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UTGame.UTVehicleSimChopper


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/**
 * Copyright 1998-2008 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: tr 31-1-2018 17:18:28.000 - Creation time: sk 18-3-2018 10:01:28.483 - Created with UnCodeX