[DamageLog]
Comment = 
ModifiedBy = 	Chris Keegan, Iain Howe, Gavin Whitlock, John Shave



[CrewStatsLog]
Comment = 
ModifiedBy = Chris Keegan


[General]

DefaultTimeSkipMinutes = 10   					// Increasing this makes timeskips larger ( press <return> )
DefaultMiniTimeSkipMinutes = 1 					// Increasing this makes mini timeskips larger ( press <ctrl><return> )
TimeSkipTimeOutSeconds = 20							// A timeskip will take no longer than this before returning


//************************************************
// Only Release *or* Debug settings should be used
//************************************************

//************ Begin Release Settings ***************
B17SquadronSize = 6						// Number of B-17s in a squadron
NumLowGhostB17s = 0						// Number of ghost b17s to tag along at low graphics detail setting
NumMediumGhostB17s = 6					        // Number of ghost b17s to tag along at medium graphics detail setting
NumHighGhostB17s = 12						// Number of ghost b17s to tag along at high graphics detail setting
PreventFighterAttack = 0					// Prevents the enemy fighters from launching
PreventFlakAttack = 0						// Prevents flak from firing
PreventEscortFighters = 0					// Prevents escort fighters from launching
FreeEnemyFighterSlotsOnLanding = 0				// Frees up slots for enemy fighters to launch if a whole squadron is landed and / or crashed, if set to 1. Otherwise, only frees slots up when all of an enemy formation has crashed ( = 0 ).

NavigatorErrorWindHeadingDegrees = 20 				// Plus or minus the maximum angle error of the wind by the worst navigator
NavigatorErrorWindSpeedMPH = 10 				// Plus or minus the maximum speed error of the wind by the worst navigator
BombardierDriftScaleErrorDegrees = 5.0				// Worst possible drift scale error. It applies to the worst bombardier.
BombardierSpeedErrorMPH = 30.0 					// Worst possible speed error. It applies to the worst bombardier and affects the track rate.
//************* End Release Settings ****************


//************* Begin Debug Settings ****************
//B17SquadronSize = 1						// Number of B-17s in a squadron
//NumLowGhostB17s = 0						// Number of ghost b17s to tag along at low graphics detail setting
//NumMediumGhostB17s = 0					// Number of ghost b17s to tag along at medium graphics detail setting
//NumHighGhostB17s = 0						// Number of ghost b17s to tag along at high graphics detail setting
//PreventFighterAttack = 1					// Prevents the enemy fighters from launching
//PreventFlakAttack = 1		   				// Prevents flak from firing
//PreventEscortFighters = 1					// Prevents escort fighters from launching
//FreeEnemyFighterSlotsOnLanding = 0				// Frees up slots for enemy fighters to launch if a whole squadron is landed and / or crashed, if set to 1. Otherwise, only frees slots up when all of an enemy formation has crashed ( = 0 ).

//NavigatorErrorWindHeadingDegrees = 0				// Plus or minus the maximum angle error of the wind by the worst navigator
//NavigatorErrorWindSpeedMPH = 0 				// Plus or minus the maximum speed error of the wind by the worst navigator
//BombardierDriftScaleErrorDegrees = 0.0			// Worst possible drift scale error. It applies to the worst bombardier.
//BombardierSpeedErrorMPH = 0.0 				// Worst possible speed error. It applies to the worst bombardier and affects the track rate.
//************** End Debug Settings *****************

PreferredTakeoffRunway = -1					// The taxi AI will take off from this runway if not -1 or out of range. (Valid numbers start from 0 with -1 as the default, AI choice setting)

LogDamage = 0							// 0 = Off and 1 = On
LogCrewStats = 0						// 0 = Off and 1 = On
UseCrewMemberHighlight = 1    					// 0 = Off and 1 = On	
CreateEnemyFightersInTheAir = 0					// 0 = Off and 1 = On
MaxNoOfActiveAirfields = 3					// Caps the number of simultaneously active enemy airfields. ( limit no of airborne enemy planes with this).
EscortSquadronSize = 4						// Number of escorts
InterceptorSquadronSize = 4					// Number of interceptors

CockpitToolTipFontSize = 12					// size of the tooltip fonts in the virtual cockpit screens
CompartmentToolTipFontSize = 12					// size of the tooltip fonts in the compartments screens
StationToolTipFontSize = 12					// size of the tooltip fonts in the station screens

BomberCaptainViewRestrictions = 1				// Prevents the player selecting other bombers and zooming out massively in bomber captain mode
BomberCaptainViewPanAndScan = 0					// Allows extra camera movement when view restrictions are active

SystemBreakOnMemAlloc = -1	 				// causes the game to debug break when the indicated memory allocation occurs

MaxPositiveGLoading = 5.0					// Positive G load that a pilot can withstand before blacking out
MaxNegativeGLoading = 9.5					// Negative G load that a pilot can withstand before redding out
MaxP51PositiveGLoading = 6.0					// Positive G load that a pilot can withstand before blacking out in a P51 ( they had a G suit )
MaxP51NegativeGLoading = 9.5					// Negative G load that a pilot can withstand before redding out in a P51 ( they had a G suit )

ForceForBlackoutToBegin = 2.0					// Force in addition to max G loading that causes blackout in 'TimeForBlackoutToStart' milliseconds
TimeForBlackoutToStart = 5000.0					// Standard time for blackout to occur at 'ForceForBlackoutToBegin' plus 'MaxPositiveGLoading'

MaxTargetDistance = 5						// Max distance in Kilometers that you can padlock a target at
MaxOffCentreDotProduct = 0.25					// 1.0-dot product from center of screen has to be lower then this to select a target

SimpleNavigationErrorScalar = 0.5				// Affects the wind heading and speed values defined by the navigation error settings
NavigatorOnHeadingThresholdDegrees = 10.0 			// How on heading is on heading?

ManualBombRelease = 0						// Determines if, whilst under manual control of the bombardier, the bombs should be released manually

B17FuelUsageScalar = 0.6				// Determines the rate of fuel use for a b-17


[Weather]

LowWeatherSeverityScalar = 0.7					// When the weather realism options are set to "Light", this affects: "WindSpeedMPH", "WindSpeedChangeMPH", "WindGustSpeedMPH", All the cloud cover values
MediumWeatherSeverityScalar = 1.0				// When the weather realism options are set to "Moderate", this affects: "WindSpeedMPH", "WindSpeedChangeMPH", "WindGustSpeedMPH", All the cloud cover values
HighWeatherSeverityScalar = 1.2					// When the weather realism options are set to "Severe", this affects: "WindSpeedMPH", "WindSpeedChangeMPH", "WindGustSpeedMPH", All the cloud cover values

MinWindSpeedMPH = 0						// Minimum speed of the wind
MaxWindSpeedMPH = 0						// maximum speed of the wind

MinWindSpeedChangeMPH = 30					// The amount that the wind speed will change with the change in altitude defined in "WindSpeedChangeAltitudeFeet"
MaxWindSpeedChangeMPH = 50					// The amount that the wind speed will change with the change in altitude defined in "WindSpeedChangeAltitudeFeet"
WindSpeedChangeAltitudeFeet = 35000				// The altitude change required to modify the wind speed by the amount defined in "WindSpeedChangeMPH"
MinWindRotationDegrees = 35					// The amount that the wind direction will change in the time defined in "WindRotationTimeHours"
MaxWindRotationDegrees = 50					// The amount that the wind direction will change in the time defined in "WindRotationTimeHours"
WindRotationTimeHours = 7					// The time required for the wind direction to change by the amount defined in "WindRotationDegrees"

MinWindGustSpeedMPH = 4						// The minimum wind speed of a gust
MaxWindGustSpeedMPH = 6						// The maximum wind speed of a gust
MinWindGustPeriodSeconds = 10					// The minimum time it takes the wind to "gust" up to max speed
MaxWindGustPeriodSeconds = 15					// The maximum time it takes the wind to "gust" up to max speed

MinAverageCloudCover = 0.30					// This represents the minimum general cloud cover
MaxAverageCloudCover = 0.80					// This represents the maximum general cloud cover
MinPrimaryTargetCloudCover = 0.3				// The minimum amount of cloud cover over the primary target
MaxPrimaryTargetCloudCover = 1.0				// The maximum amount of cloud cover over the primary target
MinSecondaryTargetCloudCover = 0.3				// The minimum amount of cloud cover over the secondary target
MaxSecondaryTargetCloudCover = 0.8				// The maximum amount of cloud cover over the secondary target
MinTertiaryTargetCloudCover = 0.3				// The minimum amount of cloud cover over the tertiary target
MaxTertiaryTargetCloudCover = 0.5				// The maximum amount of cloud cover over the tertiary target

LowCloudMinAltitudeFeet = 5000					// Minimum altitude of the lowest cloud layer ( max gameplay impact )
LowCloudMaxAltitudeFeet = 10000					// Maximum altitude of the lowest cloud layer ( max gameplay impact )
MidCloudMinAltitudeFeet = 15000					// Minimum altitude of the middle cloud layer 
MidCloudMaxAltitudeFeet = 25000					// Maximum altitude of the middle cloud layer 
HighCloudMinAltitudeFeet = 40000				// Minimum altitude of the highest cloud layer 
HighCloudMaxAltitudeFeet = 45000				// Maximum altitude of the highest cloud layer 


[SoundEffects]

ExplosionMinRangeFeet = 10000					// Range of max volume of a dulled explosion
ExplosionMaxRangeFeet = 40000					// Range of min volume of a dulled explosion
ExplosionBrightMinRangeFeet = 2000 				// Range of max volume of a bright explosion
ExplosionBrightMaxRangeFeet = 6000				// Range of min volume of a bright explosion

FlakInteriorNearRangeFeet = 200					// Range at which the flak near effects will be played for interior views
FlakInteriorMediumRangeFeet = 800				// Range at which the flak medium distance effects will be played for interior views
FlakInteriorFarRangeFeet = 800					// Range at which the flak far effects will be played for interior views
FlakExteriorNearRangeFeet = 200					// Range at which the flak near effects will be played for exterior views
FlakExteriorMediumRangeFeet = 800				// Range at which the flak medium distance effects will be played for exterior views
FlakExteriorFarRangeFeet = 4000					// Range at which the flak far effects will be played for exterior views

SmallSplashMinRangeFeet = 1500					// Range of max volume of a small splash
SmallSplashMaxRangeFeet = 3000					// Range of min volume of a small splash
LargeSplashMinRangeFeet = 2000					// Range of max volume of a large splash
LargeSplashMaxRangeFeet = 3500					// Range of min volume of a large splash


[Prompts]
NavigatorFirstLostRangeMiles = 8.0				// First navigator prompt about being lost
NavigatorSecondLostRangeMiles = 12.0				// Second navigator prompt about being lost
NavigatorThirdLostRangeMiles = 20.0				// Third navigator prompt about being lost
FirePromptLevelOne = 0.1					// First fire warning level
FirePromptLevelTwo = 0.3					// Second fire warning level
FirePromptLevelThree = 0.5					// Third fire warning level


[MiniMission]
Type = Standard							// Can be Standard, StandardFree, Free, FighterAttack
Airbase = Ridgewell						// Ridgewell, Podington, Kings Cliffe, Steeple Morden, Deenethorpe, Duxford, Raydon, Funsville
Target = Brest Harbor						// Brest Harbor, Brest U-boat Base, Harnes Oil Facility... any defined target
MissionAltitudeFeet = 20000					// Height at which the mission will be flown

// Free Mini Mission Parameters
FreeFighterType = ME262						// Can be P51, P47, P38, BF109, FW190, ME262
FreeFighterQuantity = 1

// FighterAttack Mini Mission Parameters
FighterAttackAttacker = P51					// Can be P51, P47, P38, BF109, FW190, ME262
FighterAttackDefender = BF109					// Can be P51, P47, P38, BF109, FW190, ME262
FighterAttackDistanceFeet = 250					// Initial distance between the fighters

[QuickStartMissions]

MinInitialEnemyRangeMiles = 2.0					// The distance away from the player's formation that the enemy is created
MaxInitialEnemyRangeMiles = 2.5					// The distance away from the player's formation that the enemy is created


// Limping Home
MissionOneAirbase = Ridgewell					// Where the player is limping to
MissionOneStartPosXMetres = 961968.10				// X coordinate of the start position
MissionOneStartPosZMetres = 2224982.79				// Z coordinate of the start position
MissionOneStartHeightFeet = 6000				// Starting height above the terrain
MissionOnePortAileronDamage = 0.0				// 0.0 no damage 1.0 full damage
MissionOneStbdAileronDamage = 0.5				// 0.0 no damage 1.0 full damage
MissionOnePortFlapsDamage = 0.5					// 0.0 no damage 1.0 full damage
MissionOneStbdFlapsDamage = 0.5					// 0.0 no damage 1.0 full damage
MissionOnePortWingDamage = 0.2					// 0.0 no damage 1.0 full damage
MissionOneStbdWingDamage = 0.2					// 0.0 no damage 1.0 full damage
MissionOneElevatorDamage = 0.0					// 0.0 no damage 1.0 full damage
MissionOneRudderDamage = 0.5					// 0.0 no damage 1.0 full damage
MissionOneVerticalStabiliserDamage = 0.0			// 0.0 no damage 1.0 full damage

// Attack of the Axis
MissionTwoTarget = Bremen Oil Refinery				// Target that the B-17 squadron has just bombed
MissionTwoDistanceFromRallyPointMiles = 1.0			// ummmm... distance from the rally point
MissionTwoMissionAltitude = 27000				// Height at which the mission will be flown
MissionTwoEscortSquadronSize = 3				// Number of escorts
MissionTwoNumInterceptorSquadrons = 2				// Number of interceptor squadrons
MissionTwoInterceptorSquadronSize = 4				// Number of interceptors in each squadron

// Where are the Little Friends
MissionThreeTarget = Yonne River Rail Bridge			// Target that the B-17 squadron is attacking
//MissionThreeTarget = Brest Harbor				// Target that the B-17 squadron is attacking
MissionThreeDistanceToInitialPointMiles = 1.0			// Distance to the initial point of the bomb run
MissionThreeMissionAltitude = 27000				// Height at which the mission will be flown
MissionThreeNumInterceptorSquadrons = 3				// Number of interceptor squadrons
MissionThreeInterceptorSquadronSize = 2				// Number of interceptors in each squadron

// Opportunity for the Axis
MissionFourTarget = Wildau Torpedo Plant			// Target being attack by the B-17 squadron
MissionFourAircraftType = BF109					// Aircraft type the player gets to fly
MissionFourMissionAltitude = 8000				// Height at which the mission will be flown
MissionFourEscortSquadronSize = 3				// Number of escorts
MissionFourNumInterceptorSquadrons = 2				// Number of interceptor squadrons
MissionFourInterceptorSquadronSize = 4				// Number of interceptors in each squadron

// Fighter Sweep over France
MissionFiveAircraftType = P47					// Aircraft type the player gets to fly
MissionFiveStartPosXMetres = 796601.08				// X coordinate of the start position
MissionFiveStartPosZMetres = 1923380.0				// Z coordinate of the start position
MissionFiveStartHeightFeet = 18000.0				// Starting height above the terrain
MissionFiveAlliedSquadronSize = 4				// Size of allied squadron
MissionFiveNumAxisSquadrons = 1					// Number of axis squadrons
MissionFiveAxisSquadronSize = 4					// Size of axis squadron

// Defence of the Reich
MissionSixAircraftType = FW190					// Aircraft type the player gets to fly
MissionSixStartPosXMetres = 934884.17				// X coordinate of the start position
MissionSixStartPosZMetres = 1956460.65				// Z coordinate of the start position
MissionSixStartHeightFeet = 8000.0				// Starting height above the terrain
MissionSixNumAlliedSquadrons = 2				// Number of allied squadrons
MissionSixAlliedSquadronSize = 3				// Size of allied squadron
MissionSixAxisSquadronSize = 4					// Size of axis squadron

[TrainingMissions]

// Taxi and Take Off
MissionOneAirbase = Ridgewell					// Starting airbase
MissionOneWindHeadingDegrees = 0.0				// Wind direction
MissionOneWindSpeedMPH = 0.0					// Wind speed

// Approach and Landing
MissionTwoAirbase = Ridgewell					// Starting airbase
MissionTwoWindHeadingDegrees = 0.0				// Wind direction
MissionTwoWindSpeedMPH = 0.0					// Wind speed

// Feather/Restart an Engine
MissionThreeAirbase = Ridgewell					// Starting airbase
MissionThreeWindHeadingDegrees = 0.0				// Wind direction
MissionThreeWindSpeedMPH = 0.0					// Wind speed

// Bombing Easy
MissionFourTarget = Training target				// Target being bombed
MissionFourMissionAltitudeFeet = 8000.0				// Height from which the bombs are dropped

// Bombing Hard
MissionFiveTarget = Training target				// Target being bombed
MissionFiveMissionAltitudeFeet = 18000				// Height from which the bombs are dropped
MissionFiveWindHeadingDegrees = 0.0				// Wind direction
MissionFiveWindSpeedMPH = 0.0					// Wind speed
MissionFiveCloudCover = 0.6					// Cloud cover over target

// Gunnery
MissionSixAirbase = Ridgewell					// Starting airbase
MissionSixHitsToSucceed = 50					// Number of bullet hits per gunner position required to complete the mission
MissionSixWindHeadingDegrees = 0.0				// Wind direction
MissionSixWindSpeedMPH = 0.0					// Wind speed
MissionSixLowHeightFeet = 200					// Height below aircraft for dummy B-17
MissionSixHighHeightFeet = 200					// Height above aircraft for dummy B-17
MissionSixRangeFeet = 400					// Range for dummy B-17
MissionSixChinTurretBearingDegrees = 0.0			// Bearing for dummy B-17
MissionSixCheekGunBearingDegrees = 30.0				// Bearing for dummy B-17
MissionSixTopTurretBearingDegrees = 135.0			// Bearing for dummy B-17
MissionSixBallTurretBearingDegrees = 270.0			// Bearing for dummy B-17
MissionSixLeftWaistBearingDegrees = 90.0			// Bearing for dummy B-17
MissionSixRightWaistBearingDegrees = 270.0			// Bearing for dummy B-17
MissionSixTailGunnerBearingDegrees = 180.0			// Bearing for dummy B-17


[HistoricalMissions]

MissionOneAirbase = Ridgewell					// Home airbase
MissionOneTarget = Bremen FockeWulf Factory			// Target attacked
MissionOneStartTimeHours = 7.75					// Engine start time ( 7:45AM )
MissionOneOutlegEscort = P47					// Out leg escorts
MissionOneReturnLegEscort = P38					// Return leg escorts
MissionOneMissionAltitudeFeet = 25000.0				// Mission altitude

MissionTwoAirbase = Ridgewell					// Home airbase
MissionTwoTarget = Osnabruck Industrial Center			// Target attacked
MissionTwoStartTimeHours = 10.0					// Engine start time ( 10:00AM )
MissionTwoOutlegEscort = P47					// Out leg escorts
MissionTwoReturnLegEscort = P38					// Return leg escorts
MissionTwoMissionAltitudeFeet = 25000.0				// Mission altitude

MissionThreeAirbase = Ridgewell					// Home airbase
MissionThreeTarget = Ludwigshaven Rubber Factory		// Target attacked
MissionThreeStartTimeHours = 7.25				// Engine start time ( 7:15AM )
MissionThreeOutlegEscort = P47					// Out leg escorts
MissionThreeReturnLegEscort = P38				// Return leg escorts
MissionThreeMissionAltitudeFeet = 25000.0			// Mission altitude

MissionFourAirbase = Ridgewell					// Home airbase
MissionFourTarget = Frankfurt Industrial Center			// Target attacked
MissionFourStartTimeHours = 7.00				// Engine start time ( 7:00AM )
MissionFourOutlegEscort = P47					// Out leg escorts
MissionFourReturnLegEscort = P38				// Return leg escorts
MissionFourMissionAltitudeFeet = 24000.0			// Mission altitude

MissionFiveAirbase = Ridgewell					// Home airbase
MissionFiveTarget = Brunswick Bomb Factory			// Target attacked
MissionFiveStartTimeHours = 7.75				// Engine start time ( 7:45AM )
MissionFiveOutlegEscort = P47					// Out leg escorts
MissionFiveReturnLegEscort = P51				// Return leg escorts
MissionFiveMissionAltitudeFeet = 21000.0			// Mission altitude

