Class_name = "CTurret"
object_name = "_SU152_T0"

AimingRay=true

[COCKPIT_LIMITS]
x= -0.2, 0.12
y= -0.25, 0.2
z= -0.12, 0.15
[END]

[OPEN_COCKPIT_LIMITS]
x= -0.2, 0.25
y= -0.25, 0.2
z= -0.3, 0.15
[END]

VisualImage=0,"graphics\Vehicles\_SU152\_SU152-C1-low.mgm",33
VisualImage=1,"graphics\Vehicles\_SU152\_SU152-C1.mgm",8
CollisionBody="graphics\Vehicles\_SU152\_SU152-C1.col"
HitBody="graphics\Vehicles\_SU152\_SU152-C1_DetColl.col"
KeepNetworkImages=true	//high-poly cockpit will be visible from other workstations of the object

//VisualImage=ID,model_or_effect,cast_shadows[,debris_effects]
//ID:					INT:	0 - visible everywhere, 1 - visible inside, 2 - visible outside
//model_or_effect:		STRING:	path to model file (mgm) of effect file (epl)
//cast_shadows: 		BOOL/INT:	cast shadows from object or not (cast_shadows=Attr1+Attr2+...+AttrN)
//						VIF_CASTSHADOWS=1,
//						VIF_BLENDMASKLAST=2,
//						VIF_ALWAYSONTOP=4,
//						VIF_FLATAMBIENT=8,
//						VIF_DONTCAST_COCKPIT_SHADOWS=16,
//						VIF_GRASS_CAPSULES=32
//[,debris_effects]:	BOOL:	optional parameter, show effects on object debris or not

ImageAttrs="IA_NOCLIP"
EnabledDecals=true	//      ,    
MaxDecals=64

TransparentCockpit=false	// If false - Attached bot will be not rendered if cockpit hatch is closed (default =true)
TurnParentForAim=true

//LocalPosRot=true
ConvexAnimThreshold=0.000001	//  

VisualRadius=5.0

mp_site=true

IsCritical=true	//true -       

TurretType = 11	//    ,    (, )
//11 -  
//12 -  
//13 -  

[attach=0]
	object = "LuaScripts/WorldObjects/Bots/BotTankSU152_Gunner.txt"
	position = 0,0,0
	rotation = 0,0,0
	convex="bot_pos",false	//false: Attach object relative to "bot_pos" convex (not absolute)
[end]

[attach=1]
	position = 0.0, 0.0, 0.0
	object = "LuaScripts/WorldObjects/TurretRiffle.txt"
[end]

[attach=2]
	position = 0.0, 0.0, 0.0
	rotation = 0,0,0
	object = "LuaScripts/WorldObjects/Vehicles/Sights/TurretCameraTankByAttach_x2_0.txt"
	convex="gunsight0",false	//false: Attach object relative to convex (not absolute)
[end]

[attach=3]
	position = 0.0, 0.0, 0.0
	rotation = 0,0,0
	object = "LuaScripts/WorldObjects/Vehicles/Sights/TurretCameraTankByAttach_x3_7.txt"
	convex="gunsight1",false	//false: Attach object relative to "gunsight1" convex (not absolute)
[end]

[attach=4]
	position = 0.0, 0.0, 0.0
	rotation = 0,0,0
	object = "LuaScripts/WorldObjects/Vehicles/Sights/TurretCameraByAttach_Adjuster.txt"
	convex="gunsight1b",false	//false: Attach object relative to convex (not absolute)
[end]

[attach=5]
	position = 0.0, 0.0, 0.0
	rotation = 0,0,0
	object = "LuaScripts/WorldObjects/Vehicles/Sights/_SU152_T0_sight1.txt"
	convex="gunsight0",false	//false: Attach object relative to convex (not absolute)
[end]

[attach=6]
	position = 0.0, 0.0, 0.0
	rotation = 0,0,0
	object = "LuaScripts/WorldObjects/Vehicles/Sights/_SU152_T0_sight2.txt"
	convex="gunsight1",false	//false: Attach object relative to "gunsight1" convex (not absolute)
[end]

[attach=7]
	position = 0.0, 0.0, 0.0
	rotation = 0,0,0
	object = "LuaScripts/WorldObjects/Vehicles/Sights/VisorCameraByAttach.txt"
	convex="visor0",false	//false: Attach object relative to convex (not absolute)
[end]

