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Gameplay.JointControlledAircraft

Extends
Vehicle
Modifiers
abstract dependsOn ( PlayerCharacterController ) native

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Pawn
      |   
      +-- Gameplay.Rook
         |   
         +-- Gameplay.Vehicle
            |   
            +-- Gameplay.JointControlledAircraft

Direct Known Subclasses:

AssaultShip, Pod

Constants Summary
JCA_LINEAR_VELOCITY_ACCURACY_FACTOR=100
JCA_LINEAR_VELOCITY_INVERSE_ACCURACY_FACTOR=0.01
Inherited Contants from Gameplay.Vehicle
CANNOT_STEAL_VEHICLE_PROMPT_INDEX, DRIVER_PROMPT_INDEX, ENEMY_INVENTORY_STATION_PROMPT_INDEX, ENEMY_OCCUPIED_VEHICLE_PROMPT_INDEX, FLIP_PROMPT_INDEX, FULL_VEHICLE_PROMPT_INDEX, GUNNER_PROMPT_INDEX, HEAVY_ATTEMPT_TO_PILOT, INVENTORY_STATION_PROMPT_INDEX, LEFT_GUNNER_PROMPT_INDEX, MAXIMUM_NUMBER_POSITIONS, NUMBER_MINOR_ENTRY_SIGNALS, RIGHT_GUNNER_PROMPT_INDEX, VEHICLE_PROHIBITED_OBJECT_PROMPT_INDEX
Inherited Contants from Gameplay.Rook
DAMAGE_OVERKILL, MAX_USEABLE_POINTS, N_PAST_POSITIONS