MissionSixAirbase = Ridgewell					// Home airbase
MissionSixTarget = Eurotank Oil Refinery and Storage		// Target attacked
MissionSixStartTimeHours = 6.25					// Engine start time ( 3:45AM )
MissionSixOutlegEscort = P47					// Out leg escorts
MissionSixReturnLegEscort = P51					// Return leg escorts
MissionSixMissionAltitudeFeet = 26000.0				// Mission altitude


[ReconnaissanceMission]
TimeHours = 15							// Number of hours past midnight as mission time
AltitudeFeet = 8000						// Altitude at which the mission occurs
SpeedMilesPerHour = 350						// Speed of aircraft for mission
Bearing = 90							// Target approach bearing
DurationSeconds = 30						// Length of the footage
CameraAngle = 60						// 0 == Ahead, 90 == Down
FlakProbability = 1						// Probability that flak will hit the recce mission


[B17VirtualDamage]						// number of bullets and smokes to apply to each position
ChinTurretBullets = 50
ChinTurretSmokes = 20
CheekGunnerBullets = 50
CheekGunnerSmokes = 20
PilotBullets = 50
PilotSmokes = 20
CoPilotBullets = 50
CoPilotSmokes = 20
TopTurretBullets = 50
TopTurretSmokes = 20
BallTurretBullets = 50
BallTurretSmokes = 20
LeftWaistBullets = 50
LeftWaistSmokes = 20
RightWaistBullets = 50
RightWaistSmokes = 20
TailGunnerBullets = 50
TailGunnerSmokes = 20

[BailOut]							// Difficulty of getting out of the plane from a position
BombardierDifficulty = 0.2					// Difficulty for the Bombardier to get out. 0 = easy and 1 = impossible
BombardierBailOutBone = 0					// Area the Bombardier bails out from. 0 = Nose, 1 = Main Hatch. 3 = Tail Hatch
ChinTurretDifficulty = 0.2					// Difficulty for the Chin Turret guy to get out. 0 = auto and 1 = impossible
ChinTurretBailOutBone = 0					// Area the Chin Turret guy bails out from. 0 = Nose, 1 = Main Hatch. 3 = Tail Hatch
CheekGunnerDifficulty = 0.15					// Difficulty for the Cheek Gunner to get out. 0 = auto and 1 = impossible
CheekGunnerBailOutBone = 0					// Area the Cheek Gunner bails out from. 0 = Nose, 1 = Main Hatch. 3 = Tail Hatch
NavigatorDifficulty = 0.2					// Difficulty for the Navigator to get out. 0 = auto and 1 = impossible
NavigatorBailOutBone = 0					// Area the Navigator bails out from. 0 = Nose, 1 = Main Hatch. 3 = Tail Hatch
PilotDifficulty = 0.3						// Difficulty for the Pilot to get out. 0 = auto and 1 = impossible
PilotBailOutBone = 0						// Area the Pilot bails out from. 0 = Nose, 1 = Main Hatch. 3 = Tail Hatch
CoPilotDifficulty = 0.3						// Difficulty for the Co-Pilot to get out. 0 = auto and 1 = impossible
CoPilotBailOutBone = 0						// Area the Co-Pilot bails out from. 0 = Nose, 1 = Main Hatch. 3 = Tail Hatch
TopTurretDifficulty = 0.1					// Difficulty for the Top Turret Gunner to get out. 0 = auto and 1 = impossible
TopTurretBailOutBone = 0					// Area the Top Turret Gunner bails out from. 0 = Nose, 1 = Main Hatch. 3 = Tail Hatch
RadioOperatorDifficulty = 0.2					// Difficulty for the Radio Operator to get out. 0 = auto and 1 = impossible
RadioOperatorBailOutBone = 1					// Area the Radio Operator bails out from. 0 = Nose, 1 = Main Hatch. 3 = Tail Hatch
BallTurretDifficulty = 0.9					// Difficulty for the Ball Turret Gunner to get out. 0 = auto and 1 = impossible
BallTurretBailOutBone = 1					// Area the Ball Turret Gunner bails out from. 0 = Nose, 1 = Main Hatch. 3 = Tail Hatch
LeftWaistDifficulty = 0.1					// Difficulty for the Left Waist Gunner to get out. 0 = auto and 1 = impossible
LeftWaistBailOutBone = 1					// Area the Left Waist Gunner bails out from. 0 = Nose, 1 = Main Hatch. 3 = Tail Hatch
RightWaistDifficulty = 0.1					// Difficulty for the Right Waist Gunner to get out. 0 = auto and 1 = impossible
RightWaistBailOutBone = 1					// Area the Right Waist Gunner bails out from. 0 = Nose, 1 = Main Hatch. 3 = Tail Hatch
TailGunnerDifficulty = 0.4					// Difficulty for the Tail Turret Gunner to get out. 0 = auto and 1 = impossible
TailGunnerBailOutBone = 2					// Area the Tail Turret Gunner bails out from. 0 = Nose, 1 = Main Hatch. 3 = Tail Hatch

[CrewInitiative] 						// Determines crew reaction to external stimuli

EventImportanceNoseFire = 0.7  					// 1.0 = Always react. 0 = Never react (Nose Compartment Fire)
EventImportanceFlightDeckFire = 0.8				// 1.0 = Always react. 0 = Never react (Flight Deck Fire)
EventImportanceBombBayFire = 0.8				// 1.0 = Always react. 0 = Never react (Bomb Bay Fire)
EventImportanceRadioRoomFire = 0.7				// 1.0 = Always react. 0 = Never react (Radio Room Fire)
EventImportanceWaistFire = 0.7					// 1.0 = Always react. 0 = Never react (Waist Compartment Fire)
EventImportanceTailFire = 0.7					// 1.0 = Always react. 0 = Never react (Tail Compartment Fire)

NoInititiveModifier = 0.0 					// Never React to anything
LimitedInitiativeModifier = 0.4					// Immediate simuli only. Long response time.
NormalInitiativeModifier = 0.8					// General autonomy
SuperiorInitiativeModifier = 1.0				// Enhanced autonomy
MaxTimeInEventQueueSeconds = 180 				// This is scaled to 1.0 - the above modifiers

CompartmentInjuredImportance = 0.4				// 1.0 = Always react. 0 = Never react (Wounded comrade slumped in a non specific position)

BombardierTaskImportance = 0.0					// 1.0 = Utmost Importance. 0 = Non critical (Bombardier at any time other than bombrun)
BombardierCombatTaskImportance = 1.0				// 1.0 = Utmost Importance. 0 = Non critical. (Bombardier on bombrun - Should be VERY high)
EventImportanceBombardierPrimaryDamage = 0.6			// Norden
EventImportanceBombardierSecondaryDamage = 0.0 			// N/A
EventImportanceBombardierInjury = 0.6				// 1.0 = Utmost Importance. 0 = Non critical. (Bombardier manning bombsight requires First Aid)

ChinTurretTaskImportance = 0.6					// 1.0 = Utmost Importance. 0 = Non critical (Bombardier manning Chin turret at any time other than Fighter attack)
ChinTurretCombatTaskImportance = 0.8				// 1.0 = Utmost Importance. 0 = Non critical. (Bombardier manning Chin turret during Fighter Attack)
EventImportanceChinTurretPrimaryDamage = 1.0			// Guns
EventImportanceChinTurretSecondaryDamage = 1.0 			// Turret
EventImportanceChinTurretInjury = 0.8				// 1.0 = Utmost Importance. 0 = Non critical. (Bombardier manning Chin turret requires First Aid)

CheekGunnerTaskImportance = 0.0					// 1.0 = Utmost Importance. 0 = Non critical. (Cheek Gunner manning gun at any time other than Fighter attack)
CheekGunnerCombatTaskImportance = 0.2				// 1.0 = Utmost Importance. 0 = Non critical. (Cheek Gunner manning gun during Fighter attack)
EventImportanceCheekGunnerPrimaryDamage = 1.0			// Gun
EventImportanceCheekGunnerSecondaryDamage = 0.0			// N/A
EventImportanceCheekGunnerInjury = 0.3				// 1.0 = Utmost Importance. 0 = Non critical. (Gunner manning Cheek gun requires First Aid)

NavigatorTaskImportance = 1.0					// Set this and the below category to the same value - No "In combat" task for Navigator
NavigatorCombatTaskImportance = 1.0				// See above
EventImportanceNavigatorPrimaryDamage = 0.0			// N/A
EventImportanceNavigatorSecondaryDamage = 0.0			// N/A
EventImportanceNavigatorInjury = 0.6				// 1.0 = Utmost Importance. 0 = Non critical. (Navigator requires First Aid)

PilotTaskImportance = 0.8					// Importance of pilots job when skilled co-pilot present.
PilotCombatTaskImportance = 1.0					// Importance of pilots job when no skilled co-pilot is present.
EventImportancePilotPrimaryDamage = 0.0				// N/A
EventImportancePilotSecondaryDamage = 0.0			// N/A
EventImportancePilotInjury = 1.0				// 1.0 = Utmost Importance. 0 = Non critical. (Pilot requires First Aid)

CoPilotTaskImportance = 0.8					// Importance of co-pilots job when skilled pilot is present
CoPilotCombatTaskImportance = 1.0				// Importance of co-pilots job when no skilled pilot is present
EventImportanceCoPilotPrimaryDamage = 0.0			// N/A
EventImportanceCoPilotSecondaryDamage = 0.0			// N/A
EventImportanceCoPilotInjury = 0.8				// 1.0 = Utmost Importance. 0 = Non critical. (Co-Pilot requires First Aid)

TopTurretTaskImportance = 0.4					// 1.0 = Utmost Importance. 0 = Non critical. (Top Turret Gunner manning gun at any time other than Fighter attack)
TopTurretCombatTaskImportance = 0.7				// 1.0 = Utmost Importance. 0 = Non critical. (Top Turret Gunner manning gun during Fighter attack)
EventImportanceTopTurretPrimaryDamage = 1.0			// Guns
EventImportanceTopTurretSecondaryDamage = 1.0			// Turret
EventImportanceTopTurretInjury = 0.5				// 1.0 = Utmost Importance. 0 = Non critical. (Top Turret Gunner requires First Aid)

RadioOperatorTaskImportance = 0.1				// Set this and the below category to the same value - No "In combat" task for Radio Operator
RadioOperatorCombatTaskImportance = 0.1				// See Above
EventImportanceRadioOperatorPrimaryDamage = 0.0			// N/A
EventImportanceRadioOperatorSecondaryDamage = 0.0		// N/A
EventImportanceRadioOperatorInjury = 0.3			// 1.0 = Utmost Importance. 0 = Non critical. (Radio Operator)

BallTurretTaskImportance = 1.0					// 1.0 = Utmost Importance. 0 = Non critical. (Ball Turret Gunner manning gun at any time other than Fighter attack)
BallTurretCombatTaskImportance = 1.0				// 1.0 = Utmost Importance. 0 = Non critical. (Ball Turret Gunner manning gun during Fighter attack)
EventImportanceBallTurretPrimaryDamage = 1.0			// Guns
EventImportanceBallTurretSecondaryDamage = 1.0			// Turret
EventImportanceBallTurretInjury = 0.6				// 1.0 = Utmost Importance. 0 = Non critical. (Top Turret Gunner requires First Aid)

LeftWaistTaskImportance = 0.4					// 1.0 = Utmost Importance. 0 = Non critical. (Left Waist Gunner manning gun at any time other than Fighter attack)
LeftWaistCombatTaskImportance = 0.8				// 1.0 = Utmost Importance. 0 = Non critical. (Left Waist Gunner manning gun during Fighter attack)
EventImportanceLeftWaistPrimaryDamage = 1.0			// Gun
EventImportanceLeftWaistSecondaryDamage = 0.0			// N/A
EventImportanceLeftWaistInjury = 0.6				// 1.0 = Utmost Importance. 0 = Non critical. (Left Waist Gunner requires First Aid)

RightWaistTaskImportance = 0.4					// 1.0 = Utmost Importance. 0 = Non critical. (Right Waist Gunner manning gun at any time other than Fighter attack)
RightWaistCombatTaskImportance = 0.8				// 1.0 = Utmost Importance. 0 = Non critical. (Left Waist Gunner manning gun during Fighter attack)
EventImportanceRightWaistPrimaryDamage = 1.0			// Gun
EventImportanceRightWaistSecondaryDamage = 0.0			// N/A
EventImportanceRightWaistInjury = 0.6				// 1.0 = Utmost Importance. 0 = Non critical. (Left Waist Gunner requires First Aid)

TailGunnerTaskImportance = 0.4					// 1.0 = Utmost Importance. 0 = Non critical. (Tail Gunner manning gun at any time other than Fighter attack)
TailGunnerCombatTaskImportance = 0.8				// 1.0 = Utmost Importance. 0 = Non critical. (Tail Gunner manning gun during Fighter attack)
EventImportanceTailGunnerPrimaryDamage = 1.0			// Guns	
EventImportanceTailGunnerSecondaryDamage = 1.0			// Turret
EventImportanceTailGunnerInjury = 0.6				// 1.0 = Utmost Importance. 0 = Non critical. (Tail Gunner requires First Aid)


[CrewPersonality]
FirstAidMaxTimeSeconds = 300					// The longest first aid can possibly take.
ResidualDrainTimeHours = 8					// Originally set to 8. This represents the amount of time in which a crewmember can bleed out.
MaxHealAmount = 0.7						// The most health that can be recovered from First Aid.

CriticalHealthLevel = 0.3					// Unconsciousness threshold
CriticalInjuryHealTimeModifier = 5.0				// Time to heal up to Critical Health Level is modified by this value

MinKnockoutHealth = 0.8						// Above this value a KO is impossible
MinKnockoutChance = 0.25					// This is the lowest possible chance for a KO (the chance at the above health level)
MaxKnockoutHealth = 0.1						// Below this value consciousness is impossible
MaxKnockoutChance = 2.0						// This is the highest possible chance for a KO (the chance at the above health level)
KnockoutCheckIntervalSeconds = 5				// KO is checked for at an interval defined here. 

MachineGunBulletInitialDamageMin = 0.2				// Minimum damage inflicted by an MG hit.
MachineGunBulletInitialDamageRange = 0.1			// Possible spread of damage inflicted by an MG hit.
MachineGunBulletDamageSeconds = 300				// The additional health drain from an MG injury occurs over this time period
MachineGunBulletDamagePerTime = 0.1				// The amount of damage inflicted during the above period

CannonRoundInitialDamageMin = 0.5				// Minimum damage inflicted by a direct cannon hit.
CannonRoundInitialDamageRange = 0.1				// Possible spread of damage inflicted by a direct cannon hit.
CannonRoundDamageSeconds = 300					// The additional health drain from a direct Cannon injury occurs over this time period
CannonRoundDamagePerTime = 0.2					// The amount of damage inflicted during the above period

CannonSplashInitialDamageMin = 0.1				// Minimum damage inflicted by the splash from a cannon shell exploding.
CannonSplashInitialDamageRange = 0.2				// Possible spread of damage inflicted by the splash from a cannon shell exploding.
CannonSplashDamageSeconds = 300					// The additional health drain from an indirect Cannon injury occurs over this time period
CannonSplashDamagePerTime = 0.1					// The amount of damage inflicted during the above period

FlakInitialDamageMin = 0.1					// Minimum damage inflicted by the splash of a flak shell explosion.
FlakInitialDamageRange = 0.5					// Possible spread of damage inflicted by the splash from a cannon shell exploding.
FlakDamageSeconds = 300						// The additional health drain from a flak injury occurs over this time period
FlakDamagePerTime = 0.1						// The amount of damage inflicted during the above period

BombInitialDamageMin = 0.5					// Minimum damage inflicted by the impact of an unfused bomb dropping through the aircraft
BombInitialDamageRange = 0.4					// Possible spread of damage inflicted by the impact of an unfused bomb dropping through the aircraft
BombDamageSeconds = 300						// The additional health drain from being struck by an unfused bomb occurs over this time period
BombDamagePerTime = 0.1						// The amount of damage inflicted during the above period

FireInitialDamageMin = 0.1					// Minimum damage inflicted by exposure to a compartment fire
FireInitialDamageRange = 0.1					// Possible spread of damage inflicted by exposure to a compartment fire
FireDamageSeconds = 180						// The additional health drain from being burned by a fire occurs over this time period
FireDamagePerTime = 0.1						// The amount of damage inflicted during the above period

PanicSkillModifierMin = 0.25					// The minimum effect of a state of panic on the crewmembers skill ratings
PanicSkillModifierMax = 0.50					// The maximum effect of a state of panic on the crewmembers skill ratings
PanicTimeModifier = 1.50					// The modifier applied to task times in a state of panic
PanicAggressionAmplifier = 0.50					// Affects the balance of aggression in panic. Aggression higher than this value panics aggresively, lower equals losing nerve
PanicCureTimeSeconds = 30					// Time of player possesion to "cure" panic.

MinSkillModifier = 0.5						// The lowest a skill can be reduced to by Wounds / Panicking etc

LearningModifierMin = 0.25					// Maximum improvement of a skill under AI Control
LearningModifierMax = 3.0					// Maximum improvement of a skill under Human Control
VocationalSkillModifierMin = 0.5				// Effect of a low Vocational Skill level on acquired experience
VocationalSkillModifierMax = 1.5				// Effect of a high Vocational Skill level on acquired experience

MaxAIImprovementPerMission = 0.02				// Maximum skill improvement in each skill without human intervention, per mission.
MaxHumanImprovementPerMission = 0.08				// Maximum skill improvement in each skill with human intervention, per mission.
HumanModifier = 2.0						// Modifier for human possesion on skill improvement rate.

GunneryImprovementCombatTimeSeconds = 240			// Rate Gunnery skill improves by the maximum rate.
BombingImprovementCombatTimeSeconds = 180			// Rate Bombardment skill improves by the maximum rate.
PilotingImprovementCombatTimeHours = 2				// Rate Piloting skill improves by the maximum rate.
NavigationImprovementCombatTimeHours = 7			// Rate Navigation skill improves by the maximum rate.
FirstAidingImprovementCombatTimeMinutes = 15			// Rate First Aid skill improves by the maximum rate.

MinTimeToCrankBombBayDoorsSeconds = 20				// It takes at least this long to crank the doors
MaxTimeToCrankBombBayDoorsSeconds = 60				// Low technical skill means longer to crank the doors
MinTimeToCrankUndercarriageSeconds = 30				// It takes at least this long to crank the wheels
MaxTimeToCrankUndercarriageSeconds = 90				// Low technical skill means longer to crank wheels

MinTogglierReactionTimeSeconds = 0.5				// The reaction time of the best togglier ( bombardier ) i.e not the lead aircraft
MaxTogglierReactionTimeSeconds = 2.5				// The reaction time of the worst togglier ( bombardier ) i.e not the lead aircraft

[RewardSystem]
DamageFighter = 1.0						// Reward system points for damaging a fighter
DestroyFighter = 5.0						

BombardierLightDamage = 3.0					// Reward system points for the Bombarder lightly damaging the target
BombardierModerateDamage = 5.0					// Reward systen points for the Bombardier moderately damaging the target
BombardierHeavyDamage = 10.0					// Reward system points for the Bombardier taking a heavy wound

ExtinguishFire = 2.0						// Reward system points for extinguishing a fire
SufferLightWound = 2.0						// Reward system points for suffering a light wound
SufferModerateWound = 4.0					// Reward system points for suffering a moderate wound
SufferHeavyWound = 6.0						// Reward system points for suffering a heavy wound

SuccessfulLightFirstAid = 2.0					// Reward system points for giving sucessful first aid (light wound)
SuccessfulHeavyFirstAid = 4.0					// Reward system points for giving sucessful first aid (heavy wound)
RecoverFromWound = 5.0						// Reward system points for returning to station after wound
RepairSystem = 1.0						// Reward system points for sucessfully repairing a damaged system

SuccessfulLandingAfterCatastrophe = 25.0			// Reward system points for landing after catastrophic damage
SuccessfulLangingMinus1Engine = 5.0				// Reward system points for landing on three engines
SuccessfulLangingMinus2Engines = 10.0				// Reward system points for landing on two engines
SuccessfulLangingMinus3Engines = 15.0				// Reward system points for landing on one engine
SuccessfulLangingMinus4Engines = 20.0				// Reward system points for a deadstick landing

HitPrimaryTarget = 15.0						// Reward system points for hitting the primary target, as planned.
HitSecondaryTarget = 10.0					// Reward system points for hitting the secondary target, as planned.
HitTertiaryTarget = 5.0						// Reward system points for hitting the tertiary target, as planned.
HitTargetOfOpportunityLow = 1.0					// Reward system points for hitting a low priority target of opportunity
HitTargetOfOpportunityMedium = 3.0				// Reward system points for hitting a medium priority target of opportunity
HitTargetOfOpportunityHigh = 5.0				// Reward system points for hitting a high priority target of opportunity

Panicking = -5.0						// Reward system points deducted for panicking
DamageFriendly = -5.0						// Reward system points deducted for damaging a friendly aircraft
DestroyFriendly = -10.0						// Reward system points deducted for destroying a friendly aircraft
DitchingBeforeBombing = -10.0					// Reward system points for ending the mission prematurely before bombing
DitchingAfterBombing = -10.0					// Reward system points for ending the mission prematurely after bombing.



