Class_name = "CTurret"
object_name = "_KV1S_T0"

AimingRay=true

[COCKPIT_LIMITS]
x= -0.2, 0.02
y= -0.2, 0.2
z= -0.15, 0.2
[END]

[OPEN_COCKPIT_LIMITS]
x= -0.2, 0.02
y= -0.2, 0.2
z= -0.15, 0.2
[END]

VisualImage=0,"graphics\Vehicles\_KV1S\_KV1S-C1-low.mgm",true
VisualImage=1,"graphics\Vehicles\_KV1S\_KV1S-C1.mgm",8
CollisionBody="graphics\Vehicles\_KV1S\_KV1S-C1.col"
HitBody="graphics\Vehicles\_KV1S\_KV1S-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,
//[,debris_effects]:	BOOL:	optional parameter, show effects on object debris or not

ImageAttr=1	//IA_NOCLIP
//	IA_DEFAULT=0,
//	IA_NOCLIP=1,
//	IA_NOCLIP_ANIM=2,
//	IA_NOROTINTERPOLATION=4,
//	IA_NOMINZ=8,
//	IA_NOMINPIXELS=16,
//	IA_NOPOSINTERPOLATION=32,
//	IA_CLOSEVIEWARG=64,
//	IA_ALWAYSVISIBLE=128,
//	IA_SCALEARG=256,
//	ImageAttr=Attr1+Attr2+...+AttrN

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

LocalPosRot=true
ConvexAnimThreshold=0.000001	// Дискретность анимаций

VisualRadius=5.0

mp_site=true

IsCritical=true	//true - обнуление лайфа модуля обнулит лайф всего объекта

TurretType = 11	//Параметр надо задавать турелям танка, где есть оружие (пулеметы, пушки)
//11 - основное орудие
//12 - командир пулемётчик
//13 - радист пулемётчик

[attach=0]
	object = "LuaScripts/WorldObjects/Bots/BotTankKV1_Gunner.txt"
	position = 0,0,0
	rotation = 0,180,0
	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 = 0,0,180
	object = "LuaScripts/WorldObjects/TurretCameraTankByAttach.txt"
	convex="gunsight0",false	//false: Attach object relative to "gunsight0" convex (not absolute)
[end]

[attach=3]
	position = 0.0, 0.0, 0.0
	rotation = 0,0,180
	object = "LuaScripts/WorldObjects/TurretCameraTankByAttach.txt"
	convex="gunsight1",false	//false: Attach object relative to "gunsight0" convex (not absolute)
[end]

[attach=4]
	position = 0.0, 0.0, 0.0
	rotation = 0,0,180
	object = "LuaScripts/WorldObjects/Vehicles/Sights/_KV1S_T0_sight1.txt"
	convex="gunsight0",false	//false: Attach object relative to "gunsight0" convex (not absolute)
[end]

[attach=5]
	position = 0.0, 0.0, 0.0
	rotation = 0,0,180
	object = "LuaScripts/WorldObjects/Vehicles/Sights/_KV1S_T0_sight2.txt"
	convex="gunsight1",false	//false: Attach object relative to "gunsight0" convex (not absolute)
[end]

AttachedCameras = "LuaScripts\WorldObjects\fixcameras\Vehicles\_KV1S_T.txt"

TargetingScript = "LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_RUS_76_CV.bin"

SoundScript="LuaScripts/Sound/Vehicles/KV1_FP_Turret_Main.cfg"

Script="LuaScripts\ObjectScripts\Vehicles\_KV1S_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=30

[TurretsPos=0]
	position = 0.0, 0.0, 0.0
	PosMoveArg = 21000
	SeatArg=22112

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

	// Joints in orientation order!!!

	[Joint=0]
		SectorAngleMin = -180.0
		SectorAngleMax = 180.0

		AngularSpeed   = 7.6
		ManualAngularSpeed = 1.5	//725 оборотов маховика на полный оборот, 3 оборота в секунду
		PrecisionAngle = 5
		MaxInclineAngle = 30

		AnimationArgMin = 0.0
		AnimationArgMax = 1.0

		AnimationArgNum = 20
		ControlAnimationArgNum = 220
		ManualControlAnimationArgNum = 24
		NetworkSend = false	// Передача аргумента повотора через CockpitArg

		Point = 0.879, 0.378, 0.029
		Axis = 0.0,1.0,0.0

		IsCycled = true

		SoundNumber = 2

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

	[Joint=1]
		SectorAngleMin = -25.0	// real turret angles -45
		SectorAngleMax = 5.0	// real turret angles +0	
		
		AngularSpeed   = 3.0	//30 оборотов маховика на полный ход ствола, 3 оборота в секунду
		PrecisionAngle = 1

		AnimationArgMin = 0.430555556
		AnimationArgMax = 0.513888889

		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, 0.1, 0.0
	AimSector=-180, 180, -5, 25	//AI aim limits: left, right, down, up

	CamDisplacement = 0.2808,0.07257,-0.244
[end]

[TurretsGun=0]
	LinkedTurretPos = 0
	//Convex = "#gun"
	DGroup="MainGun"
	DamageProp = 0.001
	AC = true // стрелять по команде tc_fire, дефолт false
	MG = false // стрелять по команде tc_fire_secondary, дефолт false
	
	ShowAutoReloading = true // Передавать в GUI информацию об автоматической протяжке ленты (для пушек)

	Displacement = 2.216, 0.09, -0.021
	GunsightPosition = 0.0, 0.09, -0.021
	GunType = "LuaScripts/WorldObjects/Weapons/_ZIS-5.txt"
	ParallaxDistance = 1000000.0

	ReLoadingStagesTime = 2.0, 6.0, 2.0, 0.3
 
	TriggerPositionArgIdx = 9101
//	FiringPinPositionArgIdx = 9102
//	DrawAnimationArgIdx = 0, 9103	// цикл отката и заряжания
//	AmmunitionMovingArgIdx = 9105
//	AzimuthDeviationArgIdx = 9106
//	ElevationDeviationArgIdx = 9107
//	ReservedMagazinesArgIdx = 9108
//	RoundsInMagazineArgIdx = 0
	HideAmmunitionArgIdx = 9110
//	ReLoadingArgIdx = 9111
//	FlashAnimationArgIdx = 64101
	CartridgesTotalArgIdx = 9109
	MaxRoundsTotal = 114

	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 тысячной дальности (референс от Т-34 по БР-350)
	//Настройка раброса/перегрева:
	//- возможная боковая скорость при минимальном нагреве, м/с
	//- возможная боковая скорость при максимальном нагреве, м/с
	//- понижение дульной скорости при максимальном нагреве (0.9 - значит останется только 0.1 от исходной, указаной в пуле)
	//- нагрев от одного выстрела
	//- скорость остывания при нулевой скорости
	//- скорость остывания при скорости носителя 100м/с

	NumOfAnimations = 1

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

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

	SoundNumber = 1
	unloadIfSwitched = true
[end]

[TurretsGun=1]
	LinkedTurretPos = 0
	//Convex = "#mg"
	DGroup="MachineGun"
	DamageProp = 0.001
	AC = false // стрелять по команде tc_fire, дефолт false
	MG = true // стрелять по команде tc_fire_secondary, дефолт false

	Displacement = 0.541, -0.011, 0.228
	GunsightPosition = 0.0, -0.011, 0.228
	GunType = "LuaScripts/WorldObjects/Weapons/_DT.txt"
	ParallaxDistance = 1000000.0

	ReLoadingStagesTime = 1.5, 2.0, 1.5, 0.3
 
	TriggerPositionArgIdx = 9001
	FiringPinPositionArgIdx = 9002
//	DrawAnimationArgIdx = 0, 9003	// затвор
//	AmmunitionMovingArgIdx = 9005
//	AzimuthDeviationArgIdx = 9006
//	ElevationDeviationArgIdx = 9007
	ReservedMagazinesArgIdx = 9008
	RoundsInMagazineArgIdx = 9009
//	HideAmmunitionArgIdx = 9010
	ReLoadingArgIdx = 9011
//	FlashAnimationArgIdx = 60220