[attach=8]
	position = 0.0, 0.0, 0.0
	rotation = 0,0,0
	object = "LuaScripts/WorldObjects/Vehicles/Sights/VisorCameraByAttach.txt"
	convex="visor1",false	//false: Attach object relative to convex (not absolute)
[end]

[attach=9]
	position = 0.0, 0.0, 0.0
	rotation = 0,0,0
	object = "LuaScripts/WorldObjects/Vehicles/Sights/VisorCameraByAttach.txt"
	convex="visor2",false	//false: Attach object relative to convex (not absolute)
[end]

//AttachedCameras = "LuaScripts\WorldObjects\fixcameras\Vehicles\_SU152_T.txt"

TargetingScript = "LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_RUS_152_HE.bin"

SoundScript="LuaScripts/Sound/Vehicles/SU152_FP_Turret_Main.cfg"

Script="LuaScripts\ObjectScripts\Vehicles\_SU152_T0.sc"

//FetchArgVal= cockpit_arg_num, transfer_number, default_cockpit_arg_val, interpolation_type (clamp - shortest on line scale, wrap - shortest on cyclic scale)

AimAngleLimit=2,10

DirectControl=true
DirectAimSpeed=1
DirectAimPower=3

[TurretsPos=0]
	position = 2.34711, 1.20026, 0.2
	PosMoveArg = 21000
	SeatArg=22112
	SeatUpTime=2.0
	SeatDownTime=1.0

	HMDSingleEye = true
	LockTurretCamera = true
	KeepUserDirection = true	// Keep direction after user have switched to another pos or cockpit

	// Joints in orientation order!!!

	[Joint=0]
		SectorAngleMin = -7.0
		SectorAngleMax = 7.0
		DefaultPos = 0.5

		AngularSpeed   = 3.5
		ManualAngularSpeed = 3.5	//12      , 3   
		PrecisionAngle = 1
		MaxInclineAngle = 30

		AnimationArgMin = 0.461111111
		AnimationArgMax = 0.538888889

		AnimationArgNum = 20
		ManualControlAnimationArgNum = 24
		NetworkSend = false	//     CockpitArg

		Point = 0, 0.63045, -0.35837
		Axis = 0.0,1.0,0.0

		SoundNumber = 2

		HaveManualControl=true
		HaveElectroControl=false
		HaveHydraulicControl=false
		HaveSelfPowered=false
	[end]

	[Joint=1]
		SectorAngleMin = -18.0	// real turret angles -45
		SectorAngleMax = 3.0	// real turret angles +0
		DefaultPos = 0.57142857

		AngularSpeed   = 1.658	//38      , 3   
		PrecisionAngle = 1

		AnimationArgMin = 0.300000000
		AnimationArgMax = 0.533333333

		AnimationArgNum = 30
		ManualControlAnimationArgNum = 340

		Point = 0,0,0
		Axis  = 0.0, 0.0, 1.0

		SoundNumber = 1

		GunMovement=true

		NoMoveFar=true	// Block rotation when the target is in the rear henisphere
	[end]

	[GunAnimation=0]
		FireArg = 64101
		CockingArg = 9103
	[end]

	[GunAnimation=1]
		FireArg = 60320
	[end]

//	FireLightArg=60220

	relativeBotStand = 0.0, 0.0, 0.0 // not used for tank
	relativeBotSit = 0.0, 0.0, 0.0 // not used for tank
	relativeBotDead = 0.0, 0.0, 0.0 // not used for tank
	TransitionStandPower = 1 // not used for tank
	TransitionDeadPower = 1 // not used for tank

	BotAttachJointId = 0
	BotFirstAnimJointId = 1
	BotSecondAnimJointId  = 0

	SightPosition = 0.0, 1, 0.0

	defaultDirection = 1.0, 0.1051042, 0.0
	AimSector=-7, 7, -3, 18	//AI aim limits: left, right, down, up

	CamDisplacement = 0.0, 0.05, 0.35837
[end]

[TurretsGun=0]
	LinkedTurretPos = 0
	//Convex = "#^gun1"
	DGroup="MainGun"
	DamageProp = 0.001
	AC = true //    tc_fire,  false
	MG = false //    tc_fire_secondary,  false
	
	ShowAutoReloading = true //   GUI      ( )

	Displacement = 3.29622, 0.05, 0.35837
	GunsightPosition = 0.0, 0.05, 0.35837
	GunType = "LuaScripts/WorldObjects/Weapons/_ML20S.txt"
	ParallaxDistance = 1000000.0