[CompartmentFire]
TimeToMaxIntensitySeconds = 450 				// Time taken for a compartment fire to reach maximum intensity
MaxTimeToExtinguishSeconds = 20					// Longest time taken to extinguish a fire
IntensitySpreadMin = 0.6					// Value of fire intensity at which checks for spreading are made
IntensitySpreadMax = 0.8					// Value of fire intensity at which spreading automatically occurs
IntensityUninhabitable = 1.0					// Value of fire intensity at which crewmembers take damage
IntensityInoperable = 0.7					// Value of fire intensity at which crewmembers must leave the compartment
FlightDeckIntensityToBlow = 1.0					// Value of fire intensity in flight deck required to destroy B-17
BombBayLoadedIntensityToBlow = 0.4				// Value of fire intensity in loaded bomb bay required to destroy B-17
BombBayUnLoadedIntensityToBlow = 0.7				// Value of fire intensity in unloaded bomb bay required to destroy B-17
LevelOneFireWarning = 0.2					// Value of fire intensity required to generate level one warning from crewmember
LevelTwoFireWarning = 0.6					// Value of fire intensity required to generate level two warning 


[Gunner]							// Probability of jam increases exponentially as consecutive bullets approaches max
MinConsecutiveBulletsBeforeJam = 25				// Minimum consecutive rounds in a single burst before test for jam is made
MaxConsecutiveBulletsBeforeJam = 100				// Number of consecutive rounds in a single burst at which a jam is inevitable
AIDeadBulletsModifier = 0.1					// This alters the number of dead bullets in a burst. At 1.0 it's equal to gunner skill, .5 = half gunner skill.

RangeMinSpotYards = 1000					// Range closer than which, the gunner will have spotted the target irrespective of observance
RangeMaxSpotYards = 1500					// Maximum range at which the gunner may spot the target irrespective of observance
RangeMinFireYards = 10						// The range at which the gunners will cease firing
RangeMaxFireYards = 800						// The range at which the gunners will begin to fire
MaxBurstTimeSeconds = 2.5					// Max length of firing burst, when target is at it's closest
MinBurstTimeSeconds = 0.2					// Max length of firing burst, when target is at it's furthest
PauseTimeSeconds = 0.1						// Length of pause between bursts of fire
MuzzleVelocityMetresPerSecond = 800				// Speed of the bullets ( don't change lightly, must match the particle muzzle velocity )

MaxLeadErrorFeet = 5						// At it's worst, the gunner will get the lead wrong by this amount
MaxHeightErrorFeet = 3 						// At it's worst, the gunner will get the height wrong by this amount
MaxTimeToHomeLeadSeconds = 0.75					// The AI will home in on the correct lead in this time at worst
MaxTimeToHomeHeightSeconds = 0.75				// The AI will home in on the correct height in this time at worst

MaxHomeStartRangeYards = 1000					// Range at which the best gunner will start homing
MinHomeStartRangeYards = 750					// Range at which the worst gunner will start homing

//******************
[B17EngineSounds]						// These values control how the radial engines sound

BoostRange = 0.02						// If engines on the same side of the aircraft are running at within this range of the same power then the sound for that side is amplified
BoostModifier = 0.05						// This defines the amplification if the above criterium is met
PanFrequencyOffset = 0.04					// change the frequency of similar sounds playing opposite one another

MeshSilence = 0							// Play the "silence" sound during meshing
MeshVolume = 0.40						// Volume of the mesh sound
MeshOverlapMilliseconds = 150					// Amount of overlap between the individual mesh components

IdleStartPower = 0.01						// Power value at which the idle sound will begin to fade in
IdlePeakPower = 0.014						// Power value at which the idle sound will be playing at max volume, fade out begins here
IdleStopPower = 1.0						// Power value at which the idle sound will be silent
IdleMaxVolume = 0.90						// The maximum volume of the idle sound
IdleMinFrequency = 0.80						// The minimum frequency of the idle sound
IdleMaxFrequency = 1.10						// The maximum frequency of the idle sound

DroneStartPower = 0.01						// Power value at which the drone sound will begin to fade in
DronePeakPower = 0.8						// Power value at which the drone sound will be playing at max volume, fade out begins here
DroneStopPower = 0.0						// Power value at which the drone sound will be silent
DroneMaxVolume = 1.00						// Volume of drone sound at max power
DroneMinFrequency = 0.90					// Frequency of drone sound at min power
DroneMaxFrequency = 1.20					// Frequency of drone sound at max power

PropStartRpm = 0.3						// Rpm value at which the prop sound will begin to fade in
PropPeakRpm = 1.0						// Rpm value at which the prop sound will be playing at max volume, fade out begins here
PropStopRpm = 0.0						// Rpm value at which the prop sound will be silent
PropMaxVolume = 0.7						// Volume of prop sound at max power
PropMinFrequency = 0.80						// Frequency of prop sound at min power
PropMaxFrequency = 1.20						// Frequency of prop sound at max power

CharacterStartPower = 0.1					// Power value at which the character sound will begin to fade in
CharacterPeakPower = 0.7					// Power value at which the character sound will be playing at max volume, fade out begins here
CharacterStopPower = 0.0					// Power value at which the character sound will be silent
CharacterMaxVolume = 0.8					// The maximum volume of the character sound
CharacterMinFrequency = 0.90					// The minimum frequency of the character sound
CharacterMaxFrequency = 1.10					// The maximum frequency of the character sound

PowerStartPower = 0.4						// Power value at which the power sound will begin to fade in
PowerPeakPower = 1.0						// Power value at which the power sound will be playing at max volume, fade out begins here
PowerStopPower = 0.0						// Power value at which the power sound will be silent
PowerMaxVolume = 1.0						// The maximum volume of the power sound
PowerMinFrequency = 0.80					// The minimum frequency of the power sound
PowerMaxFrequency = 1.10					// The maximum frequency of the power sound

ScreamStartCompressibility = 0.8				// Compressibility value at which the scream sound will begin to fade in
ScreamPeakCompressibility = 1.0					// Compressibility value at which the scream sound will be playing at max volume, fade out begins here
ScreamStopCompressibility = 1.0					// Compressibility value at which the scream sound will be silent
ScreamMaxVolume = 0.0						// Volume of scream sound at max power
ScreamMinFrequency = 0.80					// The minimum frequency of the scream sound
ScreamMaxFrequency = 1.30					// The maximum frequency of the scream sound

//******************
[P38EngineSounds]						// These values control how the radial engines sound

BoostRange = 0.02						// If engines on the same side of the aircraft are running at within this range of the same power then the sound for that side is amplified
BoostModifier = 0.05						// This defines the amplification if the above criterium is met
PanFrequencyOffset = 0.04					// change the frequency of similar sounds playing opposite one another

MeshSilence = 0							// Play the "silence" sound during meshing
MeshVolume = 0.4						// Volume of the mesh sound
MeshOverlapMilliseconds = 0					// Amount of overlap between the individual mesh components

IdleStartPower = 0.01						// Power value at which the idle sound will begin to fade in
IdlePeakPower = 0.014						// Power value at which the idle sound will be playing at max volume, fade out begins here
IdleStopPower = 0.6						// Power value at which the idle sound will be silent
IdleMaxVolume = 0.50						// The maximum volume of the idle sound
IdleMinFrequency = 0.80						// The minimum frequency of the idle sound
IdleMaxFrequency = 1.10						// The maximum frequency of the idle sound

DroneStartPower = 0.01						// Power value at which the drone sound will begin to fade in
DronePeakPower = 0.8						// Power value at which the drone sound will be playing at max volume, fade out begins here
DroneStopPower = 0.0						// Power value at which the drone sound will be silent
DroneMaxVolume = 0.70						// Volume of drone sound at max power
DroneMinFrequency = 0.90					// Frequency of drone sound at min power
DroneMaxFrequency = 1.20					// Frequency of drone sound at max power

PropStartRpm = 0.3						// Rpm value at which the prop sound will begin to fade in
PropPeakRpm = 1.0						// Rpm value at which the prop sound will be playing at max volume, fade out begins here
PropStopRpm = 0.0						// Rpm value at which the prop sound will be silent
PropMaxVolume = 0.80						// Volume of prop sound at max power
PropMinFrequency = 0.90						// Frequency of prop sound at min power
PropMaxFrequency = 1.10						// Frequency of prop sound at max power

CharacterStartPower = 0.1					// Power value at which the character sound will begin to fade in
CharacterPeakPower = 0.7					// Power value at which the character sound will be playing at max volume, fade out begins here
CharacterStopPower = 0.0					// Power value at which the character sound will be silent
CharacterMaxVolume = 0.8					// The maximum volume of the character sound
CharacterMinFrequency = 0.90					// The minimum frequency of the character sound
CharacterMaxFrequency = 1.10					// The maximum frequency of the character sound

PowerStartPower = 0.4						// Power value at which the power sound will begin to fade in
PowerPeakPower = 1.0						// Power value at which the power sound will be playing at max volume, fade out begins here
PowerStopPower = 0.0						// Power value at which the power sound will be silent
PowerMaxVolume = 1.0						// The maximum volume of the power sound
PowerMinFrequency = 0.80					// The minimum frequency of the power sound
PowerMaxFrequency = 1.20					// The maximum frequency of the power sound

ScreamStartCompressibility = 0.8				// Compressibility value at which the scream sound will begin to fade in
ScreamPeakCompressibility = 1.0					// Compressibility value at which the scream sound will be playing at max volume, fade out begins here
ScreamStopCompressibility = 1.0					// Compressibility value at which the scream sound will be silent
ScreamMaxVolume = 0.6						// Volume of scream sound at max power
ScreamMinFrequency = 0.80					// The minimum frequency of the scream sound
ScreamMaxFrequency = 1.30					// The maximum frequency of the scream sound

//******************
[P47EngineSounds]						// These values control how the radial engines sound

BoostRange = 0.02						// If engines on the same side of the aircraft are running at within this range of the same power then the sound for that side is amplified
BoostModifier = 0.05						// This defines the amplification if the above criterium is met
PanFrequencyOffset = 0.04					// change the frequency of similar sounds playing opposite one another

MeshSilence = 0							// Play the "silence" sound during meshing
MeshVolume = 0.40						// Volume of the mesh sound
MeshOverlapMilliseconds = 150					// Amount of overlap between the individual mesh components

IdleStartPower = 0.01						// Power value at which the idle sound will begin to fade in
IdlePeakPower = 0.014						// Power value at which the idle sound will be playing at max volume, fade out begins here
IdleStopPower = 1.0						// Power value at which the idle sound will be silent
IdleMaxVolume = 0.90						// The maximum volume of the idle sound
IdleMinFrequency = 0.80						// The minimum frequency of the idle sound
IdleMaxFrequency = 1.10						// The maximum frequency of the idle sound

DroneStartPower = 0.01						// Power value at which the drone sound will begin to fade in
DronePeakPower = 0.8						// Power value at which the drone sound will be playing at max volume, fade out begins here
DroneStopPower = 0.0						// Power value at which the drone sound will be silent
DroneMaxVolume = 1.00						// Volume of drone sound at max power
DroneMinFrequency = 0.90					// Frequency of drone sound at min power
DroneMaxFrequency = 1.20					// Frequency of drone sound at max power

PropStartRpm = 0.3						// Rpm value at which the prop sound will begin to fade in
PropPeakRpm = 1.0						// Rpm value at which the prop sound will be playing at max volume, fade out begins here
PropStopRpm = 0.0						// Rpm value at which the prop sound will be silent
PropMaxVolume = 0.70						// Volume of prop sound at max power
PropMinFrequency = 0.80						// Frequency of prop sound at min power
PropMaxFrequency = 1.20						// Frequency of prop sound at max power

CharacterStartPower = 0.1					// Power value at which the character sound will begin to fade in
CharacterPeakPower = 0.7					// Power value at which the character sound will be playing at max volume, fade out begins here
CharacterStopPower = 0.0					// Power value at which the character sound will be silent
CharacterMaxVolume = 0.8					// The maximum volume of the character sound
CharacterMinFrequency = 0.90					// The minimum frequency of the character sound
CharacterMaxFrequency = 1.10					// The maximum frequency of the character sound

PowerStartPower = 0.40						// Power value at which the power sound will begin to fade in
PowerPeakPower = 1.0						// Power value at which the power sound will be playing at max volume, fade out begins here
PowerStopPower = 0.0						// Power value at which the power sound will be silent
PowerMaxVolume = 1.0						// The maximum volume of the power sound
PowerMinFrequency = 0.80					// The minimum frequency of the power sound
PowerMaxFrequency = 1.10					// The maximum frequency of the power sound

ScreamStartCompressibility = 0.8				// Compressibility value at which the scream sound will begin to fade in
ScreamPeakCompressibility = 1.0					// Compressibility value at which the scream sound will be playing at max volume, fade out begins here
ScreamStopCompressibility = 1.0					// Compressibility value at which the scream sound will be silent
ScreamMaxVolume = 1.0						// Volume of scream sound at max power
ScreamMinFrequency = 0.80					// The minimum frequency of the scream sound
ScreamMaxFrequency = 1.30					// The maximum frequency of the scream sound

//******************
[P51EngineSounds]						// These values control how the radial engines sound

BoostRange = 0.02						// If engines on the same side of the aircraft are running at within this range of the same power then the sound for that side is amplified
BoostModifier = 0.05						// This defines the amplification if the above criterium is met
PanFrequencyOffset = 0.04					// change the frequency of similar sounds playing opposite one another

MeshSilence = 0							// Play the "silence" sound during meshing
MeshVolume = 0.4						// Volume of the mesh sound
MeshOverlapMilliseconds = 0					// Amount of overlap between the individual mesh components

IdleStartPower = 0.01						// Power value at which the idle sound will begin to fade in
IdlePeakPower = 0.014						// Power value at which the idle sound will be playing at max volume, fade out begins here
IdleStopPower = 0.6						// Power value at which the idle sound will be silent
IdleMaxVolume = 0.50						// The maximum volume of the idle sound
IdleMinFrequency = 0.80						// The minimum frequency of the idle sound
IdleMaxFrequency = 1.10						// The maximum frequency of the idle sound

DroneStartPower = 0.01						// Power value at which the drone sound will begin to fade in
DronePeakPower = 0.8						// Power value at which the drone sound will be playing at max volume, fade out begins here
DroneStopPower = 0.0						// Power value at which the drone sound will be silent
DroneMaxVolume = 0.70						// Volume of drone sound at max power
DroneMinFrequency = 0.90					// Frequency of drone sound at min power
DroneMaxFrequency = 1.20					// Frequency of drone sound at max power

PropStartRpm = 0.3						// Rpm value at which the prop sound will begin to fade in
PropPeakRpm = 1.0						// Rpm value at which the prop sound will be playing at max volume, fade out begins here
PropStopRpm = 0.0						// Rpm value at which the prop sound will be silent
PropMaxVolume = 0.80						// Volume of prop sound at max power
PropMinFrequency = 0.90						// Frequency of prop sound at min power
PropMaxFrequency = 1.10						// Frequency of prop sound at max power

CharacterStartPower = 0.1					// Power value at which the character sound will begin to fade in
CharacterPeakPower = 0.7					// Power value at which the character sound will be playing at max volume, fade out begins here
CharacterStopPower = 0.0					// Power value at which the character sound will be silent
CharacterMaxVolume = 0.8					// The maximum volume of the character sound
CharacterMinFrequency = 0.90					// The minimum frequency of the character sound
CharacterMaxFrequency = 1.10					// The maximum frequency of the character sound

PowerStartPower = 0.4						// Power value at which the power sound will begin to fade in
PowerPeakPower = 1.0						// Power value at which the power sound will be playing at max volume, fade out begins here
PowerStopPower = 0.0						// Power value at which the power sound will be silent
PowerMaxVolume = 1.0						// The maximum volume of the power sound
PowerMinFrequency = 0.80					// The minimum frequency of the power sound
PowerMaxFrequency = 1.20					// The maximum frequency of the power sound

ScreamStartCompressibility = 0.8				// Compressibility value at which the scream sound will begin to fade in
ScreamPeakCompressibility = 1.0					// Compressibility value at which the scream sound will be playing at max volume, fade out begins here
ScreamStopCompressibility = 1.0					// Compressibility value at which the scream sound will be silent
ScreamMaxVolume = 1.0						// Volume of scream sound at max power
ScreamMinFrequency = 0.80					// The minimum frequency of the scream sound
ScreamMaxFrequency = 1.30					// The maximum frequency of the scream sound

//******************
[BF109EngineSounds]						// These values control how the radial engines sound

BoostRange = 0.02						// If engines on the same side of the aircraft are running at within this range of the same power then the sound for that side is amplified
BoostModifier = 0.05						// This defines the amplification if the above criterium is met
PanFrequencyOffset = 0.04					// change the frequency of similar sounds playing opposite one another

MeshSilence = 0							// Play the "silence" sound during meshing
MeshVolume = 0.4						// Volume of the mesh sound
MeshOverlapMilliseconds = 0					// Amount of overlap between the individual mesh components

IdleStartPower = 0.01						// Power value at which the idle sound will begin to fade in
IdlePeakPower = 0.014						// Power value at which the idle sound will be playing at max volume, fade out begins here
IdleStopPower = 0.6						// Power value at which the idle sound will be silent
IdleMaxVolume = 0.50						// The maximum volume of the idle sound
IdleMinFrequency = 0.80						// The minimum frequency of the idle sound
IdleMaxFrequency = 1.10						// The maximum frequency of the idle sound

DroneStartPower = 0.01						// Power value at which the drone sound will begin to fade in
DronePeakPower = 0.8						// Power value at which the drone sound will be playing at max volume, fade out begins here
DroneStopPower = 0.0						// Power value at which the drone sound will be silent
DroneMaxVolume = 0.70						// Volume of drone sound at max power
DroneMinFrequency = 0.90					// Frequency of drone sound at min power
DroneMaxFrequency = 1.20					// Frequency of drone sound at max power

PropStartRpm = 0.3						// Rpm value at which the prop sound will begin to fade in
PropPeakRpm = 1.0						// Rpm value at which the prop sound will be playing at max volume, fade out begins here
PropStopRpm = 0.0						// Rpm value at which the prop sound will be silent
PropMaxVolume = 0.80						// Volume of prop sound at max power
PropMinFrequency = 0.90						// Frequency of prop sound at min power
PropMaxFrequency = 1.10						// Frequency of prop sound at max power

CharacterStartPower = 0.1					// Power value at which the character sound will begin to fade in
CharacterPeakPower = 0.7					// Power value at which the character sound will be playing at max volume, fade out begins here
CharacterStopPower = 0.0					// Power value at which the character sound will be silent
CharacterMaxVolume = 0.8					// The maximum volume of the character sound
CharacterMinFrequency = 0.90					// The minimum frequency of the character sound
CharacterMaxFrequency = 1.10					// The maximum frequency of the character sound

PowerStartPower = 0.4						// Power value at which the power sound will begin to fade in
PowerPeakPower = 1.0						// Power value at which the power sound will be playing at max volume, fade out begins here
PowerStopPower = 0.0						// Power value at which the power sound will be silent
PowerMaxVolume = 1.0						// The maximum volume of the power sound
PowerMinFrequency = 0.80					// The minimum frequency of the power sound
PowerMaxFrequency = 1.10					// The maximum frequency of the power sound

ScreamStartCompressibility = 0.8				// Compressibility value at which the scream sound will begin to fade in
ScreamPeakCompressibility = 1.0					// Compressibility value at which the scream sound will be playing at max volume, fade out begins here
ScreamStopCompressibility = 1.0					// Compressibility value at which the scream sound will be silent
ScreamMaxVolume = 1.0						// Volume of scream sound at max power
ScreamMinFrequency = 0.80					// The minimum frequency of the scream sound
ScreamMaxFrequency = 1.30					// The maximum frequency of the scream sound