	Deviation = 0.67, 2.1, 0.0, 0.01, 0.03, 0.06  //0.8333 тысячной дальности холодный, 3.3333 тысячной дальности горячий, исходя из холодной нач. скорости 840м/с
	//Настройка раброса/перегрева:
	//- возможная боковая скорость при минимальном нагреве, м/с
	//- возможная боковая скорость при максимальном нагреве, м/с
	//- понижение дульной скорости при максимальном нагреве (0.9 - значит останется только 0.1 от исходной, указаной в пуле)
	//- нагрев от одного выстрела
	//- скорость остывания при нулевой скорости
	//- скорость остывания при скорости носителя 100м/с

	NumOfAnimations = 4

//	BushCoord = -0.114461, 0.0436303, -0.0287316
//	BushSpeed = 0.944, -0.096, -0.316

//	BushConfig = "LuaScripts/WorldObjects/Trash/Batch_case07-08mm.txt"

	SoundNumber = 3
[end]

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

//[WeaponMode0]
//	WMname="default"
//	WMgroup="default"
//[end]
//[WeaponMode1]
//	WMname="CAVITY"
//	WMgroup="1"
//[end]
//[WeaponMode2]
//	WMname="AP"
//	WMgroup="2"
//[end]
//[WeaponMode3]
//	WMname="HVAP"
//	WMgroup="3"
//[end]
//[WeaponMode5]
//	WMname="HE"
//	WMgroup="5"
//[end]


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


[Ammunition0]	//  (default, duplicates one of 2-types payload)
	name="0-ZIS5-CV-56 + 0-ZIS5-HE-56 + 1-DT-AP-3087"
	WeaponModes=-1,-2,-3,-4,-5
	GunAmmunition0=3,43
	GunAmmunition1=50
[end]

////////// 4 TYPES

[Ammunition1]
	name="0-ZIS5-CV-28 + 0-ZIS5-AP-28 + 0-ZIS5-HV-28 + 0-ZIS5-HE-28 + 1-DT-AP-3087"
	WeaponModes=1235,-4
	GunAmmunition0=6,16,26,46
	GunAmmunition1=50
[end]

// 4 types prevail

[Ammunition2]
	name="0-ZIS5-CV-53 + 0-ZIS5-AP-20 + 0-ZIS5-HV-20 + 0-ZIS5-HE-20 + 1-DT-AP-3087"
	WeaponModes=1235,-4
	GunAmmunition0=4,18,28,48
	GunAmmunition1=50
[end]
[Ammunition3]
	name="0-ZIS5-CV-20 + 0-ZIS5-AP-53 + 0-ZIS5-HV-20 + 0-ZIS5-HE-20 + 1-DT-AP-3087"
	WeaponModes=1235,-4
	GunAmmunition0=8,14,28,48
	GunAmmunition1=50
[end]
[Ammunition4]
	name="0-ZIS5-CV-20 + 0-ZIS5-AP-20 + 0-ZIS5-HV-53 + 0-ZIS5-HE-20 + 1-DT-AP-3087"
	WeaponModes=1235,-4
	GunAmmunition0=8,18,24,48
	GunAmmunition1=50
[end]
[Ammunition5]
	name="0-ZIS5-CV-20 + 0-ZIS5-AP-20 + 0-ZIS5-HV-20 + 0-ZIS5-HE-53 + 1-DT-AP-3087"
	WeaponModes=1235,-4
	GunAmmunition0=8,18,28,44
	GunAmmunition1=50
[end]

// 4 types reduced

[Ammunition6]
	name="0-ZIS5-CV-15 + 0-ZIS5-AP-15 + 0-ZIS5-HV-15 + 0-ZIS5-HE-15 + 1-DT-AP-3087"
	WeaponModes=1235,-4
	GunAmmunition0=9,19,29,49
	GunAmmunition1=50
[end]

////////// 3 TYPES

[Ammunition7]
	name="0-ZIS5-CV-37 + 0-ZIS5-AP-37 + 0-ZIS5-HV-37 + 1-DT-AP-3087"
	WeaponModes=123,-4,-5
	GunAmmunition0=5,15,25
	GunAmmunition1=50
[end]
[Ammunition8]
	name="0-ZIS5-CV-37 + 0-ZIS5-AP-37 + 0-ZIS5-HE-37 + 1-DT-AP-3087"
	WeaponModes=125,-3,-4
	GunAmmunition0=5,15,45
	GunAmmunition1=50
[end]
[Ammunition9]
	name="0-ZIS5-CV-37 + 0-ZIS5-HV-37 + 0-ZIS5-HE-37 + 1-DT-AP-3087"
	WeaponModes=135,-2,-4
	GunAmmunition0=5,25,45
	GunAmmunition1=50
[end]
[Ammunition10]
	name="0-ZIS5-AP-37 + 0-ZIS5-HV-37 + 0-ZIS5-HE-37 + 1-DT-AP-3087"
	WeaponModes=235,-1,-4
	GunAmmunition0=15,25,45
	GunAmmunition1=50
[end]

// 3 types prevail

[Ammunition11]
	name="0-ZIS5-CV-73 + 0-ZIS5-AP-20 + 0-ZIS5-HV-20 + 1-DT-AP-3087"
	WeaponModes=123,-4,-5
	GunAmmunition0=2,18,28
	GunAmmunition1=50
[end]
[Ammunition12]
	name="0-ZIS5-CV-20 + 0-ZIS5-AP-73 + 0-ZIS5-HV-20 + 1-DT-AP-3087"
	WeaponModes=123,-4,-5
	GunAmmunition0=8,12,28
	GunAmmunition1=50
[end]
[Ammunition13]
	name="0-ZIS5-CV-20 + 0-ZIS5-AP-20 + 0-ZIS5-HV-73 + 1-DT-AP-3087"
	WeaponModes=123,-4,-5
	GunAmmunition0=8,18,22
	GunAmmunition1=50
[end]

[Ammunition14]
	name="0-ZIS5-CV-73 + 0-ZIS5-AP-20 + 0-ZIS5-HE-20 + 1-DT-AP-3087"
	WeaponModes=125,-3,-4
	GunAmmunition0=2,18,48
	GunAmmunition1=50
[end]
[Ammunition15]
	name="0-ZIS5-CV-20 + 0-ZIS5-AP-73 + 0-ZIS5-HE-20 + 1-DT-AP-3087"
	WeaponModes=125,-3,-4
	GunAmmunition0=8,12,48
	GunAmmunition1=50
[end]
[Ammunition16]
	name="0-ZIS5-CV-20 + 0-ZIS5-AP-20 + 0-ZIS5-HE-73 + 1-DT-AP-3087"
	WeaponModes=125,-3,-4
	GunAmmunition0=8,18,42
	GunAmmunition1=50
[end]

[Ammunition17]
	name="0-ZIS5-CV-73 + 0-ZIS5-HV-20 + 0-ZIS5-HE-20 + 1-DT-AP-3087"
	WeaponModes=135,-2,-4
	GunAmmunition0=2,28,48
	GunAmmunition1=50
[end]
[Ammunition18]
	name="0-ZIS5-CV-20 + 0-ZIS5-HV-73 + 0-ZIS5-HE-20 + 1-DT-AP-3087"
	WeaponModes=135,-2,-4
	GunAmmunition0=8,22,48
	GunAmmunition1=50
[end]
[Ammunition19]
	name="0-ZIS5-CV-20 + 0-ZIS5-HV-20 + 0-ZIS5-HE-73 + 1-DT-AP-3087"
	WeaponModes=135,-2,-4
	GunAmmunition0=8,28,42
	GunAmmunition1=50
[end]

[Ammunition20]
	name="0-ZIS5-AP-73 + 0-ZIS5-HV-20 + 0-ZIS5-HE-20 + 1-DT-AP-3087"
	WeaponModes=235,-1,-4
	GunAmmunition0=12,28,48
	GunAmmunition1=50
[end]
[Ammunition21]
	name="0-ZIS5-AP-20 + 0-ZIS5-HV-73 + 0-ZIS5-HE-20 + 1-DT-AP-3087"
	WeaponModes=235,-1,-4
	GunAmmunition0=18,22,48
	GunAmmunition1=50
[end]
[Ammunition22]
	name="0-ZIS5-AP-20 + 0-ZIS5-HV-20 + 0-ZIS5-HE-73 + 1-DT-AP-3087"
	WeaponModes=235,-1,-4
	GunAmmunition0=18,28,42
	GunAmmunition1=50
[end]

