Class_name = "CVehicleTurretAI"
object_name = "VehicleTurretInputController0"

//////	Controller specific
Artificial=true;

ControlledType="GOT_VEHICLE_TURRET";

AirPriority   = 1.0
LandPriority  = 0
MaxSearchTime = 6.0 //12
GroundAttackTime = 3.0f
RealPhysicBulletWeapon = false
HasFuse = true

DefaultMediumPriorityCriteria = 0.5
DefaultLowPriorityCriteria = 0.85
DangerDistance = 10000.0

StopVehicleWhenPointing = true
PointingWhenRecharge = false
CanFreeSearchTargets = true

ArtilleryFire = false

//Priority for Targeting
//                     HI MEDIUM LOW

//AirTargetMaxError  =   300.0f, 400.0f, 500.0f //100,400,1600
AirTargetMaxError  =   500.0f, 500.0f, 500.0f 
MaxAirTargetDisp   =   1.0f

LandTargetMaxError =   10.0f, 20.0f, 40.0f
MaxLandTargetDisp  =   1.25f

LowTargetAngle = 5.0
//minFuseDisp = -0.50, -0.70, -0.90
//maxFuseDisp = +0.50, +0.70, +0.90
minFuseDisp = -0.90, -0.90, -0.90
maxFuseDisp = +0.90, +0.90, +0.90

targetingDistance = 15000.0f //5000

SearchErrorTime = 5.0f

// Max Error - max error distance in metres
// on distance 1000

//StartAimErr = 0.06, 0.12, 0.24	//Initial bracketing aim error (reduced twice with each shot)
//StartAimErr = 0.1, 0.25, 0.3	//Initial bracketing aim error (reduced twice with each shot)
StartAimErr = 0.3, 0.3, 0.3	//Initial bracketing aim error (reduced twice with each shot)
KvSide = 1	//Modifier for side bracketing

TargetRecognitionDelay = 3, 5, 7	//10,20,30 Delay before start to aim to a new target at 1000m range