//******************
[FW190EngineSounds]						// These values control how the radial engines sound

BoostRange = 0.02						// If engines on the same side of the aircraft are running at within this range of the same power then the sound for that side is amplified
BoostModifier = 0.05						// This defines the amplification if the above criterium is met
PanFrequencyOffset = 0.04					// change the frequency of similar sounds playing opposite one another

MeshSilence = 0							// Play the "silence" sound during meshing
MeshVolume = 0.4						// Volume of the mesh sound
MeshOverlapMilliseconds = 150					// Amount of overlap between the individual mesh components

IdleStartPower = 0.01						// Power value at which the idle sound will begin to fade in
IdlePeakPower = 0.014						// Power value at which the idle sound will be playing at max volume, fade out begins here
IdleStopPower = 1.0						// Power value at which the idle sound will be silent
IdleMaxVolume = 0.90						// The maximum volume of the idle sound
IdleMinFrequency = 0.80						// The minimum frequency of the idle sound
IdleMaxFrequency = 1.10						// The maximum frequency of the idle sound

DroneStartPower = 0.01						// Power value at which the drone sound will begin to fade in
DronePeakPower = 0.8						// Power value at which the drone sound will be playing at max volume, fade out begins here
DroneStopPower = 0.0						// Power value at which the drone sound will be silent
DroneMaxVolume = 1.00						// Volume of drone sound at max power
DroneMinFrequency = 0.90					// Frequency of drone sound at min power
DroneMaxFrequency = 1.20					// Frequency of drone sound at max power

PropStartRpm = 0.3						// Rpm value at which the prop sound will begin to fade in
PropPeakRpm = 1.0						// Rpm value at which the prop sound will be playing at max volume, fade out begins here
PropStopRpm = 0.0						// Rpm value at which the prop sound will be silent
PropMaxVolume = 0.70						// Volume of prop sound at max power
PropMinFrequency = 0.80						// Frequency of prop sound at min power
PropMaxFrequency = 1.20						// Frequency of prop sound at max power

CharacterStartPower = 0.1					// Power value at which the character sound will begin to fade in
CharacterPeakPower = 0.7					// Power value at which the character sound will be playing at max volume, fade out begins here
CharacterStopPower = 0.0					// Power value at which the character sound will be silent
CharacterMaxVolume = 0.8					// The maximum volume of the character sound
CharacterMinFrequency = 0.90					// The minimum frequency of the character sound
CharacterMaxFrequency = 1.10					// The maximum frequency of the character sound

PowerStartPower = 0.4						// Power value at which the power sound will begin to fade in
PowerPeakPower = 1.0						// Power value at which the power sound will be playing at max volume, fade out begins here
PowerStopPower = 0.0						// Power value at which the power sound will be silent
PowerMaxVolume = 1.0						// The maximum volume of the power sound
PowerMinFrequency = 0.80					// The minimum frequency of the power sound
PowerMaxFrequency = 1.10					// The maximum frequency of the power sound

ScreamStartCompressibility = 0.8				// Compressibility value at which the scream sound will begin to fade in
ScreamPeakCompressibility = 1.0					// Compressibility value at which the scream sound will be playing at max volume, fade out begins here
ScreamStopCompressibility = 1.0					// Compressibility value at which the scream sound will be silent
ScreamMaxVolume = 1.0						// Volume of scream sound at max power
ScreamMinFrequency = 0.80					// The minimum frequency of the scream sound
ScreamMaxFrequency = 1.30					// The maximum frequency of the scream sound

//******************
[ME262EngineSounds]						// These values control how the radial engines sound

BoostRange = 0.02						// If engines on the same side of the aircraft are running at within this range of the same power then the sound for that side is amplified
BoostModifier = 0.05						// This defines the amplification if the above criterium is met
PanFrequencyOffset = 0.04					// change the frequency of similar sounds playing opposite one another

MeshSilence = 1							// Play the "silence" sound during meshing
MeshVolume = 0.75						// Volume of the mesh sound
MeshOverlapMilliseconds = -1					// Amount of overlap between the individual mesh components

IdleStartPower = 0.0001						// Power value at which the idle sound will begin to fade in
IdlePeakPower = 0.015						// Power value at which the idle sound will be playing at max volume, fade out begins here
IdleStopPower = 0.3						// Power value at which the idle sound will be silent
IdleMaxVolume = 0.90						// The maximum volume of the idle sound
IdleMinFrequency = 1.00						// The minimum frequency of the idle sound
IdleMaxFrequency = 1.00						// The maximum frequency of the idle sound

DroneStartPower = 0.001						// Power value at which the drone sound will begin to fade in
DronePeakPower = 0.2						// Power value at which the drone sound will be playing at max volume, fade out begins here
DroneStopPower = 0.0						// Power value at which the drone sound will be silent
DroneMaxVolume = 0.70						// Volume of drone sound at max power
DroneMinFrequency = 1.00					// Frequency of drone sound at min power
DroneMaxFrequency = 1.20					// Frequency of drone sound at max power

PropStartRpm = 0.4						// Rpm value at which the prop sound will begin to fade in
PropPeakRpm = 0.7						// Rpm value at which the prop sound will be playing at max volume, fade out begins here
PropStopRpm = 0.0						// Rpm value at which the prop sound will be silent
PropMaxVolume = 0.70						// Volume of prop sound at max power
PropMinFrequency = 0.80						// Frequency of prop sound at min power
PropMaxFrequency = 1.20						// Frequency of prop sound at max power

CharacterStartPower = 0.1					// Power value at which the character sound will begin to fade in
CharacterPeakPower = 0.7					// Power value at which the character sound will be playing at max volume, fade out begins here
CharacterStopPower = 0.0					// Power value at which the character sound will be silent
CharacterMaxVolume = 0.75					// The maximum volume of the character sound
CharacterMinFrequency = 0.90					// The minimum frequency of the character sound
CharacterMaxFrequency = 1.10					// The maximum frequency of the character sound

PowerStartPower = 0.75						// Power value at which the power sound will begin to fade in
PowerPeakPower = 1.0						// Power value at which the power sound will be playing at max volume, fade out begins here
PowerStopPower = 0.0						// Power value at which the power sound will be silent
PowerMaxVolume = 1.0						// The maximum volume of the power sound
PowerMinFrequency = 1.00					// The minimum frequency of the power sound
PowerMaxFrequency = 1.20					// The maximum frequency of the power sound

ScreamStartCompressibility = 0.8				// Compressibility value at which the scream sound will begin to fade in
ScreamPeakCompressibility = 1.0					// Compressibility value at which the scream sound will be playing at max volume, fade out begins here
ScreamStopCompressibility = 1.0					// Compressibility value at which the scream sound will be silent
ScreamMaxVolume = 1.0						// Volume of scream sound at max power
ScreamMinFrequency = 0.80					// The minimum frequency of the scream sound
ScreamMaxFrequency = 1.30					// The maximum frequency of the scream sound

/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

[FlakInformation] 						// All durations in seconds and distances in metres unless otherwise stated.

RookieAccuracy = 0.75						// Accuracy of rookie flak setting. ( = 1/3 means that the flak DENSITY will be 1/3 of normal i.e. you get hit a third the  normal amount. )
VeteranAccuracy = 1.0						// Accuracy of veteran flak setting.
EliteAccuracy = 1.5						// Accuracy of elite flak setting. ( = 2 means that the flak DENSITY will be 2 x normal i.e. you get hit twice as often as normal. )

FireProbability = 0.15						// Likelihood of flak causing a fire.
CrewDamageScalar = 0.3						// Likelihood of damage being inflicted by flak on crew
SkinDamageScalar = 0.2						// Affects amount of damage inflicted by flak to the Aircraft's skin
SystemsDamageScalar = 0.3					// Likelihood of damage being inflicted by flak to the Aircraft's systems (non Physics related...eg bombsight)
PhysicsSystemsDamageScalar = 0.5				// Affects amount of damage inflicted by flak to the Aircraft's physics systems...eg wings, engines, controlsurfaces etc.

ReconFlakZOffset = 500.0					// Do not modify unless Your name is Chris or John
ReconFlakYOffset = -300.0					// Do not modify unless Your name is Chris or John

// Feet used below.
BlastRadius = 75.0						// Size of flak burst damage radii

DistanceOfFirstAppearance = 3000.0				// Distance from edge of effective range that flak commences firing

// Below an altitude set below as LowAltitudeHeight flak increases in efficacy. The following section details how much better it gets, and when.
// Low altitude scalars are moved towards starting from the lowAltitude value.
// i.e. at 1/2 the lowAltitudeHeight value saclars used in game will be 1/2 way between 1.0 and the altitude scalar itself.

LowAltitudeDamageScalar = 3.0					// Below 1.0 makes damage less effective. Above 1.0 increases it
LowAltitudeFrequencyScalar = 4.0				// Below 1.0 makes the rate of fire slower. Above 1.0 quickens it

// Make this < 1 to concentrate flak in smaller zone therefore incresing accuracy.
LowAltitudeSpreadScalar = 1.0

// Feet used below. Sets the damaging radius of each flak burst at lower altitude.
LowAltitudeBlastRadius = 100.0

// i.e. 0.5 will make height tracking twice as fast at 0 height.
LowAltitudeTrackTimeScalar = 0.5 This affects the amount of time the Flak Batteries take to adjust at lower levels.

// Feet used below.This sets the altitude of the Low Altitude ceiling. Below this altitude flak gets the above modifiers.
LowAltitudeHeight = 10000

// Light Flak Zone - Note that calibre of gun is not the issue here, merely the danger level of the flakzone.
LightFlakFrequency = 175 					// Frequency is the rate of fire x blasts within a ??? timeperiod.
LightFlakHeight = 100						// How high is the "box" in feet above and below the aimpoint?
LightFlakWidth = 600						// How wide is the "box" in feet to the left and right of the aimpoint?
LightFlakLength = 200						// How long is the "box" in feet from the front and the back of the aimpoint?
LightFlakAltitudeTrackTime = 25					// How long does it take the flak crews to respond to a change in altitude?
LightFlakDurationOn = 80					// The duration in seconds of an attack
LightFlakDurationOff = 500					// The mean duration in seconds between one attack ending and the next starting.

// Medium Flak Zone - Note that calibre of gun is not the issue here, merely the danger level of the flakzone.
MediumFlakFrequency = 680					// Frequency is the rate of fire x blasts within a ??? timeperiod.
MediumFlakHeight = 250						// How high is the "box" in feet above and below the aimpoint?
MediumFlakWidth = 750						// How wide is the "box" in feet to the left and right of the aimpoint?
MediumFlakLength = 300						// How long is the "box" in feet from the front and the back of the aimpoint?
MediumFlakAltitudeTrackTime = 35				// How long does it take the flak crews to respond to a change in altitude?
MediumFlakDurationOn = 140					// The duration in seconds of an attack
MediumFlakDurationOff = 1000					// The mean duration in seconds between one attack ending and the next starting.		

// Heavy Flak Zone - Note that calibre of gun is not the issue here, merely the danger level of the flakzone.
HeavyFlakFrequency = 2100					// Frequency is the rate of fire x blasts within a ??? timeperiod.
HeavyFlakHeight = 300						// How high is the "box" in feet above and below the aimpoint?
HeavyFlakWidth = 1500						// How wide is the "box" in feet to the left and right of the aimpoint?
HeavyFlakLength = 300						// How long is the "box" in feet from the front and the back of the aimpoint?
HeavyFlakAltitudeTrackTime = 45					// How long does it take the flak crews to respond to a change in altitude?
HeavyFlakDurationOn = 240					// The duration in seconds of an attack
HeavyFlakDurationOff = 1000					// The mean duration in seconds between one attack ending and the next starting.


///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////




[BombDamage]

// All radii in feet.

MaxNoOfSecondaryExplosions = 50					// An upper limit for the madness?

// No idea what ordnance THIS represents!
NONE_MaxDamageRadiusSoft = 0.0					// ???
NONE_MaxDamageRadiusHard = 0.0					// ???
NONE_MaxDamageRadiusArmoured = 0.0				// ???
NONE_MinDamageRadiusSoft = 0.0					// ???
NONE_MinDamageRadiusHard = 0.0					// ???
NONE_MinDamageRadiusArmoured = 0.0				// ???
NONE_MaxDamageSoft = 0.0					// ???
NONE_MaxDamageHard = 0.0					// ???
NONE_MaxDamageArmoured = 0.0					// ???


// General Purpose 100lb bomb. B-17 Ordnance.
GP_100_MaxDamageRadiusSoft = 21.8				// The radius in feet within which this bomb will inflict its maximum potential damage on a soft target
GP_100_MaxDamageRadiusHard = 21.8				// The radius in feet within which this bomb will inflict its maximum potential damage on a hard target
GP_100_MaxDamageRadiusArmoured = 21.8				// The radius in feet within which this bomb will inflict its maximum potential damage on an armoured target	 
GP_100_MinDamageRadiusSoft = 200.0				// The radius in feet within which this bomb will inflict any damage on a soft target
GP_100_MinDamageRadiusHard = 130.0				// The radius in feet within which this bomb will inflict any damage on a hard target
GP_100_MinDamageRadiusArmoured = 30.0				// The radius in feet within which this bomb will inflict any damage on an armoured target
GP_100_MaxDamageSoft = 300.0					// The maximum damage this bomb can do to a soft target
GP_100_MaxDamageHard = 150.0					// The maximum damage this bomb can do to a hard target
GP_100_MaxDamageArmoured = 50.0					// The maximum damage this bomb can do to an armoured target


// General Purpose 250lb bomb. B-17 Ordnance
GP_250_MaxDamageRadiusSoft = 27.2				// The radius in feet within which this bomb will inflict its maximum potential damage on a soft target
GP_250_MaxDamageRadiusHard = 27.2				// The radius in feet within which this bomb will inflict its maximum potential damage on a hard target
GP_250_MaxDamageRadiusArmoured = 27.2				// The radius in feet within which this bomb will inflict its maximum potential damage on an armoured target
GP_250_MinDamageRadiusSoft = 367.2				// The radius in feet within which this bomb will inflict any damage on a soft target
GP_250_MinDamageRadiusHard = 244.8				// The radius in feet within which this bomb will inflict any damage on a hard target
GP_250_MinDamageRadiusArmoured = 163.2				// The radius in feet within which this bomb will inflict any damage on an armoured target
GP_250_MaxDamageSoft = 1230.0					// The maximum damage this bomb can do to a soft target
GP_250_MaxDamageHard = 615.0					// The maximum damage this bomb can do to a hard target
GP_250_MaxDamageArmoured = 123.0				// The maximum damage this bomb can do to an armoured target


// General Purpose 500lb bomb. B-17 Ordnance
GP_500_MaxDamageRadiusSoft = 32.2				// The radius in feet within which this bomb will inflict its maximum potential damage on a soft target
GP_500_MaxDamageRadiusHard = 32.2				// The radius in feet within which this bomb will inflict its maximum potential damage on a hard target
GP_500_MaxDamageRadiusArmoured = 32.2				// The radius in feet within which this bomb will inflict its maximum potential damage on an armoured target
GP_500_MinDamageRadiusSoft = 434.7				// The radius in feet within which this bomb will inflict any damage on a soft target
GP_500_MinDamageRadiusHard = 289.8				// The radius in feet within which this bomb will inflict any damage on a hard target
GP_500_MinDamageRadiusArmoured = 193.2				// The radius in feet within which this bomb will inflict any damage on an armoured target
GP_500_MaxDamageSoft = 2620.0					// The maximum damage this bomb can do to a soft target
GP_500_MaxDamageHard = 1310.0					// The maximum damage this bomb can do to a hard target
GP_500_MaxDamageArmoured = 262.0				// The maximum damage this bomb can do to an armoured target


// General Purpose 1,000lb bomb. B-17 Ordnance
GP_1000_MaxDamageRadiusSoft = 38.1				// The radius in feet within which this bomb will inflict its maximum potential damage on a soft target
GP_1000_MaxDamageRadiusHard = 38.1				// The radius in feet within which this bomb will inflict its maximum potential damage on a hard target
GP_1000_MaxDamageRadiusArmoured = 38.1				// The radius in feet within which this bomb will inflict its maximum potential damage on an armoured target
GP_1000_MinDamageRadiusSoft = 514.35				// The radius in feet within which this bomb will inflict any damage on a soft target
GP_1000_MinDamageRadiusHard = 342.9				// The radius in feet within which this bomb will inflict any damage on a hard target
GP_1000_MinDamageRadiusArmoured = 228.6				// The radius in feet within which this bomb will inflict any damage on an armoured target
GP_1000_MaxDamageSoft = 5300.0					// The maximum damage this bomb can do to a soft target
GP_1000_MaxDamageHard = 2650.0					// The maximum damage this bomb can do to a hard target
GP_1000_MaxDamageArmoured = 530.0				// The maximum damage this bomb can do to an armoured target


// General Purpose 2,000lb bomb. B-17 Ordnance
GP_2000_MaxDamageRadiusSoft = 45.1				// The radius in feet within which this bomb will inflict its maximum potential damage on a soft target
GP_2000_MaxDamageRadiusHard = 45.1				// The radius in feet within which this bomb will inflict its maximum potential damage on a hard target
GP_2000_MaxDamageRadiusArmoured = 45.1				// The radius in feet within which this bomb will inflict its maximum potential damage on an armoured target
GP_2000_MinDamageRadiusSoft = 608.85				// The radius in feet within which this bomb will inflict any damage on a soft target
GP_2000_MinDamageRadiusHard = 405.9				// The radius in feet within which this bomb will inflict any damage on a hard target
GP_2000_MinDamageRadiusArmoured = 270.6				// The radius in feet within which this bomb will inflict any damage on an armoured target
GP_2000_MaxDamageSoft = 10610.0					// The maximum damage this bomb can do to a soft target
GP_2000_MaxDamageHard = 5305.0					// The maximum damage this bomb can do to a hard target
GP_2000_MaxDamageArmoured = 1061.0				// The maximum damage this bomb can do to an armoured target


// Note - No bomb of this description exists in the game design. Possible duplicate of C-500
AP_500_MaxDamageRadiusSoft = 100.0				// The radius in feet within which this bomb will inflict its maximum potential damage on a soft target
AP_500_MaxDamageRadiusHard = 100.0				// The radius in feet within which this bomb will inflict its maximum potential damage on a hard target
AP_500_MaxDamageRadiusArmoured = 100.0				// The radius in feet within which this bomb will inflict its maximum potential damage on an armoured target
AP_500_MinDamageRadiusSoft = 120.0				// The radius in feet within which this bomb will inflict any damage on a soft target
AP_500_MinDamageRadiusHard = 120.0				// The radius in feet within which this bomb will inflict any damage on a hard target
AP_500_MinDamageRadiusArmoured = 120.0				// The radius in feet within which this bomb will inflict any damage on an armoured target
AP_500_MaxDamageSoft = 600.0					// The maximum damage this bomb can do to a soft target
AP_500_MaxDamageHard = 75.0					// The maximum damage this bomb can do to a hard target
AP_500_MaxDamageArmoured = 15.0					// The maximum damage this bomb can do to an armoured target


// Armour Piercing 1,000lb bomb. B-17 Ordnance
AP_1000_MaxDamageRadiusSoft = 24.0				// The radius in feet within which this bomb will inflict its maximum potential damage on a soft target
AP_1000_MaxDamageRadiusHard = 24.0				// The radius in feet within which this bomb will inflict its maximum potential damage on a hard target
AP_1000_MaxDamageRadiusArmoured = 24.0				// The radius in feet within which this bomb will inflict its maximum potential damage on an armoured target
AP_1000_MinDamageRadiusSoft = 162.0				// The radius in feet within which this bomb will inflict any damage on a soft target
AP_1000_MinDamageRadiusHard = 108.0				// The radius in feet within which this bomb will inflict any damage on a hard target
AP_1000_MinDamageRadiusArmoured = 72.0				// The radius in feet within which this bomb will inflict any damage on an armoured target
AP_1000_MaxDamageSoft = 720.0					// The maximum damage this bomb can do to a soft target
AP_1000_MaxDamageHard = 1440.0					// The maximum damage this bomb can do to a hard target
AP_1000_MaxDamageArmoured = 2880.0				// The maximum damage this bomb can do to an armoured target