// 3 types reduced

[Ammunition23]
	name="0-ZIS5-CV-20 + 0-ZIS5-AP-20 + 0-ZIS5-HV-20 + 1-DT-AP-3087"
	WeaponModes=123,-4,-5
	GunAmmunition0=8,18,28
	GunAmmunition1=50
[end]
[Ammunition24]
	name="0-ZIS5-CV-20 + 0-ZIS5-AP-20 + 0-ZIS5-HE-20 + 1-DT-AP-3087"
	WeaponModes=125,-3,-4
	GunAmmunition0=8,18,48
	GunAmmunition1=50
[end]
[Ammunition25]
	name="0-ZIS5-CV-20 + 0-ZIS5-HV-20 + 0-ZIS5-HE-20 + 1-DT-AP-3087"
	WeaponModes=135,-2,-4
	GunAmmunition0=8,28,48
	GunAmmunition1=50
[end]
[Ammunition26]
	name="0-ZIS5-AP-20 + 0-ZIS5-HV-20 + 0-ZIS5-HE-20 + 1-DT-AP-3087"
	WeaponModes=235,-1,-4
	GunAmmunition0=18,28,48
	GunAmmunition1=50
[end]

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

[Ammunition27]
	name="0-ZIS5-CV-56 + 0-ZIS5-HE-56 + 1-DT-AP-3087"
	WeaponModes=15,-2,-3,-4
	GunAmmunition0=3,43
	GunAmmunition1=50
[end]
[Ammunition28]
	name="0-ZIS5-CV-56 + 0-ZIS5-AP-56 + 1-DT-AP-3087"
	WeaponModes=12,-3,-4,-5
	GunAmmunition0=3,13
	GunAmmunition1=50
[end]
[Ammunition29]
	name="0-ZIS5-CV-56 + 0-ZIS5-HV-56 + 1-DT-AP-3087"
	WeaponModes=13,-2,-4,-5
	GunAmmunition0=3,23
	GunAmmunition1=50
[end]
[Ammunition30]
	name="0-ZIS5-AP-56 + 0-ZIS5-HV-56 + 1-DT-AP-3087"
	WeaponModes=23,-1,-4,-5
	GunAmmunition0=13,23
	GunAmmunition1=50
[end]
[Ammunition31]
	name="0-ZIS5-AP-56 + 0-ZIS5-HE-56 + 1-DT-AP-3087"
	WeaponModes=25,-1,-3,-4
	GunAmmunition0=13,43
	GunAmmunition1=50
[end]
[Ammunition32]
	name="0-ZIS5-HV-56 + 0-ZIS5-HE-56 + 1-DT-AP-3087"
	WeaponModes=35,-1,-2,-4
	GunAmmunition0=23,43
	GunAmmunition1=50
[end]

// 2 types prevail

[Ammunition33]
	name="0-ZIS5-CV-76 + 0-ZIS5-AP-37 + 1-DT-AP-3087"
	WeaponModes=12,-3,-4,-5
	GunAmmunition0=1,18
	GunAmmunition1=50
[end]
[Ammunition34]
	name="0-ZIS5-CV-37 + 0-ZIS5-AP-76 + 1-DT-AP-3087"
	WeaponModes=12,-3,-4,-5
	GunAmmunition0=8,11
	GunAmmunition1=50
[end]

[Ammunition35]
	name="0-ZIS5-CV-76 + 0-ZIS5-HV-37 + 1-DT-AP-3087"
	WeaponModes=13,-2,-4,-5
	GunAmmunition0=1,28
	GunAmmunition1=50
[end]
[Ammunition36]
	name="0-ZIS5-CV-37 + 0-ZIS5-HV-76 + 1-DT-AP-3087"
	WeaponModes=13,-2,-4,-5
	GunAmmunition0=8,21
	GunAmmunition1=50
[end]

[Ammunition37]
	name="0-ZIS5-CV-76 + 0-ZIS5-HE-37 + 1-DT-AP-3087"
	WeaponModes=15,-2,-3,-4
	GunAmmunition0=1,48
	GunAmmunition1=50
[end]
[Ammunition38]
	name="0-ZIS5-CV-37 + 0-ZIS5-HE-76 + 1-DT-AP-3087"
	WeaponModes=15,-2,-3,-4
	GunAmmunition0=8,41
	GunAmmunition1=50
[end]

[Ammunition39]
	name="0-ZIS5-AP-76 + 0-ZIS5-HV-37 + 1-DT-AP-3087"
	WeaponModes=23,-1,-4,-5
	GunAmmunition0=11,28
	GunAmmunition1=50
[end]
[Ammunition40]
	name="0-ZIS5-AP-37 + 0-ZIS5-HV-76 + 1-DT-AP-3087"
	WeaponModes=23,-1,-4,-5
	GunAmmunition0=18,21
	GunAmmunition1=50
[end]

[Ammunition41]
	name="0-ZIS5-AP-76 + 0-ZIS5-HE-37 + 1-DT-AP-3087"
	WeaponModes=25,-1,-3,-4
	GunAmmunition0=11,48
	GunAmmunition1=50
[end]
[Ammunition42]
	name="0-ZIS5-AP-37 + 0-ZIS5-HE-76 + 1-DT-AP-3087"
	WeaponModes=25,-1,-3,-4
	GunAmmunition0=18,41
	GunAmmunition1=50
[end]

[Ammunition43]
	name="0-ZIS5-HV-76 + 0-ZIS5-HE-37 + 1-DT-AP-3087"
	WeaponModes=35,-1,-2,-4
	GunAmmunition0=21,48
	GunAmmunition1=50
[end]
[Ammunition44]
	name="0-ZIS5-HV-37 + 0-ZIS5-HE-76 + 1-DT-AP-3087"
	WeaponModes=35,-1,-2,-4
	GunAmmunition0=28,41
	GunAmmunition1=50
[end]

// 2 types reduced

[Ammunition45]
	name="0-ZIS5-CV-28 + 0-ZIS5-AP-28 + 1-DT-AP-3087"
	WeaponModes=12,-3,-4,-5
	GunAmmunition0=6,16
	GunAmmunition1=50
[end]
[Ammunition46]
	name="0-ZIS5-CV-28 + 0-ZIS5-HV-28 + 1-DT-AP-3087"
	WeaponModes=13,-2,-4,-5
	GunAmmunition0=6,26
	GunAmmunition1=50
[end]
[Ammunition47]
	name="0-ZIS5-CV-28 + 0-ZIS5-HE-28 + 1-DT-AP-3087"
	WeaponModes=15,-2,-3,-4
	GunAmmunition0=6,46
	GunAmmunition1=50
[end]
[Ammunition48]
	name="0-ZIS5-AP-28 + 0-ZIS5-HV-28 + 1-DT-AP-3087"
	WeaponModes=23,-1,-4,-5
	GunAmmunition0=16,26
	GunAmmunition1=50
[end]
[Ammunition49]
	name="0-ZIS5-AP-28 + 0-ZIS5-HE-28 + 1-DT-AP-3087"
	WeaponModes=25,-1,-3,-4
	GunAmmunition0=16,46
	GunAmmunition1=50
[end]
[Ammunition50]
	name="0-ZIS5-HV-28 + 0-ZIS5-HE-28 + 1-DT-AP-3087"
	WeaponModes=35,-1,-2,-4
	GunAmmunition0=26,46
	GunAmmunition1=50
[end]