	ReLoadingStagesTime = 4.0, 17.0, 4.0, 0.3
 
	TriggerPositionArgIdx = 9101
//	FiringPinPositionArgIdx = 9102
//	DrawAnimationArgIdx = 0, 9104	//    
//	AmmunitionMovingArgIdx = 9105
//	AzimuthDeviationArgIdx = 9106
//	ElevationDeviationArgIdx = 9107
//	ReservedMagazinesArgIdx = 9108
//	RoundsInMagazineArgIdx = 0
	HideAmmunitionArgIdx = 9110
//	ReLoadingArgIdx = 9111
//	FlashAnimationArgIdx = 64101
	CartridgesTotalArgIdx = 9109
	MaxRoundsTotal = 20

	BarrelTemperatureDecreaseCorrectionData = 1.0, 4.0, 300.0
	BulletDispertionAngleCorrectionCoefficient = 1.0

	Deviation = 0.198, 0.198, 0.0, 0.01, 0.04, 0.08  //0.3   (  -34  -350)
	// /:
	//-      , /
	//-      , /
	//-       (0.9 -    0.1  ,   )
	//-    
	//-     
	//-      100/

	NumOfAnimations = 1

//	BushCoord = 0, 0, 0
//	BushSpeed = 0.0, 0.0, 0.0

//	BushConfig = "LuaScripts/WorldObjects/Trash/BatchTrashBush.txt"

	SoundNumber = 1
	unloadIfSwitched = true
	GunSightTypeArg = 9545

	PoisoningForce = 1.0	//   ,       
[end]

// Weapon Modes (unlocks). Tanks uses them just as filter.

//[WeaponMode0]
//	WMname="default"
//	WMgroup="default"
//[end]
//[WeaponMode1]
//	WMname="HEAT"
//	WMgroup="1"
//[end]
//[WeaponMode2]
//	WMname="HE"
//	WMgroup="2"
//[end]


////////// AMMUNITIONS (PAYLOADS)


[Ammunition0]	//  (default, duplicates one of 2-types payload)
	name="0-ML20S-HE-10 + 0-ML20S-CV-10"
	WeaponModes=-1,-2
	GunAmmunition0=2,6
[end]

////////// 2 TYPES

[Ammunition1]
	name="0-ML20S-HE-10 + 0-ML20S-CV-10"
	WeaponModes=12
	GunAmmunition0=2,6
[end]

// 2 types prevail

[Ammunition2]
	name="0-ML20S-HE-15 + 0-ML20S-CV-5"
	WeaponModes=12
	GunAmmunition0=1,7
[end]
[Ammunition3]
	name="0-ML20S-HE-5 + 0-ML20S-CV-15"
	WeaponModes=12
	GunAmmunition0=3,5
[end]

// 2 types reduced

[Ammunition4]
	name="0-ML20S-HE-5 + 0-ML20S-CV-5"
	WeaponModes=12
	GunAmmunition0=3,7
[end]

////////// 1 TYPE

[Ammunition5]
	name="0-ML20S-HE-20"
	WeaponModes=1,-2
	GunAmmunition0=0
[end]
[Ammunition6]
	name="0-ML20S-CV-20"
	WeaponModes=-1,2
	GunAmmunition0=4
[end]

// 3 types reduced

[Ammunition7]
	name="0-ML20S-HE-10"
	WeaponModes=1,-2
	GunAmmunition0=2
[end]
[Ammunition8]
	name="0-ML20S-HE-5"
	WeaponModes=1,-2
	GunAmmunition0=3
[end]
[Ammunition9]
	name="0-ML20S-CV-10"
	WeaponModes=-1,2
	GunAmmunition0=6
[end]
[Ammunition10]
	name="0-ML20S-CV-5"
	WeaponModes=-1,2
	GunAmmunition0=7
[end]

////////// GUN BELT AMMUNITIONS

[GunAmmunition0]
	RoundsInMagazine = 20
	ParallaxConfig="LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_RUS_152_HE.bin"
	BulletConfig = "LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_RUS_152_HE.txt"
	GunSightTypeArgValue = 0.0
[end]
[GunAmmunition1]
	RoundsInMagazine = 15
	ParallaxConfig="LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_RUS_152_HE.bin"
	BulletConfig = "LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_RUS_152_HE.txt"
	GunSightTypeArgValue = 0.0
[end]
[GunAmmunition2]
	RoundsInMagazine = 10
	ParallaxConfig="LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_RUS_152_HE.bin"
	BulletConfig = "LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_RUS_152_HE.txt"
	GunSightTypeArgValue = 0.0
[end]
[GunAmmunition3]
	RoundsInMagazine = 5
	ParallaxConfig="LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_RUS_152_HE.bin"
	BulletConfig = "LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_RUS_152_HE.txt"
	GunSightTypeArgValue = 0.0
[end]