// Armour Piercing 1,600lb bomb. B-17 Ordnance
AP_1600_MaxDamageRadiusSoft = 25.8				// The radius in feet within which this bomb will inflict its maximum potential damage on a soft target
AP_1600_MaxDamageRadiusHard = 25.8				// The radius in feet within which this bomb will inflict its maximum potential damage on a hard target
AP_1600_MaxDamageRadiusArmoured = 25.8				// The radius in feet within which this bomb will inflict its maximum potential damage on an armoured target
AP_1600_MinDamageRadiusSoft = 167.7				// The radius in feet within which this bomb will inflict any damage on a soft target
AP_1600_MinDamageRadiusHard = 116.1				// The radius in feet within which this bomb will inflict any damage on a hard target
AP_1600_MinDamageRadiusArmoured = 77.4				// The radius in feet within which this bomb will inflict any damage on an armoured target
AP_1600_MaxDamageSoft = 1075.0					// The maximum damage this bomb can do to a soft target
AP_1600_MaxDamageHard = 2150.0					// The maximum damage this bomb can do to a hard target
AP_1600_MaxDamageArmoured = 4300.0				// The maximum damage this bomb can do to an armoured target


// Semi Armour Piercing 500lb bomb. B-17 Ordnance
SAP_500_MaxDamageRadiusSoft = 24.0				// The radius in feet within which this bomb will inflict its maximum potential damage on a soft target
SAP_500_MaxDamageRadiusHard = 24.0				// The radius in feet within which this bomb will inflict its maximum potential damage on a hard target
SAP_500_MaxDamageRadiusArmoured = 24.0				// The radius in feet within which this bomb will inflict its maximum potential damage on an armoured target
SAP_500_MinDamageRadiusSoft = 240.0				// The radius in feet within which this bomb will inflict any damage on a soft target
SAP_500_MinDamageRadiusHard = 162.0				// The radius in feet within which this bomb will inflict any damage on a hard target
SAP_500_MinDamageRadiusArmoured = 108.0				// The radius in feet within which this bomb will inflict any damage on an armoured target
SAP_500_MaxDamageSoft = 1087.5					// The maximum damage this bomb can do to a soft target
SAP_500_MaxDamageHard = 1450.0					// The maximum damage this bomb can do to a hard target
SAP_500_MaxDamageArmoured = 725.0				// The maximum damage this bomb can do to an armoured target


// Semi Armour Piercing 1,000lb bomb. B-17 Ordnance
SAP_1000_MaxDamageRadiusSoft = 28.5				// The radius in feet within which this bomb will inflict its maximum potential damage on a soft target
SAP_1000_MaxDamageRadiusHard = 28.5				// The radius in feet within which this bomb will inflict its maximum potential damage on a hard target
SAP_1000_MaxDamageRadiusArmoured = 28.5				// The radius in feet within which this bomb will inflict its maximum potential damage on an armoured target
SAP_1000_MinDamageRadiusSoft = 285.0				// The radius in feet within which this bomb will inflict any damage on a soft target
SAP_1000_MinDamageRadiusHard = 192.38				// The radius in feet within which this bomb will inflict any damage on a hard target
SAP_1000_MinDamageRadiusArmoured = 128.25			// The radius in feet within which this bomb will inflict any damage on an armoured target
SAP_1000_MaxDamageSoft = 2272.5					// The maximum damage this bomb can do to a soft target
SAP_1000_MaxDamageHard = 3030.0					// The maximum damage this bomb can do to a hard target
SAP_1000_MaxDamageArmoured = 1515.0				// The maximum damage this bomb can do to an armoured target


// Anti-Personnel Cluster 500lb bomb. B-17 Ordnance
C_500_MaxDamageRadiusSoft = 100.0				// The radius in feet within which this bomb will inflict its maximum potential damage on a soft target
C_500_MaxDamageRadiusHard = 100.0				// The radius in feet within which this bomb will inflict its maximum potential damage on a hard target
C_500_MaxDamageRadiusArmoured = 100.0				// The radius in feet within which this bomb will inflict its maximum potential damage on an armoured target
C_500_MinDamageRadiusSoft = 120.0				// The radius in feet within which this bomb will inflict any damage on a soft target
C_500_MinDamageRadiusHard = 120.0				// The radius in feet within which this bomb will inflict any damage on a hard target
C_500_MinDamageRadiusArmoured = 120.0				// The radius in feet within which this bomb will inflict any damage on an armoured target
C_500_MaxDamageSoft = 600					// The maximum damage this bomb can do to a soft target
C_500_MaxDamageHard = 75.0					// The maximum damage this bomb can do to a hard target
C_500_MaxDamageArmoured = 15.0					// The maximum damage this bomb can do to an armoured target


// Incendiary 100lb bomb. B-17 Ordnance
I_100_MaxDamageRadiusSoft = 40					// The radius in feet within which this bomb will inflict its maximum potential damage on a soft target
I_100_MaxDamageRadiusHard = 40					// The radius in feet within which this bomb will inflict its maximum potential damage on a hard target
I_100_MaxDamageRadiusArmoured = 40				// The radius in feet within which this bomb will inflict its maximum potential damage on an armoured target
I_100_MinDamageRadiusSoft = 40					// The radius in feet within which this bomb will inflict any damage on a soft target
I_100_MinDamageRadiusHard = 40					// The radius in feet within which this bomb will inflict any damage on a hard target
I_100_MinDamageRadiusArmoured = 40				// The radius in feet within which this bomb will inflict any damage on an armoured target
I_100_MaxDamageSoft = -1.0					// The maximum damage this bomb can do to a soft target
I_100_MaxDamageHard = -1.0					// The maximum damage this bomb can do to a hard target
I_100_MaxDamageArmoured = 0.0					// The maximum damage this bomb can do to an armoured target


// General Purpose 500lb bomb. P-47 Ordnance
P47_500_MaxDamageRadiusSoft = 2.2				// The radius in feet within which this bomb will inflict its maximum potential damage on a soft target
P47_500_MaxDamageRadiusHard = 32.2				// The radius in feet within which this bomb will inflict its maximum potential damage on a hard target
P47_500_MaxDamageRadiusArmoured = 32.2				// The radius in feet within which this bomb will inflict its maximum potential damage on an armoured target
P47_500_MinDamageRadiusSoft = 434.7				// The radius in feet within which this bomb will inflict any damage on a soft target
P47_500_MinDamageRadiusHard = 289.8				// The radius in feet within which this bomb will inflict any damage on a hard target
P47_500_MinDamageRadiusArmoured = 193.2				// The radius in feet within which this bomb will inflict any damage on an armoured target
P47_500_MaxDamageSoft = 2620.0					// The maximum damage this bomb can do to a soft target
P47_500_MaxDamageHard = 1310.0					// The maximum damage this bomb can do to a hard target
P47_500_MaxDamageArmoured = 262.0				// The maximum damage this bomb can do to an armoured target


// Fuel drop tank. Bf-109 Ordnance
BF109_DROP_MaxDamageRadiusSoft = 32.2				// The radius in feet within which this bomb will inflict its maximum potential damage on a soft target
BF109_DROP_MaxDamageRadiusHard = 32.2				// The radius in feet within which this bomb will inflict its maximum potential damage on a hard target
BF109_DROP_MaxDamageRadiusArmoured = 32.2			// The radius in feet within which this bomb will inflict its maximum potential damage on an armoured target
BF109_DROP_MinDamageRadiusSoft = 434.7				// The radius in feet within which this bomb will inflict any damage on a soft target
BF109_DROP_MinDamageRadiusHard = 289.8				// The radius in feet within which this bomb will inflict any damage on a hard target
BF109_DROP_MinDamageRadiusArmoured = 193.2			// The radius in feet within which this bomb will inflict any damage on an armoured target
BF109_DROP_MaxDamageSoft = -1.0					// The maximum damage this bomb can do to a soft target
BF109_DROP_MaxDamageHard = -1.0					// The maximum damage this bomb can do to a hard target
BF109_DROP_MaxDamageArmoured = 0.0				// The maximum damage this bomb can do to an armoured target


// Fuel drop tank. P-38 Ordnance			
P38_DROP_MaxDamageRadiusSoft = 32.2				// The radius in feet within which this bomb will inflict its maximum potential damage on a soft target
P38_DROP_MaxDamageRadiusHard = 32.2				// The radius in feet within which this bomb will inflict its maximum potential damage on a hard target
P38_DROP_MaxDamageRadiusArmoured = 32.2				// The radius in feet within which this bomb will inflict its maximum potential damage on an armoured target
P38_DROP_MinDamageRadiusSoft = 434.7				// The radius in feet within which this bomb will inflict any damage on a soft target
P38_DROP_MinDamageRadiusHard = 289.8				// The radius in feet within which this bomb will inflict any damage on a hard target
P38_DROP_MinDamageRadiusArmoured = 193.2			// The radius in feet within which this bomb will inflict any damage on an armoured target
P38_DROP_MaxDamageSoft = -1.0					// The maximum damage this bomb can do to a soft target
P38_DROP_MaxDamageHard = -1.0					// The maximum damage this bomb can do to a hard target
P38_DROP_MaxDamageArmoured = 0.0				// The maximum damage this bomb can do to an armoured target


// Fuel drop tank. P-51 Ordnance
P51_DROP_MaxDamageRadiusSoft = 32.2				// The radius in feet within which this bomb will inflict its maximum potential damage on a soft target
P51_DROP_MaxDamageRadiusHard = 32.2				// The radius in feet within which this bomb will inflict its maximum potential damage on a hard target
P51_DROP_MaxDamageRadiusArmoured = 32.2				// The radius in feet within which this bomb will inflict its maximum potential damage on an armoured target
P51_DROP_MinDamageRadiusSoft = 434.7				// The radius in feet within which this bomb will inflict any damage on a soft target
P51_DROP_MinDamageRadiusHard = 289.8				// The radius in feet within which this bomb will inflict any damage on a hard target
P51_DROP_MinDamageRadiusArmoured = 193.2			// The radius in feet within which this bomb will inflict any damage on an armoured target
P51_DROP_MaxDamageSoft = -1.0					// The maximum damage this bomb can do to a soft target
P51_DROP_MaxDamageHard = -1.0					// The maximum damage this bomb can do to a hard target
P51_DROP_MaxDamageArmoured = 0.0				// The maximum damage this bomb can do to an armoured target


// Fuel drop tank. Fw-190 Ordnance
FW190_DROP_MaxDamageRadiusSoft = 32.2				// The radius in feet within which this bomb will inflict its maximum potential damage on a soft target
FW190_DROP_MaxDamageRadiusHard = 32.2				// The radius in feet within which this bomb will inflict its maximum potential damage on a hard target
FW190_DROP_MaxDamageRadiusArmoured = 32.2			// The radius in feet within which this bomb will inflict its maximum potential damage on an armoured target
FW190_DROP_MinDamageRadiusSoft = 434.7				// The radius in feet within which this bomb will inflict any damage on a soft target
FW190_DROP_MinDamageRadiusHard = 289.8				// The radius in feet within which this bomb will inflict any damage on a hard target
FW190_DROP_MinDamageRadiusArmoured = 193.2			// The radius in feet within which this bomb will inflict any damage on an armoured target
FW190_DROP_MaxDamageSoft = -1.0					// The maximum damage this bomb can do to a soft target
FW190_DROP_MaxDamageHard = -1.0					// The maximum damage this bomb can do to a hard target
FW190_DROP_MaxDamageArmoured = 0.0				// The maximum damage this bomb can do to an armoured target


// Fuel drop tank. Me-262 Ordnance
ME262_DROP_MaxDamageRadiusSoft = 32.2				// The radius in feet within which this bomb will inflict its maximum potential damage on a soft target
ME262_DROP_MaxDamageRadiusHard = 32.2				// The radius in feet within which this bomb will inflict its maximum potential damage on a hard target
ME262_DROP_MaxDamageRadiusArmoured = 32.2			// The radius in feet within which this bomb will inflict its maximum potential damage on an armoured target
ME262_DROP_MinDamageRadiusSoft = 434.7				// The radius in feet within which this bomb will inflict any damage on a soft target
ME262_DROP_MinDamageRadiusHard = 289.8				// The radius in feet within which this bomb will inflict any damage on a hard target
ME262_DROP_MinDamageRadiusArmoured = 193.2			// The radius in feet within which this bomb will inflict any damage on an armoured target
ME262_DROP_MaxDamageSoft = -1.0					// The maximum damage this bomb can do to a soft target
ME262_DROP_MaxDamageHard = -1.0					// The maximum damage this bomb can do to a hard target
ME262_DROP_MaxDamageArmoured = 0.0				// The maximum damage this bomb can do to an armoured target



///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

[GunParameters]

P38MaxMachineGunRounds = 500;					// P38 has 4 .50 Guns, and 1 20mm Cannon
P38MaxCannonRounds = 150;
P38MachineGunFireRate = 800;					// Rounds per second
P38MachineGunFireRandomness = 50;
P38CannonFireRate = 725;					// Rounds per second
P38CannonFireRandomness = 25;
P38MachineGunMuzzleVelocity = 870;
P38CannonMuzzleVelocity = 860;

P47MaxMachineGunRounds = 425;					// P47 has 8 .50 Guns
P47MachineGunFireRate = 800;					// Rounds per second
P47MachineGunFireRandomness = 50;
P47MachineGunMuzzleVelocity = 870;

P51MaxMachineGunRounds = 400;					// P51 has 6 .50 Guns
P51MachineGunFireRate = 800;					// Rounds per second
P51MachineGunFireRandomness = 50;
P51MachineGunMuzzleVelocity = 870;

Bf109MaxMachineGunRounds = 300;					// Bf109 has 2 13mm Guns, 1 30mm Cannon, and 2 20mm cannons
Bf109MaxCannonRounds1 = 60;
Bf109MaxCannonRounds2 = 100;
Bf109MachineGunFireRate = 900;					// Rounds per second
Bf109MachineGunFireRandomness = 50;
Bf109CannonFireRate1 = 600;					// Rounds per second
Bf109CannonFireRate2 = 740;					// Rounds per second
Bf109CannonFireRandomness = 25;
Bf109MachineGunMuzzleVelocity = 700;
Bf109CannonMuzzleVelocity1 = 505;
Bf109CannonMuzzleVelocity2 = 710;

Fw190MaxMachineGunRounds = 475;					// Fw190 has 2 13mm Guns, and 1 20mm cannon
Fw190MaxCannonRoundsInboard = 250;
Fw190MaxCannonRoundsOutboard = 140;
Fw190MachineGunFireRate = 900;					// Rounds per second
Fw190MachineGunFireRandomness = 50;
Fw190CannonFireRate = 740;					// Rounds per second
Fw190CannonFireRandomness = 25;
Fw190MachineGunMuzzleVelocity = 700;
Fw190CannonMuzzleVelocity = 710;

Me262MaxCannonRoundsUpper = 100;				// Me262 has 4 30mm cannons
Me262MaxCannonRoundsLower = 80;
Me262CannonFireRate = 600;					// Rounds per second
Me262CannonFireRandomness = 25;
Me262CannonMuzzleVelocity = 505;


///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////


[GunDamage]

PlayerBulletStrengthScalar = 5.0
PlayerFighterBulletStrengthScalar = 1.0

// The next 7 parameters apply to player bullets from gunning postions in the B-17 only.
CollisionGeomScalingStartDist = 50.0				// The distance at which enemy collision geometry starts to get scaled up at ( Metres ).
CollisionGeomScalingEndDist = 700.0				// The distance at which enemy collision geometry stops to get scaled up at ( Metres ).
CollisionGeomScalingStartVel = 400.0				// The relative speed at which enemy collision geometry starts to get scaled up at ( MPH ).
CollisionGeomScalingEndVel = 20.0				// The relative speed at which enemy collision geometry stops to get scaled up at ( MPH ).

EliteCollisionGeomScalar = 1.0					// If player is on "elite" difficulty and the effect due to the above parameters is at full then the collision geometry gets scaled up by this factor.
VeteranCollisionGeomScalar = 5.0				// If player is on "Veteran" difficulty and the effect due to the above parameters is at full then the collision geometry gets scaled up by this factor.
RookieCollisionGeomScalar = 10.0				// If player is on "rookie" difficulty and the effect due to the above parameters is at full then the collision geometry gets scaled up by this factor.

RadialEngineDamageScalar = 0.60					// A modifier to represent the inherent toughness of Radial Engines (B-17, P-47 and FW-190)
TurboJetEngineDamageScalar = 2.0	                	// A modifier to repreesnt the inherent weakness jet engines (Me262)

//B17DamageScalar = 0.3						// A modifier to represent the inherent toughness of the B-17
B17DamageScalar = 0.15						// A modifier to represent the inherent toughness of the B-17

P38DamageScalar = 1.4						// A modifier to represent the inherent durability of the P-38
P47DamageScalar = 1.2						// A modifier to represent the inherent toughness of the P-47 
P51DamageScalar = 1.4						// Use the P-51 as the standard aircraft

ME262DamageScalar = 1.5						// A modifier to represent the inherent weakness of the Me-262
	//BF109DamageScalar = 1.5						// Use the Bf-109 as the standard aircraft
//BF109DamageScalar = 1.3						// Use the Bf-109 as the standard aircraft
FW190DamageScalar = 1.2						// A modifier to represent the inherent toughness of the FW-190

P47PilotHitProbability = 0.0					// Probability of pilot being killed by bullet hitting the forward fuselage section.
P38PilotHitProbability = 0.0					// Note.. It's already ensured that the bullet has entered from the front.
P51PilotHitProbability = 0.0					// As above.

ME262PilotHitProbability = 0.0					// As above.
BF109PilotHitProbability = 0.0					// As above.
FW190PilotHitProbability = 0.0					// As above.

CannonToBf109CannonDamageScalar = 2				// Specifies how much the damage of a 30mm cannon is scaled by from a 20mm cannon. ( i.e. bf109 cannon damage = "this scalar" * normal cannon damage.

//------------------------------------------------------------------------------------------------------
B17ObjColBreakSpeed = 150					//Speed MPH above which a wing will break off in  a collision

P38ObjColBreakSpeed = 20					//Speed MPH above which a wing will break off in  a collision
P47ObjColBreakSpeed = 20					//Speed MPH above which a wing will break off in  a collision
P51ObjColBreakSpeed = 20					//Speed MPH above which a wing will break off in  a collision

ME262ObjColBreakSpeed = 20					//Speed MPH above which a wing will break off in  a collision
BF109ObjColBreakSpeed = 20					//Speed MPH above which a wing will break off in  a collision
FW190ObjColBreakSpeed = 20					//Speed MPH above which a wing will break off in  a collision

/////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////            Gun hit probability scalars.            /////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////////////////////


// Physics.
// Note that all these probabilities come into play if a bullet strikes a sensible piece of geometery.


