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UTGame.UTVehicleSimChopper


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/**
 * Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
 */

class UTVehicleSimChopper extends SVehicleSimBase
    native(Vehicle);

var()   float               MaxThrustForce;
var()   float               MaxReverseForce;
var()   float               LongDamping;

var()   float               MaxStrafeForce;
var()   float               LatDamping;

var()   float               DirectionChangeForce;

var()   float               MaxRiseForce;
var()   float               UpDamping;

var()   float               TurnTorqueFactor;
var()   float               TurnTorqueMax;
var()   float               TurnDamping;
var()   float               MaxYawRate;

var()   float               PitchTorqueFactor;
var()   float               PitchTorqueMax;
var()   float               PitchDamping;

var()   float               RollTorqueTurnFactor;
var()   float               RollTorqueStrafeFactor;
var()   float               RollTorqueMax;
var()   float               RollDamping;

var()   float               StopThreshold;

var()   float               MaxRandForce;
var()   float               RandForceInterval;

var()   bool                bAllowZThrust;

/** If true, use full forward thrust force while changing directions, even for reverse or strafing */
var()   bool                bFullThrustOnDirectionChange;

var()   bool                bShouldCutThrustMaxOnImpact;
var     bool                bRecentlyHit;
/** If true, strafing will increase the turn rate */
var     bool    bStrafeAffectsTurnDamping;

var     float   StrafeTurnDamping;

var     float               TargetHeading;
var     float               TargetPitch;
var     float               PitchViewCorrelation;
var     bool                bHeadingInitialized;

var     vector              RandForce;
var     vector              RandTorque;
var     float               AccumulatedTime;

/** If bStabilizeStops=true, forces are applied to attempt to keep the vehicle from moving when it is stopped */
var()       bool    bStabilizeStops;

/** Stabilization force multiplier when bStabilizeStops=true */
var()       float   StabilizationForceMultiplier;

/** modified based on whether velocity is decreasing acceptably due to stabilization */
var         float   CurrentStabilizationMultiplier;

/** OldVelocity saved to monitor stabilization */
var         vector  OldVelocity;

/** When not driving, braking torque to apply to wheels. */
var         float   StoppedBrakeTorque;

/** If non-zero, hard limits the speed of vehicle to AirSpeed times this number */
var         float   HardLimitAirSpeedScale;

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defaultproperties
{
   StabilizationForceMultiplier=1.000000
   CurrentStabilizationMultiplier=1.000000
   StoppedBrakeTorque=5.000000
   Name="Default__UTVehicleSimChopper"
   ObjectArchetype=SVehicleSimBase'Engine.Default__SVehicleSimBase'
}

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Class file time: Thu 22/11/2007 16:04:32.000 - Creation time: Mon 26/11/2007 17:42:09.953 - Created with UnCodeX