[GunAmmunition4]
	RoundsInMagazine = 20
	ParallaxConfig="LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_RUS_152_CV.bin"
	BulletConfig = "LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_RUS_152_CV.txt"
	GunSightTypeArgValue = 1.0
[end]
[GunAmmunition5]
	RoundsInMagazine = 15
	ParallaxConfig="LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_RUS_152_CV.bin"
	BulletConfig = "LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_RUS_152_CV.txt"
	GunSightTypeArgValue = 1.0
[end]
[GunAmmunition6]
	RoundsInMagazine = 10
	ParallaxConfig="LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_RUS_152_CV.bin"
	BulletConfig = "LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_RUS_152_CV.txt"
	GunSightTypeArgValue = 1.0
[end]
[GunAmmunition7]
	RoundsInMagazine = 5
	ParallaxConfig="LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_RUS_152_CV.bin"
	BulletConfig = "LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_RUS_152_CV.txt"
	GunSightTypeArgValue = 1.0
[end]

SightPos = 0.0, 1.3, 0.0
PositionChangeTime = 0.5
StandDuration = 1.0
SitDuration = 1.0
PreEjectDuration = 1.0
ReloadDelay = 0.3
FreezeOnReload = false
AutoRecharge = true

BotRotaionValueZ = 0	// not used for tank
LegsParameter = 0 // not used for tank

BotMaxSecondAngle = 25.0 // not used for tank
BotMinSecondAngle = -5.0 // not used for tank

BotMaxFirstAngle  = 10.0 // not used for tank
BotMinFirstAngle  = -10.0  // not used for tank

FirstToSecondInterp = 0.0 // not used for tank

GunSightDistanceArg = 9544
GunSightYawArg = 9546
//GunSightTypeArg = 9545

//   ,         
//SectorLimits =  -45.0,  +45.0,  25.0, 90.0
//SectorLimits =	-180.0, -140.0, -15.0, 90.0
//SectorLimits =	 140.0,  180.0, -15.0, 90.0

//maxDamageArgValue=0.98
//DamageArg=5000
damageablePart=""

IsCritical=true	//true -       
LifeK=400			//         ( -  )

KillChildObjectsOnParentDeath = true

SphereHitProtection=60	//       

[SphereProtectionBoxOpen]	//    ,        ,   ,     SphereHitProtection=
	FovH=90					//          ,     ,  ArmorFront
	FovV=150				//          ,     ,  ArmorFront
							//  5        
	ArmorFront=75
	ArmorBack=60
	ArmorTop=0
	ArmorBottom=30
	ArmorRight=60
	ArmorLeft=60
[end]

[SphereProtectionBoxClose]	//    ,        ,   ,     SphereHitProtection=
	FovH=90					//          ,     ,  ArmorFront
	FovV=150				//          ,     ,  ArmorFront
							//  5        
	ArmorFront=75
	ArmorBack=60
	ArmorTop=24
	ArmorBottom=30
	ArmorRight=60
	ArmorLeft=60
[end]

////	Energy loss for bullet travel through HitBody convices	////

energyloss="",true,1,200	//     , true -       -,       ,        

energyloss="tower",true,1,1

//Damageable parts
energyloss="#^gun1",true,20,20000			//Main gun
energyloss="gun2",true,20,20000				//Main gun breech
energyloss="nakatnik",true,20,20000			//Main gun return
energyloss="turretGN_01",true,5,20000		//Turret turn main reductor
energyloss="turretVN_01",false,5,1			//Gun vertical reductor
energyloss="sight8b",false,5,1				//Gunner panorama body
energyloss="#sight1_1051",false,1,1			//Gunner visor
energyloss="sight7_1057",false,1,1			//Gunner sight visor
energyloss="#sight8_1058",false,1,1			//Gunner panorama visor
energyloss="#^mask1006a_coll",false,0,1		//Dummy collision for visual damage, mask
energyloss="#^mask1006b_coll",false,0,1		//Dummy collision for visual damage, mask
energyloss="#^mask1006c_coll",false,0,1		//Dummy collision for visual damage, mask
energyloss="#^1mask_4",false,3,1				//Gun mask cap cover, arg 1006