PORT_WING_GunProbabilityScalar = 1.0 				// Probability of an MG bullet damaging the Port Wing if the Port Wing is hit
STBD_WING_GunProbabilityScalar = 1.0 				// Probability of an MG bullet damaging the Starboard Wing if the Starboard Wing is hit
PORT_TAILPLANE_GunProbabilityScalar = 1.0 			// Probability of an MG bullet damaging the Port Tailplane if the Port Tailplane is hit
STBD_TAILPLANE_GunProbabilityScalar = 1.0 			// Probability of an MG bullet damaging the Starboard Tailplane if the Starboard Tailplane is hit
TAILPLANE_GunProbabilityScalar = 1.0 				// Probability of an MG bullet damaging the Tailplane if the Tailplane is hit
TAIL_FIN_GunProbabilityScalar = 1.0 				// Probability of an MG bullet damaging the Tailfin if the Tailfin is hit
STBD_FIN_GunProbabilityScalar = 1.0 				// Probability of an MG bullet damaging the Starboard Fin if the Starboard Fin is hit
PORT_FIN_GunProbabilityScalar = 1.0 				// Probability of an MG bullet damaging the Port Fin if the Port Fin is hit


STBD_WHEEL_JAM_GunProbabilityScalar = 0.2 			// Probability of an MG bullet jamming the Starboard Wheel if the Starboard Wheel is hit
PORT_WHEEL_JAM_GunProbabilityScalar = 0.2 			// Probability of an MG bullet jamming the Port Wheel if the Port Wheel is hit
FRONT_WHEEL_JAM_GunProbabilityScalar = 0.2 			// Probability of an MG bullet jamming the Front Wheel if the Front Wheel is hit
REAR_WHEEL_JAM_GunProbabilityScalar = 0.2 			// Probability of an MG bullet jamming the Rear Wheel if the Rear Wheel is hit


STBD_WHEEL_PUNCTURE_GunProbabilityScalar = 0.3 			// Probability of an MG bullet puncturing the Starboard Wheel if the Starboard Wheel is hit
PORT_WHEEL_PUNCTURE_GunProbabilityScalar = 0.3 			// Probability of an MG bullet puncturing the Port Wheel if the Port Wheel is hit
FRONT_WHEEL_PUNCTURE_GunProbabilityScalar = 0.3 		// Probability of an MG bullet puncturing the Front Wheel if the Front Wheel is hit
REAR_WHEEL_PUNCTURE_GunProbabilityScalar = 0.3 			// Probability of an MG bullet puncturing the Rear Wheel if the Rear Wheel is hit


STBD_WHEEL_DESTROYED_GunProbabilityScalar = 0.05 		// Probability of an MG bullet destroying the Starboard Wheel if the Starboard Wheel is hit
PORT_WHEEL_DESTROYED_GunProbabilityScalar = 0.05		// Probability of an MG bullet destroying the Port Wheel if the Port Wheel is hit
FRONT_WHEEL_DESTROYED_GunProbabilityScalar = 0.05 		// Probability of an MG bullet destroying the Front Wheel if the Front Wheel is hit
REAR_WHEEL_DESTROYED_GunProbabilityScalar = 0.05 		// Probability of an MG bullet destroying the Rear Wheel if the Rear Wheel is hit


STBD_FLAP_GunProbabilityScalar = 1.0 				// Probability of an MG bullet damaging the Starboard Flap if the Starboard Flap is hit
PORT_FLAP_GunProbabilityScalar = 1.0 				// Probability of an MG bullet damaging the Port Flap if the Port Flap is hit
STBD_AILERON_GunProbabilityScalar = 1.0 			// Probability of an MG bullet damaging the Starboard Aileron if the Starboard Aileron is hit
PORT_AILERON_GunProbabilityScalar = 1.0 			// Probability of an MG bullet damaging the Port Aileron if the Port Aileron is hit
STBD_ELEVATOR_GunProbabilityScalar = 1.0 			// Probability of an MG bullet damaging the Starboard Elevator if the Starboard Elevator is hit
PORT_ELEVATOR_GunProbabilityScalar = 1.0 			// Probability of an MG bullet damaging the Port Elevator if the Port Elevator is hit
ELEVATOR_GunProbabilityScalar = 1.0 				// Probability of an MG bullet damaging the Elevator (P-38 has a single elevator) if the Elevator is hit
RUDDER_GunProbabilityScalar = 1.0 				// Probability of an MG bullet damaging the Rudder if the Rudder is hit
STBD_RUDDER_GunProbabilityScalar = 1.0  			// Probability of an MG bullet damaging the Starboard Rudder (P-38 has 2 rudders) if the Starboard Rudder is hit
PORT_RUDDER_GunProbabilityScalar = 1.0 				// Probability of an MG bullet damaging the Port Rudder (P-38 has 2 rudders) if the Port Rudder is hit


ENGINE_GunProbabilityScalar = 1.0 				// Probability of an MG bullet damaging the Engine (Most fighters have a single engine) if the Engine is hit
STBD_ENGINE_GunProbabilityScalar = 1.0 				// Probability of an MG bullet damaging the Starboard Engine (P-38 + Me-262 have 2 engines) if the Starboard Engine is hit
PORT_ENGINE_GunProbabilityScalar = 1.0 				// Probability of an MG bullet damaging the Port Engine (P-38 + Me-262 have 2 engines) if the Port Engine is hit
OUTSIDE_STBD_ENGINE_GunProbabilityScalar = 1.0 			// Probability of an MG bullet damaging the Outer Starboard Engine if the Outer Starboard Engine is hit
INSIDE_STBD_ENGINE_GunProbabilityScalar = 1.0 			// Probability of an MG bullet damaging the Inner Starboard Engine if the Inner Starboard Engine is hit
OUTSIDE_PORT_ENGINE_GunProbabilityScalar = 1.0 			// Probability of an MG bullet damaging the Outer Port Engine if the Outer Port Engine is hit
INSIDE_PORT_ENGINE_GunProbabilityScalar = 1.0 			// Probability of an MG bullet damaging the Inner Port Engine if the Inner Port Engine is hit


CENTRAL_FUEL_TANK_GunProbabilityScalar = 0.3 			// Probability of an MG bullet damaging the Central Fuel Tank if the area surrounding is hit
PORT_WING_ROOT_FUEL_TANK_GunProbabilityScalar = 0.3 		// Probability of an MG bullet damaging the Port Wing Root Fuel Tank if the area surrounding is hit
PORT_WING_TIP_FUEL_TANK_GunProbabilityScalar = 0.3 		// Probability of an MG bullet damaging the Port Wing Tip Fuel Tank if the area surrounding is hit
STBD_WING_ROOT_FUEL_TANK_GunProbabilityScalar = 0.3 		// Probability of an MG bullet damaging the Starboard Wing Root Fuel Tank if the area surrounding is hit
STBD_WING_TIP_FUEL_TANK_GunProbabilityScalar = 0.3 		// Probability of an MG bullet damaging the Starboard Wing Tip Fuel Tank if the area surrounding is hit
PORT_FUSELAGE_FUEL_TANK_GunProbabilityScalar = 0.3 		// Probability of an MG bullet damaging the Port Fuselage Fuel Tank if the area surrounding is hit
STBD_FUSELAGE_FUEL_TANK_GunProbabilityScalar = 0.3 		// Probability of an MG bullet damaging the Starboard Fuselage Fuel Tank if the area surrounding is hit


PORT_DROP_TANK_GunProbabilityScalar = 1.0 			// Probability of an MG bullet damaging the Port Drop Tank if the Port Drop Tank is hit
STBD_DROP_TANK_GunProbabilityScalar = 1.0 			// Probability of an MG bullet damaging the Starboard Drop Tank if the Starboard Drop Tank is hit
BELLY_DROP_TANK_GunProbabilityScalar = 1.0 			// Probability of an MG bullet damaging the Port Fin if the Port Fin is hit


ELEVATOR_CONTROL_CABLES_GunProbabilityScalar = 0.005 		// Probability of an MG bullet damaging the Elevator Control Cables if the surrounding area is hit
RUDDER_CONTROL_CABLES_GunProbabilityScalar = 0.005		// Probability of an MG bullet damaging the Rudder Control Cables if the surrounding area is hit



// Nose compartment.
NOSE_COMPARTMENT_FIRE_GunProbabilityScalar = 0.0175 		// Probability of a hit to the nose causing a fire.
NOSE_COMPARTMENT_GunProbabilityScalar = 1.0 			// Do not alter - Internal reporting system
BOMB_CHIN_POSITION_GunProbabilityScalar = 0.2			// Probability of an MG bullet hitting the Bombardiers position if it strikes the nose compartment
BOMB_SIGHT_GunProbabilityScalar = 0.2 				// Probability of an MG bullet damaging the Norden Bombsight if the surrounding area is hit
CHIN_TURRET_GunProbabilityScalar = 0.2 				// Probability of an MG bullet damaging the Chin Turret if the surrounding area is hit
CHEEK_GUNNER_POSITION_GunProbabilityScalar = 0.2 		// Probability of an MG bullet hitting the Cheek Gunners position if it strikes the nose compartment
NAVIGATOR_POSITION_GunProbabilityScalar = 0.1 			// Probability of an MG bullet hitting the Navigators position if it strikes the nose compartment
NOSE_WAIT_POSITION_GunProbabilityScalar = 0.2 			// Probability of an MG bullet hitting the Nose wait position if the surrounding area is hit



// Flight deck.
FLIGHT_DECK_COMPARTMENT_FIRE_GunProbabilityScalar = 0.0175 	// Probability of a hit to the Flight Deck causing a fire.
FLIGHT_DECK_COMPARTMENT_GunProbabilityScalar = 1.0 	   	// Do not alter - Internal reporting system
PILOT_POSITION_GunProbabilityScalar = 0.2 		   	// Probability of an MG bullet hitting the Pilots position if it strikes the flight deck
CO_PILOT_POSITION_GunProbabilityScalar = 0.2 		   	// Probability of an MG bullet hitting the Co-Pilots position if it strikes the flight deck
ENGINEER_POSITION_GunProbabilityScalar = 0.1666 	   	// Probability of an MG bullet hitting the Top Turret Gunners position if it strikes the flight deck
FLIGHT_DECK_WAIT_POSITION_GunProbabilityScalar = 0.2 	   	// Probability of an MG bullet hitting the Flight deck wait position if it strikes the flight deck



// Bomb bay.
BOMB_BAY_COMPARTMENT_FIRE_GunProbabilityScalar = 0.025		// Probability of a hit to the Bomb Bay causing a fire.
BOMB_BAY_COMPARTMENT_GunProbabilityScalar = 1.0			// Do not alter - Internal reporting system
BOMB_LOAD_GunProbabilityScalar = 0.1 				// Probability of a hit to the Bomb Bay striking the Bombload (if present)
BOMB_BAY_DOORS_JAM_GunProbabilityScalar = 0.1			// Probability of a hit to the Bomb Bay jamming baom bay doors.
BOMB_BAY_WAIT_POSITION_GunProbabilityScalar = 0.2		// Probability of an MG bullet hitting the Bomb Bay wait position if it strikes the Bomb Bay



// Radio room.
RADIO_COMPARTMENT_FIRE_GunProbabilityScalar = 0.0175 		// Probability of a hit to the Bomb Bay causing a fire.
RADIO_COMPARTMENT_GunProbabilityScalar = 1.0			// Do not alter - Internal reporting system
RADIO_POSITION_GunProbabilityScalar = 0.2 			// Probability of an MG bullet hitting the Radio Operators position if it strikes the Radio Room
RADIO_ROOM_WAIT_POSITION_GunProbabilityScalar = 0.2 		// Probability of an MG bullet hitting the Radio Room wait position if it strikes the Radio Room



// Waist.
WAIST_COMPARTMENT_FIRE_GunProbabilityScalar = 0.0175 		// Probability of a hit to the Waist causing a fire.
WAIST_COMPARTMENT_GunProbabilityScalar = 1.0 			// Do not alter - Internal reporting system
LEFT_WAIST_GunProbabilityScalar = 0.2 				// Probability of an MG bullet hitting the Left Waist Gunners position if it strikes the Waist
BALL_TURRET_GunProbabilityScalar = 0.2 				// Probability of an MG bullet hitting the Ball Turret if it strikes the Waist
BALL_TURRET_POSITION_GunProbabilityScalar = 0.2 		// Probability of an MG bullet hitting the Ball Turret Gunners position if it strikes the Waist
RIGHT_WAIST_GunProbabilityScalar = 0.2 				// Probability of an MG bullet hitting the Right Waist Gunners position if it strikes the Waist
WAIST_WAIT_POSITION_GunProbabilityScalar = 0.2 			// Probability of an MG bullet hitting the Waist Compartment wait position if it strikes the Waist



// Tail Gun.
TAIL_GUN_COMPARTMENT_FIRE_GunProbabilityScalar = 0.0175		// Probability of a hit to the Tail causing a fire.
TAIL_GUN_COMPARTMENT_GunProbabilityScalar = 1.0 		// Do not alter - Internal reporting system
TAIL_TURRET_GunProbabilityScalar = 0.1 				// Probability of an MG bullet hitting the Tail Turret if it strikes the Tail
TAIL_GUN_POSITION_GunProbabilityScalar = 0.4 			// Probability of an MG bullet hitting the Tail Turret Gunners position if it strikes the Tail
TAIL_WAIT_POSITION_GunProbabilityScalar = 0.2 			// Probability of an MG bullet hitting the Tail Compartment wait position if it strikes the Tail



//////////////////////////////////
// Cannon hit probability scalars.
//////////////////////////////////


// Physics systems.
PORT_WING_CannonProbabilityScalar = 1.0 			// Probability of a Cannon shell damaging the Port Wing if the Port Wing is hit
STBD_WING_CannonProbabilityScalar = 1.0 			// Probability of a Cannon shell damaging the Starboard Wing if the Starboard Wing is hit
PORT_TAILPLANE_CannonProbabilityScalar = 1.0 			// Probability of a Cannon shell damaging the Port Tailplane if the Port Tailplane is hit
STBD_TAILPLANE_CannonProbabilityScalar = 1.0 			// Probability of a Cannon shell damaging the Starboard Tailplane if the Starboard Tailplane is hit
TAILPLANE_CannonProbabilityScalar = 1.0 			// Probability of a Cannon shell damaging the Tailplane if the Tailplane is hit
TAIL_FIN_CannonProbabilityScalar = 1.0 				// Probability of a Cannon shell damaging the Tail Fin if the Tail Fin is hit
STBD_FIN_CannonProbabilityScalar = 1.0 				// Probability of a Cannon shell damaging the Starboard Fin if the Starboard Fin is hit
PORT_FIN_CannonProbabilityScalar = 1.0 				// Probability of a Cannon shell damaging the Port Fin if the Port Fin is hit


STBD_WHEEL_JAM_CannonProbabilityScalar = 0.5 			// Probability of a Cannon shell jamming the Starboard Wheel if the Starboard Wheel is hit
PORT_WHEEL_JAM_CannonProbabilityScalar = 0.5 			// Probability of a Cannon shell jamming the Port Wheel if the Port Wheel is hit
FRONT_WHEEL_JAM_CannonProbabilityScalar = 0.5 			// Probability of a Cannon shell jamming the Front Wheel if the Front Wheel is hit
REAR_WHEEL_JAM_CannonProbabilityScalar = 0.5 			// Probability of a Cannon shell jamming the Rear Wheel if the Rear Wheel is hit


STBD_WHEEL_PUNCTURE_CannonProbabilityScalar = 0.7 		// Probability of a Cannon shell puncturing the Starboard Wheel if the Starboard Wheel is hit
PORT_WHEEL_PUNCTURE_CannonProbabilityScalar = 0.7 		// Probability of a Cannon shell puncturing the Port Wheel if the Port Wheel is hit
FRONT_WHEEL_PUNCTURE_CannonProbabilityScalar = 0.7 		// Probability of a Cannon shell puncturing the Front Wheel if the Front Wheel is hit 
REAR_WHEEL_PUNCTURE_CannonProbabilityScalar = 0.7 		// Probability of a Cannon shell puncturing the Rear Wheel if the Rear Wheel is hit


STBD_WHEEL_DESTROYED_CannonProbabilityScalar = 0.1 		// Probability of a Cannon shell destroying the Starboard Wheel if the Starboard Wheel is hit
PORT_WHEEL_DESTROYED_CannonProbabilityScalar = 0.1 		// Probability of a Cannon shell destroying the Port Wheel if the Port Wheel is hit
FRONT_WHEEL_DESTROYED_CannonProbabilityScalar = 0.1 		// Probability of a Cannon shell destroying the Front Wheel if the Front Wheel is hit
REAR_WHEEL_DESTROYED_CannonProbabilityScalar = 0.1 		// Probability of a Cannon shell destroying the Rear Wheel if the Rear Wheel is hit


STBD_FLAP_CannonProbabilityScalar = 1.0 			// Probability of a Cannon shell damaging the Starboard Flap if the Starboard Flap is hit
PORT_FLAP_CannonProbabilityScalar = 1.0 			// Probability of a Cannon shell damaging the Port Flap if the Port Flap is hit
STBD_AILERON_CannonProbabilityScalar = 1.0 			// Probability of a Cannon shell damaging the Starboard Aileron if the Starboard Aileron is hit
PORT_AILERON_CannonProbabilityScalar = 1.0 			// Probability of a Cannon shell damaging the Port Aileron if the Port Aileron is hit
STBD_ELEVATOR_CannonProbabilityScalar = 1.0 			// Probability of a Cannon shell damaging the Starboard Elevator if the Starboard Elevator is hit
PORT_ELEVATOR_CannonProbabilityScalar = 1.0 			// Probability of a Cannon shell damaging the Port Elevator if the Port Elevator is hit
ELEVATOR_CannonProbabilityScalar = 1.0 				// Probability of a Cannon shell damaging the Elevator (P-38 has a single elevator) if the Elevator is hit
RUDDER_CannonProbabilityScalar = 1.0 				// Probability of a Cannon shell damaging the Rudder if the Rudder is hit
STBD_RUDDER_CannonProbabilityScalar = 1.0  			// Probability of a Cannon shell damaging the Starboard Rudder (P-38 has 2 rudders) if the Starboard Rudder is hit
PORT_RUDDER_CannonProbabilityScalar = 1.0 			// Probability of a Cannon shell damaging the Port Rudder (P-38 has 2 rudders) if the Port Rudder is hit


ENGINE_CannonProbabilityScalar = 1.0 				// Probability of a Cannon shell damaging the Engine (Most fighters have a single engine) if the Engine is hits
STBD_ENGINE_CannonProbabilityScalar = 1.0 			// Probability of a Cannon shell damaging the Starboard Engine (P-38 + Me-262 have 2 engines) if the Starboard Engine is hit
PORT_ENGINE_CannonProbabilityScalar = 1.0 			// Probability of a Cannon shell damaging the Port Engine (P-38 + Me-262 have 2 engines) if the Port Engine is hit
OUTSIDE_STBD_ENGINE_CannonProbabilityScalar = 1.0 		// Probability of a Cannon shell damaging the Outer Starboard Engine if the Outer Starboard Engine is hit
INSIDE_STBD_ENGINE_CannonProbabilityScalar = 1.0 		// Probability of a Cannon shell damaging the Inner Starboard Engine if the Inner Starboard Engine is hit
OUTSIDE_PORT_ENGINE_CannonProbabilityScalar = 1.0 		// Probability of a Cannon shell damaging the Outer Port Engine if the Outer Port Engine is hit
INSIDE_PORT_ENGINE_CannonProbabilityScalar = 1.0 		// Probability of a Cannon shell damaging the Inner Port Engine if the Inner Port Engine is hit


CENTRAL_FUEL_TANK_CannonProbabilityScalar = 0.5 		// Probability of a Cannon shell damaging the Central Fuel Tank if the area surrounding is hit
PORT_WING_ROOT_FUEL_TANK_CannonProbabilityScalar = 0.5 		// Probability of a Cannon shell damaging the Port Wing Root Fuel Tank if the area surrounding is hit
PORT_WING_TIP_FUEL_TANK_CannonProbabilityScalar = 0.5 		// Probability of a Cannon shell damaging the Port Wing Tip Fuel Tank if the area surrounding is hit
STBD_WING_ROOT_FUEL_TANK_CannonProbabilityScalar = 0.5 		// Probability of a Cannon shell damaging the Starboard Wing Root Fuel Tank if the area surrounding is hit
STBD_WING_TIP_FUEL_TANK_CannonProbabilityScalar = 0.5 		// Probability of a Cannon shell damaging the Starboard Wing Tip Fuel Tank if the area surrounding is hit
PORT_FUSELAGE_FUEL_TANK_CannonProbabilityScalar = 0.5 		// Probability of a Cannon shell damaging the Port Fuselage Fuel Tank if the area surrounding is hit
STBD_FUSELAGE_FUEL_TANK_CannonProbabilityScalar = 0.5 		// Probability of a Cannon shell damaging the Starboard Fuselage Fuel Tank if the area surrounding is hit


PORT_DROP_TANK_CannonProbabilityScalar = 1.0 			// Probability of a Cannon shell damaging the Port Drop Tank if the Port Drop Tank is hit
STBD_DROP_TANK_CannonProbabilityScalar = 1.0 			// Probability of a Cannon shell damaging the Starboard Drop Tank if the Starboard Drop Tank is hit
BELLY_DROP_TANK_CannonProbabilityScalar = 1.0 			// Probability of a Cannon shell damaging the Belly Drop Tank if the Belly Drop Tank is hit


ELEVATOR_CONTROL_CABLES_CannonProbabilityScalar = 0.005		// Probability of a Cannon shell damaging the Elevator Control Cables if the surrounding area is hit
RUDDER_CONTROL_CABLES_CannonProbabilityScalar = 0.005		// Probability of a Cannon shell damaging the Rudder Control Cables if the surrounding area is hit



// Nose compartment.
NOSE_COMPARTMENT_FIRE_CannonProbabilityScalar = 0.025 		// Probability of a hit to the nose causing a fire.
NOSE_COMPARTMENT_CannonProbabilityScalar = 1.0 			// Do not alter - Internal reporting system
BOMB_CHIN_POSITION_CannonProbabilityScalar = 0.2 		// Probability of a Cannon shell hitting the Bombardiers position if it strikes the nose compartment
BOMB_SIGHT_CannonProbabilityScalar = 0.2 			// Probability of a Cannon shell damaging the Norden Bombsight if the surrounding area is hit
CHIN_TURRET_CannonProbabilityScalar = 0.2 			// Probability of a Cannon shell damaging the Chin Turret if the surrounding area is hit
CHEEK_GUNNER_POSITION_CannonProbabilityScalar = 0.2 		// Probability of a Cannon shell hitting the Cheek Gunners position if it strikes the nose compartment
NAVIGATOR_POSITION_CannonProbabilityScalar = 0.1 		// Probability of a Cannon shell hitting the Navigators position if it strikes the nose compartment
NOSE_WAIT_POSITION_CannonProbabilityScalar = 0.2 		// Probability of a Cannon shell damaging the Nose compartment wait position if the surrounding area is hit