Variables Summary
AccelerationEffectStateEnumAccelerationEffectState
rotatorcurrentCameraRotation
intdivingEffectIndex
booldivingForceApplied
boolLandingGearUp
floatnavigationMaximumPitch
floatnavigationMinimumPitch
floatnavigationTurnRate
AircraftStateoldReplicationAircraftState
vectoroutputControlForce
floatoutputFlightPitchAngle
floatoutputFlightYawAngle
intpadding[2]
vectorreplicatedControlForce
AircraftStatereplicationAircraftState
floatrotateMaximumPitch
floatrotateMinimumPitch
boolstrafeBack
boolstrafeDown
boolstrafeForward
boolstrafeLeft
boolstrafeRight
boolstrafeUp
floatthrottleScale
boolThrustingEffectState
floatthrustThresholdPitch
intturningLeftEffectIndex
intturningRightEffectIndex
rotatorviewRotationAI
floatzAxisFlightRotation
Animation
namebackAnimation
floatblendTime
namedownAnimation
nameforwardAnimation
floatgearTraceLength
namegearUpAnimation
floatgearUpBlendTime
nameidleAnimation
nameleftAnimation
namerightAnimation
namespawningAnimation
floatspawningBlendTime
nameupAnimation
JointControlledAircraft
floataheadDiveForceScale
floatangularBankScale
floatclientControlJointStrength
floatclientDriverControlJointStrength
floatcoastingCounterGravityForceScale
floatcoastingDamping
boolconstrainAircraftPitch
floatcontrolJointStrength
floatcounterGravityForceScale
floatdiveCombinedReduction
floatdiveCounterGravityForceScale
floatdiveThrustForce
floatdownDiveForceScale
floatflightControlDamping
floatflightRotationEffectMagnitude
floatforceScale
floatforwardCombinedReduction
floatforwardForce
floatforwardThrustForce
floathardAircraftPitchRange
boolhardConstrainAircraftPitch
floatlinearBankScale
floatmaximumAircraftPitch
floatminimumAircraftPitch
floatreverseForce
floatreverseThrustForce
floatstrafeCombinedReduction
floatstrafeForce
floatstrafeThrustForce
floatthrustCombinedReduction
floatupThrustForce
Inherited Variables from Gameplay.Vehicle
abandonmentDestruction, abandonmentDestructionPeriod, animationFinishThenLoop, bCanBeStolen, bCollisionDamageEnabled, bDisablePositionSwitching, bDrawDriverInTP, bFlipping, bGodMode, bHasBeenOccupied, bInvincible, bSettledUpsideDown, bShowPhysicsDebug, bVehicleCameraTrace, cachedCameraLocation, cameraDistance, cannotStealPrompt, clientInterpolationHard, clientInterpolationPeriod, clientInterpolationSnapDistance, clientPositions[MAXIMUM_NUMBER_POSITIONS], collisionDamageMagnitudeScale, cornerSlowDownDistance, cornerSlowDownMinimumCosAngle, cornerSlowDownSpeedCoefficient, CrushingDamageTypeClass, currentAbandonmentDuration, currentDesiredHavokState, currentSwitchClass, customInertiaTensor, customInertiaTensorDiagonal, dampingPlusEnabled, dampingPlusNegativeZ, dampingPlusPositiveZ, dampingPlusXY, destroyedExplosionClass, destructionObjectClass, distanceToMaximumDurationScale, DiveInput, doNotEjectOnFlip, drivePitchCoefficient, driverIndex, driverMaximumPitch, driverMinimumPitch, driverPrompt, driverWeapon, driverWeaponClass, driveYawCoefficient, effects, enemyInventoryStationPrompt, enemyOccupiedPrompt, engineIdlingEffectIndex, entries, exits, flipMaximumRotationDuration, flipPrompt, flipPushUpDuration, flipPushUpImpulse, flipRotateTime, flipRotationDamping, flipRotationStrength, flipRotationTimeOut, flipTriggers, fullVehiclePrompt, gunnerPrompt, healthModifier, heavyAttemptedToPilot, heavyAttemptedToPilotSwitchPromptDuration, initialInvincibilityDuration, inventoryStationPrompt, inverseCosUprightAngle, invicibilityMaterial, lastOccupantTeam, lastStateReceiveTime, leftGunnerPrompt, localClientPositions[MAXIMUM_NUMBER_POSITIONS], localizedName, localMoveDestination, localTeam, loseInitialInvincibilityTime, ManifestLayoutMaterial, maximumNetUpdateInterval, maximumNextNetUpdateTime, minimumCollisionDamageMagnitude, minimumObstacleLookAhead, minorPositionEntrySignals[NUMBER_MINOR_ENTRY_SIGNALS], motor, motorClass, obstacleLookAheadVeloocityScale, padding[8], positions, retriggerEffectEvents, rightGunnerPrompt, rootBone, RotationInput, settledUpsideDownCosAngle, settledUpsideDownSpeed, spawning, stayUprightDamping, stayUprightEnabled, stayUprightStrength, stopForEnemies, StrafeInput, strafeLeftEffectIndex, strafeLeftOrThrustEffectIndex, strafeRightEffectIndex, strafeRightOrThrustEffectIndex, throttleBackEffectIndex, throttleForwardEffectIndex, throttleForwardOrThrustEffectIndex, ThrottleInput, thrustingEffectIndex, ThrustInput, TopSpeed, TPCameraDistance, TPCameraLookAt, vehicleCameraTraceExtents, vehicleEntries, vehicleFlipTriggers, vehicleProhibitedObjectPrompt, velocityInheritOnExitScale, waterDamagePerSecond
Inherited Variables from Gameplay.Rook
AI_LOD_ActivationDistance, AI_LOD_DeactivationDistance, AI_LOD_deactivation_exemption_ticks, AI_LOD_LevelMP, alertness, attacker, bAIThreat, bAlwaysMarked, bCanBeSensed, bCanRepair, bDeferredAICleanup, bIsDetectableByEnemies, bShowJSDebug, bShowLOADebug, bShowNavigationDebug, bShowSensingDebug, bShowSquadDebug, bShowTyrionCharacterDebug, bShowTyrionHeadDebug, bShowTyrionMovementDebug, bShowTyrionWeaponDebug, bUnobstructedLOF, bUseAlternateOwnershipMaterial, bUseAlternateSelfIllumMaterial, clientDamageComponentMask, componentBreakThreshold, damageComponentMask, damageComponents, desiredLocation, effectLogging, estLocation, expectedImpactTime, flameDamagePerSecond, flameDamageReductionPerSecond, flameDamageType, flameSource, grapplerRetentionScale, healthMaximum, hearing, hudType, lastDetectedTime, lastShotFiredTime, loaEndPoint, loaEndPoint2, loaHit, loaStartPoint, loaStartPoint2, logAlertnessChanges, loopingEffects, MaxShadowTraceDistance, mountAI, movementForce, m_lastTeam, m_localTeam, m_squad, m_team, pastPositionsIndex, pastPositionsTimeAccu, pastPositions[N_PAST_POSITIONS], PeripheralVisionZAngle, personalShield, personalShieldClass, playerControllerState, radarInfoClass, reactionDelay, reactionDelayMP, repairers, repDepLastRateAddition, repDepRepairRate, repPakLastRateAddition, repPakRepairRate, sensorUpdateFlag, ShadowLightDistance, shotAngularDeviation, shotAngularDeviationMP, shotLeadAbility, shotLeadAbilityMP, shotNotifier, SightRadiusToPlayer, teamDamagePercentage, teamSelfIllumSkinName, teamSpecificHavokCollisionFiltering, tickTime, tickTimeOrg, tickTimeUpdateRange, UseablePointsValid[MAX_USEABLE_POINTS], UseablePoints[MAX_USEABLE_POINTS], vehicleAI, vision, visionMemory

Enumerations Summary
AccelerationEffectStateEnum
AES_ACCELERATING, AES_DECELERATING, AES_NONE
Inherited Enumerations from Gameplay.Vehicle
VehiclePositionType
Inherited Enumerations from Gameplay.Rook
AlertnessLevels, EUseablePointValid