//Armour

energyloss="mask_1a",false,52,1				//Gun mask armour, 65mm, K=0.8
energyloss="mask_1b",false,68,1				//Gun mask armour, 80mm, K=0.8
energyloss="mask_1c",false,68,1				//Gun mask armour, 80mm, K=0.8
energyloss="mask_1d",false,52,1				//Gun mask armour, 65mm, K=0.8
energyloss="mask_1e",false,52,1				//Gun mask armour, 65mm, K=0.8
energyloss="mask_1f",false,68,1				//Gun mask armour, 80mm, K=0.8
energyloss="mask_1g",false,68,1				//Gun mask armour, 80mm, K=0.8
energyloss="mask_2a",false,56,1				//Gun mask armour, 70mm, K=0.8
energyloss="mask_2b",false,56,1				//Gun mask armour, 70mm, K=0.8
energyloss="mask_2c",false,56,1				//Gun mask armour, 70mm, K=0.8
energyloss="mask_2d",false,56,1				//Gun mask armour, 70mm, K=0.8
energyloss="mask_2e",false,56,1				//Gun mask armour, 70mm, K=0.8
energyloss="mask_2f",false,56,1				//Gun mask armour, 70mm, K=0.8
energyloss="mask_2g",false,56,1				//Gun mask armour, 70mm, K=0.8
energyloss="mask_2h",false,56,1				//Gun mask armour, 70mm, K=0.8
energyloss="mask_2i",false,56,1				//Gun mask armour, 70mm, K=0.8
energyloss="mask_2j",false,56,1				//Gun mask armour, 70mm, K=0.8
energyloss="mask_3a",false,30,1				//Gun mount, 60mm, K=0.5
energyloss="mask_3b",false,30,1				//Gun mount, 60mm, K=0.5
energyloss="mask_3c",false,30,1				//Gun mount, 60mm, K=0.5
energyloss="mask_3d",false,30,1				//Gun mount, 60mm, K=0.5
energyloss="mask_3e",false,20,1				//Gun mount, 20mm, K=0.5
energyloss="^top_hatch_01",false,20,1		//Gunner hatch, top part armour plate, 20mm, K=1.0
energyloss="#sight1_armor",true,8,1			//Gunner visor armour cover, 8mm, K=1.0

[ReflectArmorBox]	//    ,    energyloss=0,1.    ,     ,   ,     Armor=
	FovH=90			//          ,     ,  ArmorFront
	FovV=120		//          ,     ,  ArmorFront
					//  5        
	ArmorFront=75
	ArmorBack=60
	ArmorTop=24
	ArmorBottom=30
	ArmorRight=60
	ArmorLeft=60
[end]

/////Functional Damage Groups

[DGroup=TurretTurn]		//   _SU152.txt     DGroup
	IsCritical=false
	LifeK=200
	convex="mask_3a",30,30000,"MT_ARMOR"
	convex="mask_3d",30,30000,"MT_ARMOR"
	convex="turretGN_01",5,30000,"MT_ARMOR"
	[SphereHitArmorBox]	//+5  
		FovH=90
		FovV=90
		ArmorFront=80
		ArmorBack=65
		ArmorTop=30
		ArmorBottom=32
		ArmorRight=65
		ArmorLeft=65
	[end]
	LifeRateFrag=20000
	RepairSpeed=0.008333	// (2 )
	RepairSource=0
	InstantRepair=true
	GuiParam=12, true,true,true
[end]
[DGroup=GunTurn]		//   _KV1s.txt     DGroup
	IsCritical=false
	LifeK=100
	convex="mask_3b",30,30000,"MT_ARMOR"
	convex="mask_3c",30,30000,"MT_ARMOR"
	convex="turretVN_01",5,30000,"MT_ARMOR"
	[SphereHitArmorBox]	//+5  
		FovH=90
		FovV=90
		ArmorFront=80
		ArmorBack=65
		ArmorTop=30
		ArmorBottom=32
		ArmorRight=65
		ArmorLeft=65
	[end]
	LifeRateFrag=10000
	RepairSpeed=0.008333	// (2 )
	RepairSource=0
	InstantRepair=true
	RepairDependsOn="TurretTurn", 0.95
	GuiParam=14, true,true,true
[end]
[DGroup=MainGun]
	IsCritical=false
	LifeK=100
	convex="#^gun1",20,30000,"MT_ARMOR"
	convex="gun2",20,30000,"MT_ARMOR"
	convex="nakatnik",30,50000,"MT_ARMOR"
	[SphereHitArmorBox]
		FovH=90
		FovV=90
		ArmorFront=30
		ArmorBack=30
		ArmorTop=30
		ArmorBottom=30
		ArmorRight=30
		ArmorLeft=30
	[end]
	LifeRateFrag=25000
	RepairSpeed=0.008333	// (2 )
	RepairSource=0
	InstantRepair=true
	GuiParam=15, true,true,true
[end]
[DGroup=Body]
	IsCritical=true
	LifeK=20
	DamageArg=5000
	MinValidLife=0.02
[end]