// Flight deck.
FLIGHT_DECK_COMPARTMENT_FIRE_CannonProbabilityScalar = 0.025 	// Probability of a hit to the flight deck causing a fire.
FLIGHT_DECK_COMPARTMENT_CannonProbabilityScalar = 1.0 		// Do not alter - Internal reporting system
PILOT_POSITION_CannonProbabilityScalar = 0.2 			// Probability of a Cannon shell hitting the Pilots position if it strikes the flight deck
CO_PILOT_POSITION_CannonProbabilityScalar = 0.2 		// Probability of a Cannon shell hitting the Co-Pilots position if it strikes the flight deck
ENGINEER_POSITION_CannonProbabilityScalar = 0.1666 		// Probability of a Cannon shell hitting the Top Turret Gunners position if it strikes the flight deck
FLIGHT_DECK_WAIT_POSITION_CannonProbabilityScalar = 0.2 	// Probability of a Cannon shell damaging the Flight deck wait position if the surrounding area is hit



// Bomb bay.
BOMB_BAY_COMPARTMENT_FIRE_CannonProbabilityScalar = 0.05 	// Probability of a hit to the bomb bay causing a fire.
BOMB_BAY_COMPARTMENT_CannonProbabilityScalar = 1.0		// Do not alter - Internal reporting system
BOMB_LOAD_CannonProbabilityScalar = 0.1 			// Probability of a hit to the Bomb Bay striking the Bombload (if present)
BOMB_BAY_DOORS_JAM_CannonProbabilityScalar = 0.1		// Probability of a hit to the Bomb Bay jamming the bomb baay  doors.
BOMB_BAY_WAIT_POSITION_CannonProbabilityScalar = 0.2		// Probability of a Cannon shell hitting the Bomb Bay wait position if it strikes the Bomb Bay



// Radio room.
RADIO_COMPARTMENT_FIRE_CannonProbabilityScalar = 0.025 		// Probability of a hit to the Radio room causing a fire.
RADIO_COMPARTMENT_CannonProbabilityScalar = 1.0			// Do not alter - Internal reporting system
RADIO_POSITION_CannonProbabilityScalar = 0.2 			// Probability of a Cannon shell hitting the Radio Operators position if it strikes the Radio room
RADIO_ROOM_WAIT_POSITION_CannonProbabilityScalar = 0.2 		// Probability of a Cannon shell hitting the Radio room wait position if it strikes the Radio room



// Waist.
WAIST_COMPARTMENT_FIRE_CannonProbabilityScalar = 0.025 		// Probability of a hit to the Waist Compartment causing a fire.
WAIST_COMPARTMENT_CannonProbabilityScalar = 1.0 		// Do not alter - Internal reporting system
LEFT_WAIST_CannonProbabilityScalar = 0.2 			// Probability of a Cannon shell hitting the Left Waist Gunners position if it strikes the Waist 
BALL_TURRET_CannonProbabilityScalar = 0.2 			// Probability of a Cannon shell hitting the Ball Turret if it strikes the Waist
BALL_TURRET_POSITION_CannonProbabilityScalar = 0.2 		// Probability of a Cannon shell hitting the Ball Turret Gunners position if it strikes the Waist
RIGHT_WAIST_CannonProbabilityScalar = 0.2 			// Probability of a Cannon shell hitting the Right Waist Gunners position if it strikes the Waist
WAIST_WAIT_POSITION_CannonProbabilityScalar = 0.2 		// Probability of a Cannon shell hitting the Waist wait position if it strikes the Waist



// Tail Gun.
TAIL_GUN_COMPARTMENT_FIRE_CannonProbabilityScalar = 0.025  	 // Probability of a hit to the Tail Compartment causing a fire.
TAIL_GUN_COMPARTMENT_CannonProbabilityScalar = 1.0 	   	 // Do not alter - Internal reporting system
TAIL_TURRET_CannonProbabilityScalar = 0.1 		   	 // Probability of a Cannon shell hitting the Tail Turret if it strikes the Tail
TAIL_GUN_POSITION_CannonProbabilityScalar = 0.4 	   	 // Probability of a Cannon shell hitting the Tail Gunners position if it strikes the Tail
TAIL_WAIT_POSITION_CannonProbabilityScalar = 0.2 	   	 // Probability of a Cannon shell hitting the Tail wait position if it strikes the Tail




/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////// Gun Damage Amounts.//////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////


// Each area of the plane has a value from  0.0 to 1.0. Each hit from a machine gun bullet strips the following from the original 1.0. When 0.0 is reached the part is destroyed.


/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////// Gun Damage Amounts.//////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////


// Each area of the plane has a value from  0.0 to 1.0. Each hit from a machine gun bullet strips the following from the original 1.0. When 0.0 is reached the part is destroyed.


PORT_WING_GunDamage = 0.001					// Amount of damage inflicted on the Port Wing by an MG round.
STBD_WING_GunDamage = 0.001					// Amount of damage inflicted on the Starboard Wing by an MG round.
PORT_TAILPLANE_GunDamage = 0.005				// Amount of damage inflicted on the Port Tail Plane by an MG round.
STBD_TAILPLANE_GunDamage = 0.005				// Amount of damage inflicted on the Starboard Tail Plane by an MG round.
TAILPLANE_GunDamage = 0.005					// Amount of damage inflicted on the Tail Plane by an MG round.
TAIL_FIN_GunDamage = 0.005					// Amount of damage inflicted on the Tail Fin by an MG round.
STBD_FIN_GunDamage = 0.005					// Amount of damage inflicted on the Starboard Fin by an MG round.
PORT_FIN_GunDamage = 0.005					// Amount of damage inflicted on the Port Fin by an MG round.


STBD_WHEEL_JAM_GunDamage = 0.2					// Amount of damage inflicted on Starboard Wheel jam by an MG round
PORT_WHEEL_JAM_GunDamage = 0.2					// Amount of damage inflicted on Port Wheel jam by an MG round
FRONT_WHEEL_JAM_GunDamage = 0.2					// Amount of damage inflicted on Front Wheel jam by an MG round
REAR_WHEEL_JAM_GunDamage = 0.2					// Amount of damage inflicted on Rear Wheel jam by an MG round


STBD_WHEEL_PUNCTURE_GunDamage = 1.0				// Amount of damage inflicted on Starboard Wheel puncture by an MG round
PORT_WHEEL_PUNCTURE_GunDamage = 1.0				// Amount of damage inflicted on Port Wheel puncture by an MG round
FRONT_WHEEL_PUNCTURE_GunDamage = 1.0				// Amount of damage inflicted on Front Wheel puncture by an MG round
REAR_WHEEL_PUNCTURE_GunDamage = 1.0				// Amount of damage inflicted on Rear Wheel puncture by an MG round


STBD_WHEEL_DESTROYED_GunDamage = 0.1				// Amount of damage inflicted on Starboard Wheel destroyed by an MG round
PORT_WHEEL_DESTROYED_GunDamage = 0.1				// Amount of damage inflicted on Port Wheel destroyed by an MG round
FRONT_WHEEL_DESTROYED_GunDamage = 0.1				// Amount of damage inflicted on Front Wheel destroyed by an MG round
REAR_WHEEL_DESTROYED_GunDamage = 0.1				// Amount of damage inflicted on Rear Wheel destroyed by an MG round


STBD_FLAP_GunDamage = 0.025					// Amount of damage inflicted on Starboard Flap by an MG round
PORT_FLAP_GunDamage = 0.025					// Amount of damage inflicted on Port Flap by an MG round
STBD_AILERON_GunDamage = 0.02					// Amount of damage inflicted on Starboard Aileron by an MG round
PORT_AILERON_GunDamage = 0.02					// Amount of damage inflicted on Port Aileron by an MG round
STBD_ELEVATOR_GunDamage = 0.02					// Amount of damage inflicted on Starboard Elevator by an MG round
PORT_ELEVATOR_GunDamage = 0.02					// Amount of damage inflicted on Port Elevator by an MG round
ELEVATOR_GunDamage = 0.02					// Amount of damage inflicted on Elevator by an MG round
RUDDER_GunDamage = 0.02						// Amount of damage inflicted on Rudder by an MG round
STBD_RUDDER_GunDamage = 0.02 					// Amount of damage inflicted on Starboard Rudder by an MG round
PORT_RUDDER_GunDamage = 0.02					// Amount of damage inflicted on Port Rudder by an MG round


ENGINE_GunDamage = 0.02						// Amount of damage inflicted on Engine by an MG round
STBD_ENGINE_GunDamage = 0.02					// Amount of damage inflicted on Starboard Engine by an MG round
PORT_ENGINE_GunDamage = 0.02					// Amount of damage inflicted on Port Engine by an MG round
OUTSIDE_STBD_ENGINE_GunDamage = 0.02				// Amount of damage inflicted on Outside Starboard Engine by an MG round
INSIDE_STBD_ENGINE_GunDamage = 0.02				// Amount of damage inflicted on Inside Starboard Engine by an MG round
OUTSIDE_PORT_ENGINE_GunDamage = 0.02				// Amount of damage inflicted on Outside Port Engine by an MG round
INSIDE_PORT_ENGINE_GunDamage = 0.02				// Amount of damage inflicted on Inside Port Engine by an MG round


CENTRAL_FUEL_TANK_GunDamage = 0.05				// Amount of damage inflicted on Central Fuel tank by an MG round
PORT_WING_ROOT_FUEL_TANK_GunDamage = 0.05			// Amount of damage inflicted on Port Wing Root Fuel Tank by an MG round
PORT_WING_TIP_FUEL_TANK_GunDamage = 0.05			// Amount of damage inflicted on Port Wing Tip Fuel Tank by an MG round
STBD_WING_ROOT_FUEL_TANK_GunDamage = 0.05			// Amount of damage inflicted on Starboard Wing Root Fuel Tank by an MG round
STBD_WING_TIP_FUEL_TANK_GunDamage = 0.05			// Amount of damage inflicted on Starboard Wing Tip Fuel Tank by an MG round
PORT_FUSELAGE_FUEL_TANK_GunDamage = 0.05			// Amount of damage inflicted on Port Fuselage Fuel Tank by an MG round
STBD_FUSELAGE_FUEL_TANK_GunDamage = 0.05			// Amount of damage inflicted on Starboard Fuselage Fuel Tank by an MG round


PORT_DROP_TANK_GunDamage = 0.3					// Amount of damage inflicted on Port Drop Tank by an MG round
STBD_DROP_TANK_GunDamage = 0.3					// Amount of damage inflicted on Starboard Drop Tank by an MG round
BELLY_DROP_TANK_GunDamage = 0.3					// Amount of damage inflicted on Belly Drop Tank by an MG round


ELEVATOR_CONTROL_CABLES_GunDamage = 0.5				// Amount of damage inflicted on Elevator Control Cables by an MG round
RUDDER_CONTROL_CABLES_GunDamage = 0.5				// Amount of damage inflicted on Rudder Control Cables by an MG round



///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////// Cannon Damage Amounts.///////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

// Each area of the plane has a value from  0.0 to 1.0. Each hit from a cannon shell strips the following from the original 1.0. When 0.0 is reached the part is destroyed.



PORT_WING_CannonDamage = 0.02    				// Amount of damage inflicted on the Port Wing by a Cannon Shell.
STBD_WING_CannonDamage = 0.02					// Amount of damage inflicted on the Starboard Wing by a Cannon Shell.
PORT_TAILPLANE_CannonDamage = 0.04 				// Amount of damage inflicted on the Port Tailplane by a Cannon Shell.
STBD_TAILPLANE_CannonDamage = 0.04				// Amount of damage inflicted on the Starboard Tailplane by a Cannon Shell.
TAILPLANE_CannonDamage = 0.04					// Amount of damage inflicted on the Tailplane by a Cannon Shell.
TAIL_FIN_CannonDamage = 0.03					// Amount of damage inflicted on the Tail fin by a Cannon Shell.
STBD_FIN_CannonDamage = 0.03					// Amount of damage inflicted on the Starboard fin by a Cannon Shell.
PORT_FIN_CannonDamage = 0.03					// Amount of damage inflicted on the Port Fin by a Cannon Shell.


STBD_WHEEL_JAM_CannonDamage = 0.5				// Amount of damage inflicted on the Starboard Wheel jam by a Cannon Shell.
PORT_WHEEL_JAM_CannonDamage = 0.5				// Amount of damage inflicted on the Port Wheel jam by a Cannon Shell.
FRONT_WHEEL_JAM_CannonDamage = 0.5				// Amount of damage inflicted on the Front Wheel jam by a Cannon Shell.
REAR_WHEEL_JAM_CannonDamage = 0.5				// Amount of damage inflicted on the Rear Wheel jam by a Cannon Shell.

STBD_WHEEL_PUNCTURE_CannonDamage = 0.5				// Amount of damage inflicted on the Starboard Wheel puncture by a Cannon Shell.
PORT_WHEEL_PUNCTURE_CannonDamage = 0.5				// Amount of damage inflicted on the Port Wheel puncture by a Cannon Shell.
FRONT_WHEEL_PUNCTURE_CannonDamage = 0.5				// Amount of damage inflicted on the Front Wheel puncture by a Cannon Shell.
REAR_WHEEL_PUNCTURE_CannonDamage = 0.5				// Amount of damage inflicted on the Rear Wheel puncture by a Cannon Shell.

STBD_WHEEL_DESTROYED_CannonDamage = 0.25			// Amount of damage inflicted on the Starboard Wheel destroyed by a Cannon Shell.
PORT_WHEEL_DESTROYED_CannonDamage = 0.25			// Amount of damage inflicted on the Port Wheel destroyed by a Cannon Shell.
FRONT_WHEEL_DESTROYED_CannonDamage = 0.25			// Amount of damage inflicted on the Front Wheel destroyed by a Cannon Shell.
REAR_WHEEL_DESTROYED_CannonDamage = 0.25			// Amount of damage inflicted on the Rear Wheel destroyed by a Cannon Shell.

STBD_FLAP_CannonDamage = 0.08					// Amount of damage inflicted on the Starboard Flap by a Cannon Shell.
PORT_FLAP_CannonDamage = 0.08					// Amount of damage inflicted on the Port Flap by a Cannon Shell.
STBD_AILERON_CannonDamage = 0.08				// Amount of damage inflicted on the Starboard Aileron by a Cannon Shell.
PORT_AILERON_CannonDamage = 0.08				// Amount of damage inflicted on the Port Aileron by a Cannon Shell.
STBD_ELEVATOR_CannonDamage = 0.08				// Amount of damage inflicted on the Starboard Elevator by a Cannon Shell.
PORT_ELEVATOR_CannonDamage = 0.08				// Amount of damage inflicted on the Port Elevator by a Cannon Shell.
ELEVATOR_CannonDamage = 0.08					// Amount of damage inflicted on the Elevator by a Cannon Shell.
RUDDER_CannonDamage = 0.08					// Amount of damage inflicted on the Rudder by a Cannon Shell.
STBD_RUDDER_CannonDamage = 0.08 				// Amount of damage inflicted on the Starboard Rudder by a Cannon Shell.
PORT_RUDDER_CannonDamage = 0.08					// Amount of damage inflicted on the Port Rudder by a Cannon Shell.

ENGINE_CannonDamage = 0.15					// Amount of damage inflicted on the Engine by a Cannon Shell.
STBD_ENGINE_CannonDamage = 0.15					// Amount of damage inflicted on the Starboard Engine by a Cannon Shell.
PORT_ENGINE_CannonDamage = 0.15					// Amount of damage inflicted on the Port Engine by a Cannon Shell.
OUTSIDE_STBD_ENGINE_CannonDamage = 0.15				// Amount of damage inflicted on the Outside Starboard Engine by a Cannon Shell.
INSIDE_STBD_ENGINE_CannonDamage = 0.15				// Amount of damage inflicted on the Inside Starboard Engine by a Cannon Shell.
OUTSIDE_PORT_ENGINE_CannonDamage = 0.15				// Amount of damage inflicted on the Outside Port Engine by a Cannon Shell.
INSIDE_PORT_ENGINE_CannonDamage = 0.15				// Amount of damage inflicted on the Inside Port Engine by a Cannon Shell.

CENTRAL_FUEL_TANK_CannonDamage = 0.02				// Amount of damage inflicted on the Central Fuel Tank by a Cannon Shell.
PORT_WING_ROOT_FUEL_TANK_CannonDamage = 0.1			// Amount of damage inflicted on the Port Wing Root Fuel Tank by a Cannon Shell.
PORT_WING_TIP_FUEL_TANK_CannonDamage = 0.1			// Amount of damage inflicted on the Port Wing Tip Fuel Tank by a Cannon Shell.
STBD_WING_ROOT_FUEL_TANK_CannonDamage = 0.1			// Amount of damage inflicted on the Starboard Wing Root Fuel Tank by a Cannon Shell.
STBD_WING_TIP_FUEL_TANK_CannonDamage = 0.1			// Amount of damage inflicted on the Starboard Wing Tip Fuel Tank by a Cannon Shell.
PORT_FUSELAGE_FUEL_TANK_CannonDamage = 0.1			// Amount of damage inflicted on the Port Fuselage Fuel Tank by a Cannon Shell.
STBD_FUSELAGE_FUEL_TANK_CannonDamage = 0.1			// Amount of damage inflicted on the Starboard Fuselage Fuel Tank by a Cannon Shell.

PORT_DROP_TANK_CannonDamage = 1					// Amount of damage inflicted on the Port Drop Tank by a Cannon Shell.
STBD_DROP_TANK_CannonDamage = 1					// Amount of damage inflicted on the Starboard Drop Tank by a Cannon Shell.
BELLY_DROP_TANK_CannonDamage = 1				// Amount of damage inflicted on the Belly Drop Tank by a Cannon Shell.

ELEVATOR_CONTROL_CABLES_CannonDamage = 0.5			// Amount of damage inflicted on the Elevator Control Cables by a Cannon Shell.
RUDDER_CONTROL_CABLES_CannonDamage = 0.5			// Amount of damage inflicted on the Rudder Control Cables by a Cannon Shell.




////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////// Fire definitions.///////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

// This section controls the fire inside B-17 compartments - Redundant?

NOSE_COMPARTMENT_FIRE_MaxIntensity = 1.0 
NOSE_COMPARTMENT_FIRE_TimeToMaxIntensity = 1.0 

FLIGHT_DECK_COMPARTMENT_FIRE_MaxIntensity = 1.0 
FLIGHT_DECK_COMPARTMENT_FIRE_TimeToMaxIntensity = 1.0 

BOMB_BAY_COMPARTMENT_FIRE_MaxIntensity = 1.0 
BOMB_BAY_COMPARTMENT_FIRE_TimeToMaxIntensity = 1.0 

RADIO_COMPARTMENT_FIRE_MaxIntensity = 1.0 
RADIO_COMPARTMENT_FIRE_TimeToMaxIntensity = 1.0 

WAIST_COMPARTMENT_FIRE_MaxIntensity = 1.0 
WAIST_COMPARTMENT_FIRE_TimeToMaxIntensity = 1.0 

TAIL_GUN_COMPARTMENT_FIRE_MaxIntensity = 1.0 
TAIL_GUN_COMPARTMENT_FIRE_TimeToMaxIntensity = 1.0 

/////////////////////////////////////////////////////////////////////////////////////////////////

[B17DamageEffects]

DAMAGE_EFFECTS_PostCrashVelocityBelowWhichEffectsSwitchOff = 200.0			//B17 Only : After you crash, the effects switch off to prevent 'streaming' effects from looking arse
DAMAGE_EFFECTS_PostCrashVelocityBelowWhichHugeFireSwitchesOn = 100.0			//B17 Only : And the HUGE fire only looks good when the plane is moving slowly (rather than bouncing) .If the bounce is lowered, this velocity can be lowered

DAMAGE_EFFECTS_TextureDamageFromOilPerTick = 0.005					//B17 Only : Texture damage goes from 0 to 1.  Increasing this makes it get 'visibly' damaged faster
DAMAGE_EFFECTS_TextureDamageFromHugeFirePerTick = 0.2					//B17 Only : This is high, to blacken the plane when it's inside a fireball.
DAMAGE_EFFECTS_TextureDamageFromFirePerTick = 0.0005					//B17 Only : Should be slower than oil
DAMAGE_EFFECTS_AmountOfOilTextureDamageBeforeUpdate = 0.1				//B17 Only : Updating the textures takes time.  If the texture damage value is lowered, this should be lowered also, to show more levels of damage
DAMAGE_EFFECTS_AmountOfFireTextureDamageBeforeUpdate = 0.025				//B17 Only : See above
DAMAGE_EFFECTS_ExplosionSizeForDetachedPartDissapear = 0.4				//B17 Only : How big the bang is when a wing dissapears from view.
DAMAGE_EFFECTS_ExplosionSizeForFuelTankMain = 2.0					//B17 Only : When the main fuel tank goes up..how big is the biggest bang?
DAMAGE_EFFECTS_ExplosionSizeForFuelTankWing = 0.6					//B17 Only : When a wing tank/ammunition store goes up...how big?
DAMAGE_EFFECTS_ExplosionSizeForDetach = 0.4						//B17 Only : When a wing comes off
DAMAGE_EFFECTS_LargeExplosionLikelihoodForWingDamage = 0.3				//B17 Only : When a wing gets an effect added, there is either a big, or a small explosion.  How likely is the big one.
DAMAGE_EFFECTS_ExplosionSizeForWingDamage = 0.3						//B17 Only : and how big is it?