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

[Ammunition51]
	name="0-ZIS5-CV-113 + 1-DT-AP-3087"
	WeaponModes=1,-2,-3,-4,-5
	GunAmmunition0=0
	GunAmmunition1=50
[end]
[Ammunition52]
	name="0-ZIS5-AP-113 + 1-DT-AP-3087"
	WeaponModes=2,-1,-3,-4,-5
	GunAmmunition0=10
	GunAmmunition1=50
[end]
[Ammunition53]
	name="0-ZIS5-HV-113 + 1-DT-AP-3087"
	WeaponModes=3,-1,-2,-4,-5
	GunAmmunition0=20
	GunAmmunition1=50
[end]
[Ammunition54]
	name="0-ZIS5-HE-113 + 1-DT-AP-3087"
	WeaponModes=5,-1,-2,-3,-4
	GunAmmunition0=40
	GunAmmunition1=50
[end]

// 3 types reduced

[Ammunition55]
	name="0-ZIS5-CV-56 + 1-DT-AP-3087"
	WeaponModes=1,-2,-3,-4,-5
	GunAmmunition0=3
	GunAmmunition1=50
[end]
[Ammunition56]
	name="0-ZIS5-AP-56 + 1-DT-AP-3087"
	WeaponModes=2,-1,-3,-4,-5
	GunAmmunition0=13
	GunAmmunition1=50
[end]
[Ammunition57]
	name="0-ZIS5-HV-56 + 1-DT-AP-3087"
	WeaponModes=3,-1,-2,-4,-5
	GunAmmunition0=23
	GunAmmunition1=50
[end]
[Ammunition58]
	name="0-ZIS5-HE-56 + 1-DT-AP-3087"
	WeaponModes=5,-1,-2,-3,-4
	GunAmmunition0=43
	GunAmmunition1=50
[end]



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



[GunAmmunition0]
	RoundsInMagazine = 113
	ParallaxConfig="LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_RUS_76_CV.bin"
	BulletConfig = "LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_RUS_76_CV.txt"
	GunSightTypeArgValue = -1
[end]
[GunAmmunition1]
	RoundsInMagazine = 76
	ParallaxConfig="LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_RUS_76_CV.bin"
	BulletConfig = "LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_RUS_76_CV.txt"
	GunSightTypeArgValue = -1
[end]
[GunAmmunition2]
	RoundsInMagazine = 73
	ParallaxConfig="LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_RUS_76_CV.bin"
	BulletConfig = "LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_RUS_76_CV.txt"
	GunSightTypeArgValue = -1
[end]
[GunAmmunition3]
	RoundsInMagazine = 56
	ParallaxConfig="LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_RUS_76_CV.bin"
	BulletConfig = "LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_RUS_76_CV.txt"
	GunSightTypeArgValue = -1
[end]
[GunAmmunition4]
	RoundsInMagazine = 53
	ParallaxConfig="LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_RUS_76_CV.bin"
	BulletConfig = "LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_RUS_76_CV.txt"
	GunSightTypeArgValue = -1
[end]
[GunAmmunition5]
	RoundsInMagazine = 37
	ParallaxConfig="LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_RUS_76_CV.bin"
	BulletConfig = "LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_RUS_76_CV.txt"
	GunSightTypeArgValue = -1
[end]
[GunAmmunition6]
	RoundsInMagazine = 28
	ParallaxConfig="LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_RUS_76_CV.bin"
	BulletConfig = "LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_RUS_76_CV.txt"
	GunSightTypeArgValue = -1
[end]
[GunAmmunition8]
	RoundsInMagazine = 20
	ParallaxConfig="LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_RUS_76_CV.bin"
	BulletConfig = "LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_RUS_76_CV.txt"
	GunSightTypeArgValue = -1
[end]
[GunAmmunition9]
	RoundsInMagazine = 15
	ParallaxConfig="LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_RUS_76_CV.bin"
	BulletConfig = "LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_RUS_76_CV.txt"
	GunSightTypeArgValue = -1
[end]

[GunAmmunition10]
	RoundsInMagazine = 113
	ParallaxConfig="LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_RUS_76_AP.bin"
	BulletConfig = "LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_RUS_76_AP.txt"
	GunSightTypeArgValue = -1
[end]
[GunAmmunition11]
	RoundsInMagazine = 76
	ParallaxConfig="LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_RUS_76_AP.bin"
	BulletConfig = "LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_RUS_76_AP.txt"
	GunSightTypeArgValue = -1
[end]
[GunAmmunition12]
	RoundsInMagazine = 73
	ParallaxConfig="LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_RUS_76_AP.bin"
	BulletConfig = "LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_RUS_76_AP.txt"
	GunSightTypeArgValue = -1
[end]
[GunAmmunition13]
	RoundsInMagazine = 56
	ParallaxConfig="LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_RUS_76_AP.bin"
	BulletConfig = "LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_RUS_76_AP.txt"
	GunSightTypeArgValue = -1
[end]
[GunAmmunition14]
	RoundsInMagazine = 53
	ParallaxConfig="LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_RUS_76_AP.bin"
	BulletConfig = "LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_RUS_76_AP.txt"
	GunSightTypeArgValue = -1
[end]
[GunAmmunition15]
	RoundsInMagazine = 37
	ParallaxConfig="LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_RUS_76_AP.bin"
	BulletConfig = "LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_RUS_76_AP.txt"
	GunSightTypeArgValue = -1
[end]
[GunAmmunition16]
	RoundsInMagazine = 28
	ParallaxConfig="LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_RUS_76_AP.bin"
	BulletConfig = "LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_RUS_76_AP.txt"
	GunSightTypeArgValue = -1
[end]
[GunAmmunition18]
	RoundsInMagazine = 20
	ParallaxConfig="LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_RUS_76_AP.bin"
	BulletConfig = "LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_RUS_76_AP.txt"
	GunSightTypeArgValue = -1
[end]
[GunAmmunition19]
	RoundsInMagazine = 15
	ParallaxConfig="LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_RUS_76_AP.bin"
	BulletConfig = "LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_RUS_76_AP.txt"
	GunSightTypeArgValue = -1
[end]

[GunAmmunition20]
	RoundsInMagazine = 113
	ParallaxConfig="LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_RUS_76_SpHV.bin"
	BulletConfig = "LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_RUS_76_SpHV.txt"
	GunSightTypeArgValue = -1
[end]
[GunAmmunition21]
	RoundsInMagazine = 76
	ParallaxConfig="LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_RUS_76_SpHV.bin"
	BulletConfig = "LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_RUS_76_SpHV.txt"
	GunSightTypeArgValue = -1
[end]
[GunAmmunition22]
	RoundsInMagazine = 73
	ParallaxConfig="LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_RUS_76_SpHV.bin"
	BulletConfig = "LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_RUS_76_SpHV.txt"
	GunSightTypeArgValue = -1
[end]
[GunAmmunition23]
	RoundsInMagazine = 56
	ParallaxConfig="LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_RUS_76_SpHV.bin"
	BulletConfig = "LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_RUS_76_SpHV.txt"
	GunSightTypeArgValue = -1
[end]
[GunAmmunition24]
	RoundsInMagazine = 53
	ParallaxConfig="LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_RUS_76_SpHV.bin"
	BulletConfig = "LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_RUS_76_SpHV.txt"
	GunSightTypeArgValue = -1
[end]
[GunAmmunition25]
	RoundsInMagazine = 37
	ParallaxConfig="LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_RUS_76_SpHV.bin"
	BulletConfig = "LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_RUS_76_SpHV.txt"
	GunSightTypeArgValue = -1
[end]
[GunAmmunition26]
	RoundsInMagazine = 28
	ParallaxConfig="LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_RUS_76_SpHV.bin"
	BulletConfig = "LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_RUS_76_SpHV.txt"
	GunSightTypeArgValue = -1
[end]
[GunAmmunition28]
	RoundsInMagazine = 20
	ParallaxConfig="LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_RUS_76_SpHV.bin"
	BulletConfig = "LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_RUS_76_SpHV.txt"
	GunSightTypeArgValue = -1
[end]
[GunAmmunition29]
	RoundsInMagazine = 15
	ParallaxConfig="LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_RUS_76_SpHV.bin"
	BulletConfig = "LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_RUS_76_SpHV.txt"
	GunSightTypeArgValue = -1
[end]