//End of Functional Damage Groups
//Graphical Damage Groups:

[DGroup=Mask]
	IsCritical=false
	LifeK=50
	convex="#^mask1006a_coll",10,25000,"MT_ARMOR"
	convex="#^mask1006b_coll",10,25000,"MT_ARMOR"
	convex="#^mask1006c_coll",10,25000,"MT_ARMOR"
	convex="#^1mask_4",3,15000,"MT_METAL"
	[SphereHitArmorBox]
		FovH=60
		FovV=90
		ArmorFront=10
		ArmorBack=120
		ArmorTop=10
		ArmorBottom=10
		ArmorRight=10
		ArmorLeft=10
	[end]
	LifeRateFrag=25000
	DamageArg=1006
	DamageMaxVal=0.98
	RepairSpeed=0.066667	// (15 )
	RepairSource=4			//     ""
	InstantRepair=false
[end]


[DGroup=Sight1]
	IsCritical=false
	LifeK=100
	convex="sight7_1057",1,500,"MT_ARMOR"
	[SphereHitArmorBox]
		FovH=120
		FovV=20
		ArmorFront=1
		ArmorBack=60
		ArmorTop=24
		ArmorBottom=30
		ArmorRight=60
		ArmorLeft=60
	[end]
	LifeRateFrag=5000
	DamageArg=1057
	RepairSpeed=0.066667	// (15 )
	RepairSource=0
	InstantRepair=true
	GuiParam=16, true,true,true
[end]
[DGroup=Sight2]
	IsCritical=false
	LifeK=100
	convex="#sight8_1058",1,500,"MT_ARMOR"
	convex="sight8b",1,500,"MT_ARMOR"
	[SphereHitArmorBox]
		FovH=120
		FovV=20
		ArmorFront=32
		ArmorBack=32
		ArmorTop=26
		ArmorBottom=30
		ArmorRight=32
		ArmorLeft=32
	[end]
	LifeRateFrag=5000
	DamageArg=1058
	RepairSpeed=0.066667	// (15 )
	RepairSource=0
	InstantRepair=true
	RepairDependsOn="Sight1", 0.95
	GuiParam=16, true,true,true
[end]

[DGroup=Visor]
	IsCritical=false
	LifeK=2
	convex="#sight1_1051",1,500,"MT_ARMOR"
	[SphereHitArmorBox]
		FovH=60
		FovV=20
		ArmorFront=1
		ArmorBack=8
		ArmorTop=8
		ArmorBottom=30
		ArmorRight=8
		ArmorLeft=8
	[end]
	LifeRateFrag=5000
	DamageArg=1051
	RepairSpeed=0.066667	// (15 )
	RepairSource=0
	InstantRepair=true
	RepairDependsOn="Sight2", 0.95
	GuiParam=11, true,true,true
[end]

[Sights]	//AI will stop aim if all these groups damaged more than assigned level
	SightDGroup="Sight1",0.9
	SightDGroup="Sight2",0.9
[end]

[trashspawner]
	[spawn=0]
		solidtrash="LuaScripts\WorldObjects\Trash\TankTrash\_SU152-trash_guncap.txt"
		Position=2.451,2.335,0.205
		SpawnDir=-1,6,2
	[end]
	[spawn=1]
		solidtrash="LuaScripts\WorldObjects\Trash\TankTrash\_SU152-trash_shell.txt"
		Position=-0.305,2.323,-0.377
		SpawnDir=-1,3,-3
	[end]
[end]

//End of Graphical Damage Groups

[Entrance]
	EntrancePos= 1.3, 1.0, -2.2
	EntranceRot= 0,315,0
	JumpDir= 0,0,0
	GroundAligned= true
[end]

