682    LocomotorWorksWhenDead = Yes          ; JetSlowDeathBehavior needs this to function correctly
4683  End
4684  ;------------------------------------------------------------------------------
4685  Locomotor ToxinDropLocomotor
4686  
4687    Surfaces = AIR
4688    Speed = 120               ; in dist/sec
4689    MinSpeed = 110            ; in dist/sec. (THRUST items must have nonzero minspeeds!)
4690    Acceleration = 300        ; in dist/(sec^2)
4691    Braking = 1000               ; in dist/(sec^2)
4692    TurnRate = 720            ; in degrees/sec
4693    MaxThrustAngle = 90       ; in degrees (NOT degrees/sec)
4694    AllowAirborneMotiveForce = Yes
4695    Appearance = THRUST
4696  
4697  End
4698  ;------------------------------------------------------------------------------
4699  Locomotor ScorpionMissileLocomotor2
4700    Surfaces = AIR
4701    Speed = 400               ; in dist/sec
4702    MinSpeed = 120            ; in dist/sec. (THRUST items must have nonzero minspeeds!)
4703    Acceleration = 900        ; in dist/(sec^2)
4704    Braking = 0               ; in dist/(sec^2)
4705    TurnRate = 200            ; in degrees/sec
4706    MaxThrustAngle = 15       ; in degrees (NOT degrees/sec)
4707    AllowAirborneMotiveForce = Yes
4708    Appearance = THRUST
4709  End
4710  
4711    ;------------------------------------------------------------------------------
4712  Locomotor BalloonLocomotor
4713    Surfaces = AIR
4714    Speed = 15               ; in dist/sec
4715    TurnRate = 180            ; in degrees/sec
4716    Acceleration = 60         ; in dist/(sec^2)
4717    Lift = 120                ; in dist/(sec^2)
4718    Braking = 10             ; in dist/(sec^2)
4719    MinTurnSpeed = 5          ; in dist/sec
4720    PreferredHeight = 100
4721    AllowAirborneMotiveForce = Yes
4722    ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
4723    Appearance = HOVER
4724  
4725    PitchStiffness = 0.5                  ;  stiffness of the "springs" in the suspension forward & back.
4726    RollStiffness = 0.1                   ;  stiffness of the "springs" in the suspension side to side.
4727    PitchDamping = 0.9                    ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
4728    RollDamping = 0.9                     ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
4729    ForwardVelocityPitchFactor = -0.05     ;  How much velocity will cause the front to lift/dip
4730    LateralVelocityRollFactor = 0.1       ;  How much cornering will cause the chassis to roll.
4731    Apply2DFrictionWhenAirborne = Yes
4732    AirborneTargetingHeight = 30
4733    LocomotorWorksWhenDead = Yes          ; HelicopterSlowDeathBehavior needs this to function correctly
4734  End
4735  


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