[GunAmmunition40]
	RoundsInMagazine = 113
	ParallaxConfig="LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_RUS_76_HE.bin"
	BulletConfig = "LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_RUS_76_HE.txt"
	GunSightTypeArgValue = -1
[end]
[GunAmmunition41]
	RoundsInMagazine = 76
	ParallaxConfig="LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_RUS_76_HE.bin"
	BulletConfig = "LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_RUS_76_HE.txt"
	GunSightTypeArgValue = -1
[end]
[GunAmmunition42]
	RoundsInMagazine = 73
	ParallaxConfig="LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_RUS_76_HE.bin"
	BulletConfig = "LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_RUS_76_HE.txt"
	GunSightTypeArgValue = -1
[end]
[GunAmmunition43]
	RoundsInMagazine = 56
	ParallaxConfig="LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_RUS_76_HE.bin"
	BulletConfig = "LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_RUS_76_HE.txt"
	GunSightTypeArgValue = -1
[end]
[GunAmmunition44]
	RoundsInMagazine = 53
	ParallaxConfig="LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_RUS_76_HE.bin"
	BulletConfig = "LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_RUS_76_HE.txt"
	GunSightTypeArgValue = -1
[end]
[GunAmmunition45]
	RoundsInMagazine = 37
	ParallaxConfig="LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_RUS_76_HE.bin"
	BulletConfig = "LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_RUS_76_HE.txt"
	GunSightTypeArgValue = -1
[end]
[GunAmmunition46]
	RoundsInMagazine = 28
	ParallaxConfig="LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_RUS_76_HE.bin"
	BulletConfig = "LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_RUS_76_HE.txt"
	GunSightTypeArgValue = -1
[end]
[GunAmmunition48]
	RoundsInMagazine = 20
	ParallaxConfig="LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_RUS_76_HE.bin"
	BulletConfig = "LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_RUS_76_HE.txt"
	GunSightTypeArgValue = -1
[end]
[GunAmmunition49]
	RoundsInMagazine = 15
	ParallaxConfig="LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_RUS_76_HE.bin"
	BulletConfig = "LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_RUS_76_HE.txt"
	GunSightTypeArgValue = -1
[end]

[GunAmmunition50]
	MaxRoundsInMagazine = 63
	RoundsInMagazine = 63
	MaxReservedMagazines = 21
	ReservedMagazines = 21
	MaxMisFiresInMagazine = 0
	AmountRoundsWithOneTracer = 2
	ParallaxConfig="LuaScripts/WorldObjects/Ballistics/Projectiles/BULLET_RUS_7-62x54_AP.bin"
	BulletConfig = "LuaScripts/WorldObjects/Ballistics/Projectiles/BULLET_RUS_7-62x54_AP.txt"
	GunSightTypeArgValue = -1
[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


// ограничения сектора обстрела, что бы ИИ не пытался наводится в указанные убласти
//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

// Damage

//BeamHitZeroArmor=true //при попадании бронебойного снаряда игнорировать параметры m_fArmor и m_fArmorSides (для случая, когда бронебойная броня сделана бронеплитами в колижене)
//LifeRate=40000
//LifeRateFrag=40000 
//Firing=0.005
//Armor=66
//[ArmorBox]			// Если данный блок есть, то броня задана по сторонам, если блока нет, то используется общий параметр Armor=
//	FovH=90			// Полный угол горизонтального раствора пирамидального раструба углов нормали к колижену, по которому грань колижена определяется, как ArmorFront
//	FovV=90			// Полный угол вертикального раствора пирамидального раструба углов нормали к колижену, по которому грань колижена определяется, как ArmorFront
//					// Остальные 5 раструбов определяются автоматически по центральной симметрии относительно переднего
//	ArmorFront=86
//	ArmorBack=66
//	ArmorTop=30
//	ArmorBottom=30
//	ArmorRight=66
//	ArmorLeft=66
//[end]

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

IsCritical=true	//true - обнуление лайфа модуля обнулит лайф всего объекта
LifeK=400			//весовой коэфициент влияния лайфа модуля на лайф всего объекта (все к-ты нормируются автоматически)

KillChildObjectsOnParentDeath = true

SphereHitProtection=72	//Броневая защита стрелка от осколков при закрытой кабине

[SphereProtectionBoxOpen]	// Если данный блок есть, то броня пилота от осколков задана по сторонам, если блока нет, то используется общий параметр SphereHitProtection=
	FovH=90					// Полный угол горизонтального раствора пирамидального раструба углов нормали к колижену, по которому грань колижена определяется, как ArmorFront
	FovV=90					// Полный угол вертикального раствора пирамидального раструба углов нормали к колижену, по которому грань колижена определяется, как ArmorFront
							// Остальные 5 раструбов определяются автоматически по центральной симметрии относительно переднего
	ArmorFront=81			// Для ОФ угол наклона цилиндрических частей берется 30°
	ArmorBack=81
	ArmorTop=30
	ArmorBottom=30
	ArmorRight=72
	ArmorLeft=72
[end]

[SphereProtectionBoxClose]	// Если данный блок есть, то броня пилота от осколков задана по сторонам, если блока нет, то используется общий параметр SphereHitProtection=
	FovH=90					// Полный угол горизонтального раствора пирамидального раструба углов нормали к колижену, по которому грань колижена определяется, как ArmorFront
	FovV=90					// Полный угол вертикального раствора пирамидального раструба углов нормали к колижену, по которому грань колижена определяется, как ArmorFront
							// Остальные 5 раструбов определяются автоматически по центральной симметрии относительно переднего
	ArmorFront=81
	ArmorBack=81
	ArmorTop=30
	ArmorBottom=30
	ArmorRight=72
	ArmorLeft=72
[end]

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

energyloss="",true,1,200	// Потеря энергии пули при попадании, true - проверка на входе и выходе в колижн-бокс, первое эквивалентная броня на входе и выходе, второе джоулей на каждый метр пути внутри колижена

energyloss="tower",true,1,1

//Damageable parts
energyloss="#gun",true,20,20000				//Main gun
energyloss="#mg",true,5,20000				//Coaxial machinegun
energyloss="turretGN_01",true,5,20000		//Turret turn main reductor
energyloss="turretGN_02",false,70,1			//Like neares turret armour
energyloss="turretGN_03",false,70,1			//Like neares turret armour
energyloss="turretGN_04",false,70,1			//Like neares turret armour
energyloss="turretGN_05",false,70,1			//Like neares turret armour
energyloss="turretGN_06",false,70,1			//Like neares turret armour
energyloss="turretGN_07",false,70,1			//Like neares turret armour
energyloss="ammunitionL",true,2,20000		//Shells pack on turret wall
energyloss="ammunitionR",true,2,20000		//Shells pack on turret wall
energyloss="#turret1000_coll",false,0,1		//Dummy collision for visual damage, forward-left
energyloss="#turret1001_coll",false,0,1		//Dummy collision for visual damage, forward-right
energyloss="#turret1002_coll",false,0,1		//Dummy collision for visual damage, backward-left
energyloss="#turret1002a_coll",false,0,1	//Dummy collision for visual damage, backward-left, com tower
energyloss="#turret1003_coll",false,0,1		//Dummy collision for visual damage, backward-right
energyloss="#turret1004_coll",false,0,1		//Dummy collision for visual damage, mask
energyloss="#turret1004a_coll",false,0,1	//Dummy collision for visual damage, mask, part 2
energyloss="sight1_1050",false,1,1			//Turret left armoured visor, 85mm, K=0.1333. While no armour cut for it - it's armour reduced.
energyloss="sight2_1051",false,1,1			//Turret right armoured visor, 85mm, K=0.1333. While no armour cut for it - it's armour reduced.
energyloss="sight8_1057",false,1,1			//Turret forward visor glass
energyloss="sight9_1058",false,1,1			//Turret backward visor glass