ColimatorHideArg=9547

//DefaultGun=0	//default=-1, all of the guns are active, switching belts in gun 0. >=0 sets default gun and switshing will be between guns

FixedHatch=false					// True -     
FixedWindow=true					// True -     
NoAimingWhenOpened=false				// True -      
NoAimingWhenClosed=false			// True -      
DenyDisabledTurretCamera=false		// True -         
NoVisorCameraWhenOpened=false		// True -   -   
CanopyOpenByDefault=false
WindowOpenByDefault=false
canopytime=3.5625	//   Arg=0  Arg=0.95.     Arg=0.1  Arg=0.9     (3 ),    0.95/0.8*5=3.5625.
windowtime=1.5

OpenCockpitArg=31
AutoCanopy=false
CockpitLightArg=30000,0.25,0.6,0.6
canopyLockSoundMask=2	// 0 bit - canopy unlock, start
						// 1 bit - canopy unlock, end
						// 2 bit - canopy lock, start
						// 3 bit - canopy lock, end

OpenWindowArg=33
AutoWindow=false
WindowLightArg=30010,0.45,0.55,0.6

TechChatCrewRole=3	//    (Driver: 1, Gunner: 3, Commander: 5, Machinegunner: 7, Radioman: 9)
NoTechChatHatch=true	//     (..  )

SetCockpitArgs=true	// true -             , false -              

//CockpitArg= FetchType, CmdID, SubcmdID, ArgNum, ArgValDefault, SmoothingType, SmoothingPower, NetworkFlag
//FetchType=-1:       
//FetchType=-2:         
//FetchType=-3:          parent-
//FetchType>=0:          child-   Attach ID
//CmdID=[0..999]: ID    ,    .
//CmdID=[1000..1999]: ID    ,    .
//SubcmdID=[0..3]: ID     .
//SubcmdID=[0..1]: ID     .
//ArgNum:     / .
//ArgValDefault:      ,    .
//SmoothingType: smooth_clamp -  - 
//SmoothingType: smooth_wrap -   
//SmoothingPower:   
//NetworkFlag="":           ,  SetCockpitArgs=false
//NetworkFlag="low_freq":     ,       ,    
//NetworkFlag="med_freq":     ,       ,    
//NetworkFlag="high_freq":     ,       ,    
//NetworkFlag="granted_single":     ,       ,     

CockpitArg = -3, 0000, 0, 60210, 0.0, "smooth_clamp", 0.0, ""			// Electric point lights
CockpitArg = -3, 0000, 1, 60310, 0.0, "smooth_clamp", 0.0, ""			// Electric flood light
CockpitArg = -2, 0100, 0, 9109, 0.0, "", 0.0, "granted_single"			// 

CockpitArg = -2, 0151, 0, 9101, 0.0, "smooth_clamp", 0.1, "med_freq"	// TriggerPositionArgIdx, gun0
CockpitArg = -2, 0151, 1, 9110, 0.0, "", 0.0, "med_freq"				// HideAmmunitionArgIdx, gun0

CockpitArg = -2, 1150, 0, 24, 0.5, "smooth_clamp", 0.5, "low_freq"		// ManualControlAnimationArgNum, [Joint=0]
CockpitArg = -2, 1150, 1, 340, 0.5, "smooth_clamp", 0.5, "low_freq"		// ManualControlAnimationArgNum, [Joint=1]
CockpitArg = -2, 1150, 2, 9544, 0.0, "smooth_clamp", 0.5, "low_freq"	// GunSightDistanceArg

VisorYawMin=-180
VisorYawArgMin=0.0
VisorYawMax=+180
VisorYawArgMax=1.0
VisorYawArg=6140
VisorYawDefault=0
VisorYawSpeed=0.5
//VisorPitchMin=-5
//VisorPitchArgMin=0.0
//VisorPitchMax=+5
//VisorPitchArgMax=1.0
//VisorPitchDefault=0
//VisorPitchArg=35
//VisorPitchSpeed=0.25
VisorResetWhileAim=true
VisorResetIfOpened=false
PrecisionAngle=2	//Rotation stop smoothing

[moveBotDeviator]
  HiFreqAmp = 0.2f
  MaxDeviation = 0.3f
  Periods = 2.1, 0.4;
[end]
accelBotDirK = 0.3
accelBotDirSmooth = 0.05
accelBotSideK = 0.3
accelBotSideSmooth = 0.05