DAMAGE_EFFECTS_EngineDamageFromEngineFirePerTick = 0.0001				//B17 Only : Engine fires slowly take the engine offline
DAMAGE_EFFECTS_PercentageFuelLossPerTick = 0.001					//B17 Only : When there's a fuel leak,  you lose this precentage of fuel per tick (0.001 = about 30 secs to empty)
DAMAGE_EFFECTS_PercentageOilLossPerTick = 0.001						//B17 Only : When there's a oil leak,  you lose this precentage of oil per tick (0.001 = about 30 secs to empty)

DAMAGE_EFFECTS_ChainLiklihoodFactorPerTick = 0.95					//B17 Only : How fast the chaining effect of explosions dies off
DAMAGE_EFFECTS_SecondaryDamageFromExplosionsFactor = 0.05				//B17 Only : How much of the explosion's ferocity is transmitted to other parts of the plane
DAMAGE_EFFECTS_ChanceOfExtraDamageFromFirePerTick = 0.0005				//B17 Only : Chance of a fire damaging something else on the plane (0.002 = every 15 secs)
DAMAGE_EFFECTS_ChanceOfExtraDamageFromEngineFirePerTick = 0.001				//B17 Only : This chance is added to the normal fire when it's an engine that's on fire (0.005 + 0.002 = every 5 secs)
DAMAGE_EFFECTS_ChanceOfExtraDamageFromHugeFirePerTick = 0.01				//B17 Only : Fireball damaging other systems (0.01 = every 3 secs)
DAMAGE_EFFECTS_ChanceOfExtraDamageFromHugeEngineFirePerTick = 0.03			//B17 Only : Fireball from engine (0.03 + 0.01 = every second)
DAMAGE_EFFECTS_ChanceOfExtraDamageFromHugeSmoke = 0.002					//B17 Only : Chance of big smoke (fuel leak) damaging something else

DAMAGE_EFFECTS_DamageToMainAerofoilFromHittingModifier = 0.2				//B17 Only : If you hit a aileron (for example) how much of the damage is transmitted to the wing?
DAMAGE_EFFECTS_ChanceOfFuelTankExploding = 0.2						//B17 Only : Probabilty of a fuel tank explosion when a bullet hits
DAMAGE_EFFECTS_LikelihoodOfWingTipBreakOff = 0.8					//B17 Only : When a wing is damaged, either the tip or the whole thing can break off.  How likely is the tip to break rather than the whole thing.

DAMAGE_EFFECTS_ProbabilityOfTemporaryEffect = 2.0					//B17 Only : During the whole extent of an engine getting shot (from 100% to 0% efficiency) how likely is a temporary effect (More than 1.0 = More instances)?
DAMAGE_EFFECTS_ProbabilityOfSmokeEffect = 1.6						//B17 Only : How likely is a smoke effect
DAMAGE_EFFECTS_ProbabilityOfOilLeak = 0.4						//B17 Only : An oil leak?			(these three are far more serious than the other two)
DAMAGE_EFFECTS_ProbabilityOfFuelLeak = 0.2						//B17 Only : A fuel leak?			(these three are far more serious than the other two)
DAMAGE_EFFECTS_ProbabilityOfFire = 0.6							//B17 Only : Fires can only appear from fuel leaks or oil leaks. Probability of a fuel leak turning into a fire? (should be about 1.6 I guess)
DAMAGE_EFFECTS_OilLeakToOilFireProbFromWingDamage = 1.6					//B17 Only : An oil leak turning into an Oil Fire?

DAMAGE_EFFECTS_MaximumBuckledWingAngle = 15.0						//B17 Only : The farthest a wing piece can buckle
DAMAGE_EFFECTS_ForceToInitiateBuckle = 6000.0						//B17 Only : The force needed to buckle the wing at all
DAMAGE_EFFECTS_ForceToBuckleToFullDeflection = 50000.0					//B17 Only : The force at which the wing is buckled to the maximum deflection

DAMAGE_EFFECTS_ProbabilityOfNormalFireType = 0.9					//B17 Only : When you have a fuel fire, how likely is it to be a small one
DAMAGE_EFFECTS_ProbabilityOfBigFireStartingWithBigSmoke = 0.25				//B17 Only : When you're having a big fire, how often does it start with smoke first
DAMAGE_EFFECTS_DamageFromChainReactionBase = 0.2					//B17 Only : In a chain reaction, how much damage is always done per chain
DAMAGE_EFFECTS_DamageFromChainReactionRandom = 0.5					//B17 Only : and how much is random (NB 1.0 is 100% damage)

DAMAGE_EFFECTS_LiklihoodOfInternalFirePerTick = 0.003;					//B17 Only : 10 secs roughly.  When internal engine has fire, how quickly does it set fire to the internal compartments
DAMAGE_EFFECTS_SpeedToPutOutFire = 350.0;						//B17 Only : Speed (mph) at which engine fire will go out.
DAMAGE_EFFECTS_SpeedToMakeFireSplutter = 300.0;						//B17 Only : Speed at which the fire starts to splutter

DAMAGE_EFFECTS_UpperBandBaseDefault = 26000;						//B17 Only : CONTRAILS
DAMAGE_EFFECTS_UpperBandFullIntensityHeight = 35000;					//B17 Only : Two bands, a big one (Upper) that continues upwards indefinately
DAMAGE_EFFECTS_MaxUpperOffset = 2000;
DAMAGE_EFFECTS_LowerBandMidDefault = 18000;						//B17 Only : and a lower one that simulates an occasional temperature inversion and is a distinct band
DAMAGE_EFFECTS_LowerBandWidth = 3000;
DAMAGE_EFFECTS_MaxLowerOffset = 3000;
DAMAGE_EFFECTS_LowerBandIntensity = 0.75;						//B17 Only : how thich the contrail is in the lower band
DAMAGE_EFFECTS_LowerBandLikelihood = 0.10;						//B17 Only : how likely is there to be a lower band at all

DAMAGE_EFFECTS_PilotFireDamageFromHugeFirePerTick = 0.006;				//B17 Only : Pilot dies when damage reaches 1.0.  Pilot bails when damage exceeds tolerance. Should take 5 secs for pilot death.
DAMAGE_EFFECTS_PilotFireDamageFromFirePerTick = 0.0015;					//B17 Only : 20 secs for death
DAMAGE_EFFECTS_PilotInitialDamageTolerance = 0.75;					//B17 Only :  Starting value for the percentage damage before eject
DAMAGE_EFFECTS_ToleranceReductionFromExplosion = 0.15;					//B17 Only : explosions scare the pilot
DAMAGE_EFFECTS_ToleranceReductionFromDetachPerTick = 0.0010;				//B17 Only : when a wing piece has come off, 30 secs until eject
DAMAGE_EFFECTS_ToleranceReductionFromAsGoodAsDeadPerTick = 0.0010;			//B17 Only : when the AI reckons it's had it. 30 secs until eject;
DAMAGE_EFFECTS_ChanceOfExtinguisherWorking = 0.8;	
DAMAGE_EFFECTS_ChanceOfWindmillingPropComingOff = 0.5;					//B17 Only : if the prop doesn't come off, a wing will

DAMAGE_EFFECTS_ForceToExplodeOnWaterImpact = 35000.0;					//B17 Only : Explosion should kill all occupants
DAMAGE_EFFECTS_ForceToExplodeOnGrassImpact = 30000.0;
DAMAGE_EFFECTS_ForceToExplodeOnTarmacImpact = 23000.0;
DAMAGE_EFFECTS_ForceToBreakApartOnImpact = 55000.0;					//B17 Only : Wings and tail should come off
DAMAGE_EFFECTS_ForceReductionFactorForSmallPlanes = 0.85;				//B17 Only : B17 tends to have more force in an impact than the small planes, so this reduces the small planes tolerance for crqashing
DAMAGE_EFFECTS_GroundImpactSpeedForEffectsToStart = 100.0;				//B17 Only : Below this speed, you won't get any ground impact effects
DAMAGE_EFFECTS_DamageToWingFromExplosion = 0.2;						//B17 Only : When a wing has an explosion, extra damage is applied - mainly to blow wings off smaller planes

DAMAGE_EFFECTS_DamageToEngineFromPropCollision = 0.2;					//B17 Only : When you hit another plane with your prop, how much does it kill your engine?
DAMAGE_EFFECTS_DamageToEngineFromCollision = 0.4;					//B17 Only : When you hit another plane with your engine, how much does it kill your engine?

[FighterDamageEffects]

DAMAGE_EFFECTS_PostCrashVelocityBelowWhichEffectsSwitchOff = 200.0			//Fighters Only : After you crash, the effects switch off to prevent 'streaming' effects from looking arse
DAMAGE_EFFECTS_PostCrashVelocityBelowWhichHugeFireSwitchesOn = 100.0			//Fighters Only : And the HUGE fire only looks good when the plane is moving slowly (rather than bouncing) .If the bounce is lowered, this velocity can be lowered

DAMAGE_EFFECTS_TextureDamageFromOilPerTick = 0.005					//Fighters Only : Texture damage goes from 0 to 1.  Increasing this makes it get 'visibly' damaged faster
DAMAGE_EFFECTS_TextureDamageFromHugeFirePerTick = 0.2					//Fighters Only : This is high, to blacken the plane when it's inside a fireball.
DAMAGE_EFFECTS_TextureDamageFromFirePerTick = 0.0005					//Fighters Only : Should be slower than oil
DAMAGE_EFFECTS_AmountOfOilTextureDamageBeforeUpdate = 0.1				//Fighters Only : Updating the textures takes time.  If the texture damage value is lowered, this should be lowered also, to show more levels of damage
DAMAGE_EFFECTS_AmountOfFireTextureDamageBeforeUpdate = 0.025				//Fighters Only : See above
DAMAGE_EFFECTS_ExplosionSizeForDetachedPartDissapear = 0.4				//Fighters Only : How big the bang is when a wing dissapears from view.
DAMAGE_EFFECTS_ExplosionSizeForFuelTankMain = 2.0					//Fighters Only : When the main fuel tank goes up..how big is the biggest bang?
DAMAGE_EFFECTS_ExplosionSizeForFuelTankWing = 0.6					//Fighters Only : When a wing tank/ammunition store goes up...how big?
DAMAGE_EFFECTS_ExplosionSizeForDetach = 0.4						//Fighters Only : When a wing comes off
DAMAGE_EFFECTS_LargeExplosionLikelihoodForWingDamage = 0.3				//Fighters Only : When a wing gets an effect added, there is either a big, or a small explosion.  How likely is the big one.
DAMAGE_EFFECTS_ExplosionSizeForWingDamage = 0.3						//Fighters Only : and how big is it?

DAMAGE_EFFECTS_EngineDamageFromEngineFirePerTick = 0.0001				//Fighters Only : Engine fires slowly take the engine offline
DAMAGE_EFFECTS_PercentageFuelLossPerTick = 0.001					//Fighters Only : When there's a fuel leak,  you lose this precentage of fuel per tick (0.001 = about 30 secs to empty)
DAMAGE_EFFECTS_PercentageOilLossPerTick = 0.001						//Fighters Only : When there's a oil leak,  you lose this precentage of oil per tick (0.001 = about 30 secs to empty)

DAMAGE_EFFECTS_ChainLiklihoodFactorPerTick = 0.95					//Fighters Only : How fast the chaining effect of explosions dies off
DAMAGE_EFFECTS_SecondaryDamageFromExplosionsFactor = 2.0				//Fighters Only : How much of the explosion's ferocity is transmitted to other parts of the plane
DAMAGE_EFFECTS_ChanceOfExtraDamageFromFirePerTick = 0.0005				//Fighters Only : Chance of a fire damaging something else on the plane (0.002 = every 15 secs)
DAMAGE_EFFECTS_ChanceOfExtraDamageFromEngineFirePerTick = 0.001				//Fighters Only : This chance is added to the normal fire when it's an engine that's on fire (0.005 + 0.002 = every 5 secs)
DAMAGE_EFFECTS_ChanceOfExtraDamageFromHugeFirePerTick = 0.01				//Fighters Only : Fireball damaging other systems (0.01 = every 3 secs)
DAMAGE_EFFECTS_ChanceOfExtraDamageFromHugeEngineFirePerTick = 0.03			//Fighters Only : Fireball from engine (0.03 + 0.01 = every second)
DAMAGE_EFFECTS_ChanceOfExtraDamageFromHugeSmoke = 0.002					//Fighters Only : Chance of big smoke (fuel leak) damaging something else

DAMAGE_EFFECTS_DamageToMainAerofoilFromHittingModifier = 0.2				//Fighters Only : If you hit a aileron (for example) how much of the damage is transmitted to the wing?
DAMAGE_EFFECTS_ChanceOfFuelTankExploding = 0.2						//Fighters Only : Probabilty of a fuel tank explosion when a bullet hits
DAMAGE_EFFECTS_LikelihoodOfWingTipBreakOff = 0.8					//Fighters Only : When a wing is damaged, either the tip or the whole thing can break off.  How likely is the tip to break rather than the whole thing.

DAMAGE_EFFECTS_ProbabilityOfTemporaryEffect = 2.0					//Fighters Only : During the whole extent of an engine getting shot (from 100% to 0% efficiency) how likely is a temporary effect (More than 1.0 = More instances)?
DAMAGE_EFFECTS_ProbabilityOfSmokeEffect = 1.6						//Fighters Only : How likely is a smoke effect
DAMAGE_EFFECTS_ProbabilityOfOilLeak = 0.4						//Fighters Only : An oil leak?			(these three are far more serious than the other two)
DAMAGE_EFFECTS_ProbabilityOfFuelLeak = 0.2						//Fighters Only : A fuel leak?			(these three are far more serious than the other two)
DAMAGE_EFFECTS_ProbabilityOfFire = 0.6							//Fighters Only : Fires can only appear from fuel leaks or oil leaks. Probability of a fuel leak turning into a fire? (should be about 1.6 I guess)
DAMAGE_EFFECTS_OilLeakToOilFireProbFromWingDamage = 1.6					//Fighters Only : An oil leak turning into an Oil Fire?

DAMAGE_EFFECTS_MaximumBuckledWingAngle = 15.0						//Fighters Only : The farthest a wing piece can buckle
DAMAGE_EFFECTS_ForceToInitiateBuckle = 6000.0						//Fighters Only : The force needed to buckle the wing at all
DAMAGE_EFFECTS_ForceToBuckleToFullDeflection = 50000.0					//Fighters Only : The force at which the wing is buckled to the maximum deflection

DAMAGE_EFFECTS_ProbabilityOfNormalFireType = 0.9					//Fighters Only : When you have a fuel fire, how likely is it to be a small one
DAMAGE_EFFECTS_ProbabilityOfBigFireStartingWithBigSmoke = 0.25				//Fighters Only : When you're having a big fire, how often does it start with smoke first
DAMAGE_EFFECTS_DamageFromChainReactionBase = 0.2					//Fighters Only : In a chain reaction, how much damage is always done per chain
DAMAGE_EFFECTS_DamageFromChainReactionRandom = 0.5					//Fighters Only : and how much is random (NB 1.0 is 100% damage)

DAMAGE_EFFECTS_LiklihoodOfInternalFirePerTick = 0.003;					//Fighters Only : 10 secs roughly.  When internal engine has fire, how quickly does it set fire to the internal compartments
DAMAGE_EFFECTS_SpeedToPutOutFire = 350.0;						//Fighters Only : Speed (mph) at which engine fire will go out.
DAMAGE_EFFECTS_SpeedToMakeFireSplutter = 300.0;						//Fighters Only : Speed at which the fire starts to splutter

DAMAGE_EFFECTS_UpperBandBaseDefault = 26000;						//Fighters Only : CONTRAILS
DAMAGE_EFFECTS_UpperBandFullIntensityHeight = 35000;					//Fighters Only : Two bands, a big one (Upper) that continues upwards indefinately
DAMAGE_EFFECTS_MaxUpperOffset = 2000;
DAMAGE_EFFECTS_LowerBandMidDefault = 18000;						//Fighters Only : and a lower one that simulates an occasional temperature inversion and is a distinct band
DAMAGE_EFFECTS_LowerBandWidth = 3000;
DAMAGE_EFFECTS_MaxLowerOffset = 3000;
DAMAGE_EFFECTS_LowerBandIntensity = 0.75;						//Fighters Only : how thich the contrail is in the lower band
DAMAGE_EFFECTS_LowerBandLikelihood = 0.10;						//Fighters Only : how likely is there to be a lower band at all

DAMAGE_EFFECTS_PilotFireDamageFromHugeFirePerTick = 0.006;				//Fighters Only : Pilot dies when damage reaches 1.0.  Pilot bails when damage exceeds tolerance. Should take 5 secs for pilot death.
DAMAGE_EFFECTS_PilotFireDamageFromFirePerTick = 0.0015;					//Fighters Only : 20 secs for death
DAMAGE_EFFECTS_PilotInitialDamageTolerance = 0.75;					//Fighters Only :  Starting value for the percentage damage before eject
DAMAGE_EFFECTS_ToleranceReductionFromExplosion = 0.15;					//Fighters Only : explosions scare the pilot
DAMAGE_EFFECTS_ToleranceReductionFromDetachPerTick = 0.0010;				//Fighters Only : when a wing piece has come off, 30 secs until eject
DAMAGE_EFFECTS_ToleranceReductionFromAsGoodAsDeadPerTick = 0.0010;			//Fighters Only : when the AI reckons it's had it. 30 secs until eject;
DAMAGE_EFFECTS_ChanceOfExtinguisherWorking = 0.8;
DAMAGE_EFFECTS_ChanceOfWindmillingPropComingOff = 0.5;					//Fighters Only : if the prop doesn't come off, a wing will

DAMAGE_EFFECTS_ForceToExplodeOnWaterImpact = 30000.0;					//Fighters Only : Explosion should kill all occupants
DAMAGE_EFFECTS_ForceToExplodeOnGrassImpact = 25000.0;
DAMAGE_EFFECTS_ForceToExplodeOnTarmacImpact = 18000.0;
DAMAGE_EFFECTS_ForceToBreakApartOnImpact = 50000.0;					//Fighters Only : Wings and tail should come off
DAMAGE_EFFECTS_ForceReductionFactorForSmallPlanes = 0.85;				//Fighters Only : B17 tends to have more force in an impact than the small planes, so this reduces the small planes tolerance for crqashing
DAMAGE_EFFECTS_GroundImpactSpeedForEffectsToStart = 100.0;				//Fighters Only : Below this speed, you won't get any ground impact effects
DAMAGE_EFFECTS_DamageToWingFromExplosion = 0.5;						//Fighters Only : When a wing has an explosion, extra damage is applied - mainly to blow wings off smaller planes

DAMAGE_EFFECTS_DamageToEngineFromPropCollision = 0.2;					//Fighters Only : When you hit another plane with your prop, how much does it kill your engine?
DAMAGE_EFFECTS_DamageToEngineFromCollision = 0.4;					//Fighters Only : When you hit another plane with your engine, how much does it kill your engine?