//Armour
energyloss="mask_1",false,38,1				//Gun mask bottom armour plate, 45mm, K=0.85
energyloss="mask_2",false,70,1				//Gun mask main bulb, 82mm, K=0.85
energyloss="mask_3",false,60,1				//Gun mask left to the bulb, 70mm, K=0.85
energyloss="mask_4",false,60,1				//Gun mask left to the bulb, 70mm, K=0.85
energyloss="mask_5",false,60,1				//Gun mask right to the bulb, 70mm, K=0.85
energyloss="mask_6",false,60,1				//Gun mask right to the bulb, 70mm, K=0.85
energyloss="mask_7",false,20,1				//Gun sight port, 20mm approx
energyloss="mask_8",false,20,1				//Machinegun port, 20mm approx
energyloss="mask_9",false,38,1				//Gun mask top armour plate, 45mm, K=0.85
energyloss="mask_10",false,17,1				//2nd armour layer behind gun mask, 20mm, K=0.85
energyloss="mask_11",false,17,1				//2nd armour layer behind gun mask, 20mm, K=0.85
energyloss="com_tower",true,51,1			//Turret top armour plate, 60mm, K=0.85
energyloss="top_1",false,34,1				//Turret top-forward armour bar behind mask, 40mm, K=0.85
energyloss="top_2",false,30,1				//Turret top armour plate, 30mm, K=1.0
energyloss="top_3",false,30,1				//Turret top armour plate, 30mm, K=1.0
energyloss="top_4",false,30,1				//Turret top armour plate, 30mm, K=1.0
energyloss="bottom_1L",false,34,1			//Turret stern bottom armour, 40mm, K=0.85
energyloss="bottom_1R",false,34,1			//Turret stern bottom armour, 40mm, K=0.85
energyloss="front_1L",false,70,1			//Turret bow left to mask, 82mm, K=0.85
energyloss="left_1",false,70,1				//Turret bow left to mask, 82mm, K=0.85
energyloss="left_2",false,70,1				//Turret bow left to mask, 82mm, K=0.85
energyloss="left_3",false,70,1				//Turret left side, 82mm, K=0.85
energyloss="left_4",false,70,1				//Turret left side, 82mm, K=0.85
energyloss="front_1R",false,70,1			//Turret bow right to mask, 82mm, K=0.85
energyloss="right_1",false,70,1				//Turret bow right to mask, 82mm, K=0.85
energyloss="right_2",false,70,1				//Turret bow right to mask, 82mm, K=0.85
energyloss="right_3",false,70,1				//Turret right side, 82mm, K=0.85
energyloss="right_4",false,70,1				//Turret right side, 82mm, K=0.85
energyloss="rear_1L",false,70,1			//Turret base ring stern, 82mm, K=0.85
energyloss="rear_1R",false,70,1			//Turret base ring stern, 82mm, K=0.85
energyloss="rear_2L",false,70,1			//Turret stern, 82mm, K=0.85
energyloss="rear_3L",false,70,1			//Turret stern, 82mm, K=0.85
energyloss="rear_2R",false,70,1			//Turret stern, 82mm, K=0.85
energyloss="front_2",false,70,1				//Turret bow down to mask, 82mm, K=0.85
energyloss="front_3",false,34,1				//Turret after-mask armour box, 40mm, K=0.85
energyloss="front_4",false,34,1				//Turret after-mask armour box, 40mm, K=0.85
energyloss="front_5L",false,34,1			//Turret after-mask armour box, 40mm, K=0.85
energyloss="front_5R",false,34,1			//Turret after-mask armour box, 40mm, K=0.85
energyloss="sight8_armor",false,8,1			//Turret left visor armour cover, 8mm, K=1.0
energyloss="sight9_armor",false,8,1			//Turret right visor armour cover, 8mm, K=1.0
energyloss="pthead",true,34,1				//Turret reserve sight cover, 40mm, K=0.85

[ReflectArmorBox]	// Для расчета рикошета там, где внешний колижн energyloss=0,1. Если данный блок есть, то броня задана по сторонам, если блока нет, то используется общий параметр Armor=
	FovH=90			// Полный угол горизонтального раствора пирамидального раструба углов нормали к колижену, по которому грань колижена определяется, как ArmorFront
	FovV=120		// Полный угол вертикального раствора пирамидального раструба углов нормали к колижену, по которому грань колижена определяется, как ArmorFront
					// Остальные 5 раструбов определяются автоматически по центральной симметрии относительно переднего
	ArmorFront=70
	ArmorBack=70
	ArmorTop=40
	ArmorBottom=30
	ArmorRight=70
	ArmorLeft=70
[end]

/////Functional Damage Groups

[DGroup=TurretTurn]		// Смотри конфиг _KV1s.txt для пояснений к параметрам DGroup
	IsCritical=false
	LifeK=200
	convex="turretGN_02",20,30000,"MT_ARMOR"
	convex="turretGN_03",20,30000,"MT_ARMOR"
	convex="turretGN_04",20,30000,"MT_ARMOR"
	convex="turretGN_05",20,30000,"MT_ARMOR"
	convex="turretGN_06",20,30000,"MT_ARMOR"
	convex="turretGN_07",20,30000,"MT_ARMOR"
	[SphereHitArmorBox]	//+5мм собственной брони
		FovH=90
		FovV=90
		ArmorFront=86
		ArmorBack=86
		ArmorTop=35
		ArmorBottom=35
		ArmorRight=77
		ArmorLeft=77
	[end]
	LifeRateFrag=20000
	RepairSpeed=0.001667
	RepairSource=0
	InstantRepair=true
	RepairDependsOn="GunTurn", 0.95
	GuiParam=12, true,true,true
[end]
[DGroup=TurretTurnMain]
	IsCritical=false
	LifeK=100
	convex="turretGN_01", 5,20000,"MT_ARMOR"
	[SphereHitArmorBox]	//+5мм собственной брони
		FovH=90
		FovV=90
		ArmorFront=86
		ArmorBack=86
		ArmorTop=35
		ArmorBottom=35
		ArmorRight=77
		ArmorLeft=77
	[end]
	LifeRateFrag=10000
	RepairSpeed=0.003333	// (5 минут)
	RepairSource=0
	InstantRepair=true
	RepairDependsOn="TurretTurn", 0.95
	GuiParam=13, true,true,true
[end]
[DGroup=GunTurn]
	IsCritical=false
	LifeK=100
	convex="mask_2",70,30000,"MT_ARMOR"
	convex="mask_10",17,30000,"MT_ARMOR"
	convex="mask_11",17,30000,"MT_ARMOR"
	SphereHitProtection=70
	LifeRateFrag=10000
	RepairSpeed=0.001667	// (10 минут)
	RepairSource=0
	InstantRepair=true
	GuiParam=14, true,true,true
[end]
[DGroup=MainGun]
	IsCritical=false
	LifeK=100
	convex="#gun",20,30000,"MT_ARMOR"
	[SphereHitArmorBox]
		FovH=90
		FovV=90
		ArmorFront=20
		ArmorBack=20
		ArmorTop=20
		ArmorBottom=20
		ArmorRight=20
		ArmorLeft=20
	[end]
	LifeRateFrag=15000
	RepairSpeed=0.001667	// (10 минут)
	RepairSource=0
	InstantRepair=true
	GuiParam=15, true,true,true
[end]
[DGroup=MachineGun]
	IsCritical=false
	LifeK=20
	convex="#mg",5,10000,"MT_ARMOR"
	[SphereHitArmorBox]
		FovH=170
		FovV=90
		ArmorFront=5
		ArmorBack=100
		ArmorTop=5
		ArmorBottom=30
		ArmorRight=5
		ArmorLeft=5
	[end]
	LifeRateFrag=5000
	RepairSpeed=0.002083	// (8 минут)
	RepairSource=0
	InstantRepair=true
	RepairDependsOn="MainGun", 0.95
	GuiParam=17, true,true,true
[end]
[DGroup=Body]
	IsCritical=true
	LifeK=200
	convex="ammunitionR", 5,20000,"MT_ARMOR"
	convex="ammunitionL", 5,20000,"MT_ARMOR"
	[SphereHitArmorBox]	//+5мм собственной брони
		FovH=90
		FovV=90
		ArmorFront=86
		ArmorBack=86
		ArmorTop=35
		ArmorBottom=35
		ArmorRight=77
		ArmorLeft=77
	[end]
	LifeRateFrag=10000	// Объект небольшой, лайфрейт для ОФ снижен на 50%
	DamageArg=5000
	MinValidLife=0.02
	RepairSpeed=0.016667	// (1 минута)
	RepairSource=0
	InstantRepair=false
[end]