[moveDeviator]
  HiFreqAmp = 0.2f
  MaxDeviation = 0.3f
  Periods = 2.1, 0.4;
[end]
accelDirK = 0.3
accelDirSmooth = 0.05
accelSideK = 0.3
accelSideSmooth = 0.05


[AimDistHE]
	AimDist= 0.0000,0
	AimDist= 0.0066,200
	AimDist= 0.0134,400
	AimDist= 0.0234,600
	AimDist= 0.0300,800
	AimDist= 0.0400,1000
	AimDist= 0.0466,1200
	AimDist= 0.0566,1400
	AimDist= 0.0666,1600
	AimDist= 0.0734,1800
	AimDist= 0.0834,2000
	AimDist= 0.0900,2200
	AimDist= 0.1000,2400
	AimDist= 0.1100,2600
	AimDist= 0.1200,2800
	AimDist= 0.1300,3000
	AimDist= 0.1400,3200
	AimDist= 0.1500,3400
	AimDist= 0.1600,3600
	AimDist= 0.1734,3800
	AimDist= 0.1834,4000
	AimDist= 0.1966,4200
	AimDist= 0.2100,4400
	AimDist= 0.2234,4600
	AimDist= 0.2366,4800
	AimDist= 0.2500,5000
	AimDist= 0.2634,5200
	AimDist= 0.2766,5400
	AimDist= 0.2900,5600
	AimDist= 0.3066,5800
	AimDist= 0.3200,6000
	AimDist= 0.3366,6200
	AimDist= 0.3500,6400
	AimDist= 0.3666,6600
	AimDist= 0.3834,6800
	AimDist= 0.4000,7000
	AimDist= 0.4166,7200
	AimDist= 0.4366,7400
	AimDist= 0.4566,7600
	AimDist= 0.4734,7800
	AimDist= 0.4934,8000
	AimDist= 0.5134,8200
	AimDist= 0.5334,8400
	AimDist= 0.5566,8600
	AimDist= 0.5766,8800
	AimDist= 0.6000,9000
	AimDist= 0.6234,9200
	AimDist= 0.6500,9400
	AimDist= 0.6766,9600
	AimDist= 0.7000,9800
	AimDist= 0.7266,10000
	AimDist= 0.7534,10200
	AimDist= 0.7800,10400
	AimDist= 0.8066,10600
	AimDist= 0.8366,10800
	AimDist= 0.8634,11000
	AimDist= 0.8900,11200
	AimDist= 0.9200,11400
	AimDist= 0.9500,11600
	AimDist= 0.9800,11800
[end]

[AimDistCV]
	AimDist= 0.0000,0
	AimDist= 0.0066,100
	AimDist= 0.0100,200
	AimDist= 0.0134,300
	AimDist= 0.0200,400
	AimDist= 0.0234,500
	AimDist= 0.0300,600
	AimDist= 0.0334,700
	AimDist= 0.0366,800
	AimDist= 0.0434,900
	AimDist= 0.0466,1000
	AimDist= 0.0534,1100
	AimDist= 0.0566,1200
	AimDist= 0.0634,1300
	AimDist= 0.0666,1400
	AimDist= 0.0734,1500
	AimDist= 0.0766,1600
	AimDist= 0.0800,1700
	AimDist= 0.0866,1800
	AimDist= 0.0934,1900
	AimDist= 0.0966,2000
[end]

//[AimDistAP]
//	AimDist= 0.0000,0
//[end]

//[AimDistHT]
//	AimDist= 0.0000,0
//[end]

//[AimDistSpHV]
//	AimDist= 0.0000,0
//[end]

//[AimDistHV]
//	AimDist= 0.0000,0
//[end]

//[AimDistMG]
//	AimDist= 0.0000,0
//[end]

GunGasPoisoning = 0.05, -1, 0.043, -1, -1, -1
//1 :       /.
//2 :    
//3 :       /.
//4 :    
//5 :    
//6..11 :    

GunsmokeHatchStart=0.3	//Used by object script

AttackDistance   = 11800.0		//AI max aim distance versus ground point
AttackDistanceTrgGnd = 2000		//AI max aim distance versus air target

AIStartAimErrModifier = 1.0		//Modifier for AI initial bracketing aim error (reduced twice with each shot)

AIAimDelayModifier = 1.0		//Modifier for AI delay before start to aim to a new target at 1000m range

ReArmTime=180	//     