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

[DGroup=CornerFL]
	IsCritical=false
	LifeK=50
	convex="#turret1000_coll",10,34000,"MT_ARMOR"
	SphereHitProtection=10			// защита от осколочно-осколочного воздействия за счет расположения внутри бронекорпуса
	[SphereHitArmorBox]		// Если данный блок есть, то броня пилота от осколков задана по сторонам, если блока нет, то используется общий параметр SphereHitProtection=
		FovH=90				// Полный угол горизонтального раствора пирамидального раструба углов нормали к колижену, по которому грань колижена определяется, как ArmorFront
		FovV=90				// Полный угол вертикального раствора пирамидального раструба углов нормали к колижену, по которому грань колижена определяется, как ArmorFront
							// Остальные 5 раструбов определяются автоматически по центральной симметрии относительно переднего
		ArmorFront=10
		ArmorBack=150
		ArmorTop=10
		ArmorBottom=10
		ArmorRight=150
		ArmorLeft=10
	[end]
	LifeRateFrag=34000
	DamageArg=1000
	DamageMaxVal=0.98
	RepairSpeed=0.004167	// (4 минуты, при стандартном ускорении "чинилки" =4 это будет 1 минута)
	RepairSource=4			// Починка только в радиусе "чинилки"
	InstantRepair=false
	RepairDependsOn="Mask", 0.95
[end]
[DGroup=CornerFR]
	IsCritical=false
	LifeK=50
	convex="#turret1001_coll",10,34000,"MT_ARMOR"
	SphereHitProtection=10
	[SphereHitArmorBox]
		FovH=90
		FovV=90
		ArmorFront=10
		ArmorBack=150
		ArmorTop=10
		ArmorBottom=10
		ArmorRight=10
		ArmorLeft=150
	[end]
	LifeRateFrag=34000
	DamageArg=1001
	DamageMaxVal=0.98
	RepairSpeed=0.004167	// (4 минуты, при стандартном ускорении "чинилки" =4 это будет 1 минута)
	RepairSource=4			// Починка только в радиусе "чинилки"
	InstantRepair=false
	RepairDependsOn="CornerFL", 0.95
[end]
[DGroup=CornerRL]
	IsCritical=false
	LifeK=50
	convex="#turret1002_coll",10,34000,"MT_ARMOR"
	convex="#turret1002a_coll",10,34000,"MT_ARMOR"
	[SphereHitArmorBox]
		FovH=90
		FovV=90
		ArmorFront=150
		ArmorBack=10
		ArmorTop=10
		ArmorBottom=10
		ArmorRight=150
		ArmorLeft=10
	[end]
	LifeRateFrag=34000
	DamageArg=1002
	DamageMaxVal=0.98
	RepairSpeed=0.004167	// (4 минуты, при стандартном ускорении "чинилки" =4 это будет 1 минута)
	RepairSource=4			// Починка только в радиусе "чинилки"
	InstantRepair=false
	RepairDependsOn="CornerFR", 0.95
[end]
[DGroup=CornerRR]
	IsCritical=false
	LifeK=50
	convex="#turret1003_coll",10,34000,"MT_ARMOR"
	SphereHitProtection=10
	[SphereHitArmorBox]
		FovH=90
		FovV=90
		ArmorFront=150
		ArmorBack=10
		ArmorTop=10
		ArmorBottom=10
		ArmorRight=10
		ArmorLeft=150
	[end]
	LifeRateFrag=34000
	DamageArg=1003
	DamageMaxVal=0.98
	RepairSpeed=0.004167	// (4 минуты, при стандартном ускорении "чинилки" =4 это будет 1 минута)
	RepairSource=4			// Починка только в радиусе "чинилки"
	InstantRepair=false
	RepairDependsOn="CornerRL", 0.95
[end]
[DGroup=Mask]
	IsCritical=false
	LifeK=50
	convex="#turret1004_coll",10,34000,"MT_ARMOR"
	convex="#turret1004a_coll",10,34000,"MT_ARMOR"
	[SphereHitArmorBox]
		FovH=60
		FovV=90
		ArmorFront=10
		ArmorBack=150
		ArmorTop=10
		ArmorBottom=10
		ArmorRight=10
		ArmorLeft=10
	[end]
	LifeRateFrag=34000
	DamageArg=1004
	DamageMaxVal=0.98
	RepairSpeed=0.008333	// (2 минуты, при стандартном ускорении "чинилки" =4 это будет 0.5 минуты)
	RepairSource=4			// Починка только в радиусе "чинилки"
	InstantRepair=false
[end]

[DGroup=VisorLft]
	IsCritical=false
	LifeK=2
	convex="sight1_1050",5,500,"MT_ARMOR"
	[SphereHitArmorBox]
		FovH=120
		FovV=20
		ArmorFront=81
		ArmorBack=81
		ArmorTop=30
		ArmorBottom=30
		ArmorRight=72
		ArmorLeft=5
	[end]
	LifeRateFrag=5000
	DamageArg=1050
	RepairSpeed=0.033333	// (0.5 минуты)
	RepairSource=0
	InstantRepair=true
	RepairDependsOn="Sight2", 0.95
	GuiParam=11, true,true,true
[end]
[DGroup=VisorRgt]
	IsCritical=false
	LifeK=2
	convex="sight2_1051",5,500,"MT_ARMOR"
	SphereHitProtection=82
	[SphereHitArmorBox]
		FovH=120
		FovV=20
		ArmorFront=81
		ArmorBack=81
		ArmorTop=30
		ArmorBottom=30
		ArmorRight=5
		ArmorLeft=72
	[end]
	LifeRateFrag=5000
	DamageArg=1051
	RepairSpeed=0.033333	// (0.5 минуты)
	RepairSource=0
	InstantRepair=true
	RepairDependsOn="VisorLft", 0.95
	GuiParam=11, true,true,true
[end]
[DGroup=VisorFwd]
	IsCritical=false
	LifeK=2
	convex="sight8_1057",1,500,"MT_ARMOR"
	SphereHitProtection=8
	[SphereHitArmorBox]
		FovH=60
		FovV=20
		ArmorFront=1
		ArmorBack=8
		ArmorTop=8
		ArmorBottom=30
		ArmorRight=8
		ArmorLeft=8
	[end]
	LifeRateFrag=5000
	DamageArg=1057
	RepairSpeed=0.033333	// (0.5 минуты)
	RepairSource=0
	InstantRepair=true
	RepairDependsOn="VisorRgt", 0.95
	GuiParam=11, true,true,true
[end]
[DGroup=VisorRear]
	IsCritical=false
	LifeK=2
	convex="sight9_1058",1,500,"MT_ARMOR"
	SphereHitProtection=8
	[SphereHitArmorBox]
		FovH=60
		FovV=20
		ArmorFront=8
		ArmorBack=1
		ArmorTop=8
		ArmorBottom=30
		ArmorRight=8
		ArmorLeft=8
	[end]
	LifeRateFrag=5000
	DamageArg=1058
	RepairSpeed=0.033333	// (0.5 минуты)
	RepairSource=0
	InstantRepair=true
	RepairDependsOn="VisorFwd", 0.95
	GuiParam=11, true,true,true
[end]
[DGroup=Sight1]
	IsCritical=false
	LifeK=100
	convex="sight1",1,500,"MT_ARMOR"
	[SphereHitArmorBox]
		FovH=120
		FovV=20
		ArmorFront=1
		ArmorBack=81
		ArmorTop=30
		ArmorBottom=30
		ArmorRight=72
		ArmorLeft=72
	[end]
	LifeRateFrag=5000
	DamageArg=1059
	RepairSpeed=0.033333	// (0.5 минуты)
	RepairSource=0
	InstantRepair=true
	GuiParam=16, true,true,true
[end]
[DGroup=Sight2]
	IsCritical=false
	LifeK=100
	convex="sight2",1,500,"MT_ARMOR"
	convex="pthead",34,500,"MT_ARMOR"
	[SphereHitArmorBox]
		FovH=120
		FovV=20
		ArmorFront=1
		ArmorBack=34
		ArmorTop=34
		ArmorBottom=30
		ArmorRight=34
		ArmorLeft=34
	[end]
	LifeRateFrag=5000
	DamageArg=1060
	RepairSpeed=0.033333	// (0.5 минуты)
	RepairSource=0
	InstantRepair=true
	RepairDependsOn="Sight1", 0.95
	GuiParam=16, true,true,true
[end]

//End of Graphical Damage Groups

[Entrance]
	EntrancePos= -3.2, -0.753, 3.2
	EntranceRot= 0,135,0
	JumpDir= 0,0,0
[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

ClosedHatch=true // True - люк будет всегда закрытым
ClosedWindow=true  // True - форточка будет всегда закрытой
NoAimingWhenOpened=false  // True - турель не работает при открытом люке
StopIfAimingProhibited=true			// True - турель не возвращается в нейтраль при запрете по NoAimingWhenOpened/NoAimingWhenClosed
CanopyOpenByDefault=false
WindowOpenByDefault=false
//canopytime=3.5625	//Время анинации от Arg=0 до Arg=0.95. Требуемое время анимации от Arg=0.1 до Arg=0.9 определено временем анимации персонажа (3 сек), откуда значение параметра 0.95/0.8*5=3.5625.
//windowtime=1.5

//OpenCockpitArg=31
AutoCanopy=false
CockpitLightArg=30000,0.45,0.55,0.6
canopyLockSoundMask=10 	// 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	//Роль для техночата люков (Driver: 1, Gunner: 3, Commander: 5, Machinegunner: 7, Radioman: 9)

SetCockpitArgs=true	// true - автоматическое выставление значений анимаций в систему сетевых команд с указанным флагом сетевой передачи, false - в самолётах это делается в коде или в случае работы объекта только на приём

//CockpitArg= FetchType, CmdID, SubcmdID, ArgNum, ArgValDefault, SmoothingType, SmoothingPower, NetworkFlag
//FetchType=-1: аргумент в объекте не забирается для анимирования
//FetchType=-2: аргумент в объекте забирается для анимирования из самого объекта
//FetchType=-3: аргумент в объекте забирается для анимирования по сетевым командам parent-объекта
//FetchType>=0: аргумент в объекте забирается для анимирования по сетевым командам child-объекта с укзанным Attach ID
//CmdID=[0..999]: ID сетевой команды низкого качества, используемой для передачи значения.
//CmdID=[1000..1999]: ID сетевой команды среднего качества, используемой для передачи значения.
//SubcmdID=[0..3]: ID сетевой подкоманды команды низкого качества.
//SubcmdID=[0..1]: ID сетевой подкоманды команды среднего качества.
//ArgNum: номер аргумента анимации устанавливаемого в/из команды.
//ArgValDefault: дефолтное значение аргумента анимации в случае, если команда не приходила.
//SmoothingType: smooth_clamp - сглаживаение не-круговых анимаций
//SmoothingType: smooth_wrap - сглаживаение круговых анимаций
//SmoothingPower: постоянная времени сглаживания
//NetworkFlag="": отправки команды в сеть нет и нет выставления команды в случае, если SetCockpitArgs=false
//NetworkFlag="low_freq": отправка в сеть целиком команды, содержащей указанный аргумент в случае его изменения, не чаще низкой частоты
//NetworkFlag="med_freq": отправка в сеть целиком команды, содержащей указанный аргумент в случае его изменения, не чаще средней частоты
//NetworkFlag="high_freq": отправка в сеть целиком команды, содержащей указанный аргумент в случае его изменения, не чаще высокой частоты
//NetworkFlag="granted_single": отправка в сеть целиком команды, содержащей указанный аргумент в случае его изменения, с применением гарантированного пакета состояния

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"			// Снаряды
CockpitArg = -2, 0100, 1, 9008, 0.0, "", 0.0, "granted_single"			// Магазины спаренного пулемёта

CockpitArg = -2, 0150, 0, 9001, 0.0, "smooth_clamp", 0.1, "med_freq"	// TriggerPositionArgIdx, gun1
CockpitArg = -2, 0150, 1, 9009, 0.0, "smooth_wrap", 0.1, "med_freq"		// RoundsInMagazineArgIdx, gun1
CockpitArg = -2, 0150, 2, 9011, 0.0, "smooth_wrap", 0.1, "med_freq"		// ReLoadingArgIdx, gun1

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, 220, 0.5, "smooth_clamp", 0.5, "low_freq"		// ControlAnimationArgNum
CockpitArg = -2, 1150, 1, 24, 0.5, "smooth_clamp", 0.5, "low_freq"		// ManualControlAnimationArgNum, [Joint=0]
CockpitArg = -2, 1150, 2, 340, 0.5, "smooth_clamp", 0.5, "low_freq"		// ManualControlAnimationArgNum, [Joint=1]

VisorYawMin=-180
VisorYawArgMin=0.0
VisorYawMax=+180
VisorYawArgMax=1.0
VisorYawArg=40
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


[AimDistAP]
	AimDist= 0.0000,0
	AimDist= 0.0150,200
	AimDist= 0.0320,400
	AimDist= 0.0500,600
	AimDist= 0.0680,800
	AimDist= 0.0870,1000
	AimDist= 0.1085,1200
	AimDist= 0.1300,1400
	AimDist= 0.1545,1600
	AimDist= 0.1790,1800
	AimDist= 0.2055,2000
	AimDist= 0.2335,2200
	AimDist= 0.2635,2400
	AimDist= 0.2940,2600
	AimDist= 0.3270,2800
	AimDist= 0.3610,3000
	AimDist= 0.3995,3200
	AimDist= 0.4380,3400
	AimDist= 0.4790,3600
	AimDist= 0.5220,3800
	AimDist= 0.5680,4000
	AimDist= 0.6150,4200
	AimDist= 0.6640,4400
	AimDist= 0.7160,4600
	AimDist= 0.7710,4800
	AimDist= 0.8280,5000
[end]

[AimDistCV]
	AimDist= 0.0000,0
	AimDist= 0.0150,200
	AimDist= 0.0320,400
	AimDist= 0.0500,600
	AimDist= 0.0680,800
	AimDist= 0.0870,1000
	AimDist= 0.1085,1200
	AimDist= 0.1300,1400
	AimDist= 0.1545,1600
	AimDist= 0.1790,1800
	AimDist= 0.2055,2000
	AimDist= 0.2335,2200
	AimDist= 0.2635,2400
	AimDist= 0.2940,2600
	AimDist= 0.3270,2800
	AimDist= 0.3610,3000
	AimDist= 0.3995,3200
	AimDist= 0.4380,3400
	AimDist= 0.4790,3600
	AimDist= 0.5220,3800
	AimDist= 0.5680,4000
	AimDist= 0.6150,4200
	AimDist= 0.6640,4400
	AimDist= 0.7160,4600
	AimDist= 0.7710,4800
	AimDist= 0.8280,5000
[end]

[AimDistHE]
	AimDist= 0.0000,0
	AimDist= 0.0150,200
	AimDist= 0.0320,400
	AimDist= 0.0500,600
	AimDist= 0.0680,800
	AimDist= 0.0870,1000
	AimDist= 0.1085,1200
	AimDist= 0.1300,1400
	AimDist= 0.1545,1600
	AimDist= 0.1790,1800
	AimDist= 0.2055,2000
	AimDist= 0.2335,2200
	AimDist= 0.2635,2400
	AimDist= 0.2940,2600
	AimDist= 0.3270,2800
	AimDist= 0.3610,3000
	AimDist= 0.3995,3200
	AimDist= 0.4380,3400
	AimDist= 0.4790,3600
	AimDist= 0.5220,3800
	AimDist= 0.5680,4000
	AimDist= 0.6150,4200
	AimDist= 0.6640,4400
	AimDist= 0.7160,4600
	AimDist= 0.7710,4800
	AimDist= 0.8280,5000
[end]

[AimDistMG]
	AimDist= 0.0000,0
	AimDist= 0.0240,400
	AimDist= 0.0415,600
	AimDist= 0.0640,800
	AimDist= 0.0940,1000
	AimDist= 0.1360,1200
	AimDist= 0.2130,1500
[end]

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

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

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