Structures Summary
AircraftState
position, velocity, flightAngles, serverThrusting, serverDiving, serverStrafe, serverThrottle
Inherited Structures from Gameplay.Vehicle
ClientOccupantEnterData, ClientPositionData, DesiredHavokState, ExitData, VehicleEffect, VehicleEntryData, VehicleFlipTriggerData, VehiclePosition
Inherited Structures from Gameplay.Rook
DamageComponent

Functions Summary
function applyOutput ()))
functionvector calculateOutputControlForce (rotator referenceRotation, float currentThrottleInput, float currentStrafeInput, float currentThrustInput, bool currentDiveInput)
function clientDriverLeave (Controller c, Character oldDriver))
function clientOccupantEnter (ClientOccupantEnterData data))
function Destroyed ()))
functionvector getControlJointAttachLocation ()))
functionrotator getViewRotation ()))
function initialiseEffects ()))
functionbool isEffectCauserActive (int effectCauserIndex))
functionbool needToPushStateToClient ()))
function postNetBeginPlay ()))
function processInput ()))
function pushStateToClient ()))
function setCounterGravityForceScale (float scale)
function setFlightControlStrength (float strength)
function setFlightForce (vector force)
function setFlightRotation (int yawAngle, int pitchAngle)
function setViewRotation (rotator r))
functionbool specialCalcViewProcessing (out actor viewActor, out vector cameraLocation, out rotator cameraRotation, int positionIndex))
function tick (float deltaSeconds))
event updateCameraRotation (float deltaSeconds))
function updateEffectsStates ()))
event VehicleStateReceived ()))
Inherited Functions from Gameplay.Vehicle
aboutToDie, aboutToSettleUpsideDown, addEffect, aimAdjustViewRotation, altFire, applyOutput, attachToVehicle, BaseChange, BeginState, cameraTrace, canArmorOccupy, canArmourBeDriver, canArmourBePassenger, canBeRepairedBy, canCharacterRespawnAt, canOccupy, canSwitchPosition, canTargetPoint, cleanupAI, clientDriverLeave, clientOccupantEnter, collisionDamage, copyVehicleAIValuesToTurret, customFiredEffectProcessing, Destroyed, DisplayDebug, displayWorldSpaceDebug, doCustomFiredEffectProcessing, drawActorCollision, driverLeave, enableAbandonmentDestruction, EncroachedBy, EncroachingOn, EyePosition, FaceRotation, finishedSpawnFromVehicleSpawnPoint, fire, firingMotor, flip, forceNetDirty, generateAIDeathSpeechEvents, getAimLocation, getAlternateAimAdjustStart, getAngle, getAvailablePositionIndex, getCameraLookAt, getControllingCharacter, getCorrespondingInventoryStation, getDriver, getEffectsBaseActor, getEnergy, getFirstPersonEquippableLocation, getFirstPersonEquippableRotation, getHighByte, GetHumanReadableName, getLowByte, getMinorPositionEntryIndex, getOccupantPositionIndex, getOccupantTeam, getOut, GetOverlayMaterial, getPhysicalAttachment, getPositionIndex, getPositionPromptIndex, getProjectileSpawnLocation, getPrompt, getTargetPositionIndex, getTeamDamagePercentage, getTeamSkin, getThirdPersonEquippableAttachment, getUnusedInventoryStation, getVehicleUseablePoint, getViewRotationFromMotor, getWeapon, GraphData, InGodMode, initDriverAI, initGunnerAI, initialiseEffects, initVehicleAI, interpolateRotation, isEffectCauserActive, isHavokCompletelyInitialised, isInventoryPosition, isMajorPosition, isOccupant, isOccupied, isSettledUpsideDown, isUpright, needToPushStateToClient, occupantEnter, occupantEnterAnimationProcessing, occupantLeaveAnimationProcessing, occupantSwitchPosition, onShotFiredNotification, otherClientOccupantEnter, otherClientOccupantLeave, packPitchAndYaw, performFlip, PlayDying, playerMoveProcessing, PostBeginPlay, PostLoadGame, PostNetBeginPlay, postNetReceive, PostTakeDamage, PrecacheVehicleMeshes, processInput, pushStateToClient, releaseAltFire, releaseFire, rematchGoals, setFirePressed, setSkin, setTeam, settledUpsideDownChanged, shouldFire, ShouldProjectileHit, showPhysicsDebug, spawnCharacter, specialCalcView, specialCalcViewProcessing, startedSpawnFromVehicleSpawnPoint, switchClass, switchPosition, tick, Timer, toggleShowPhysicsDebug, tryToDrive, tryToOccupy, unpackPitchAndYaw, UnPossessed, updateDynamicEffectStates, updateEffectsStates, UpdatePrecacheRenderData, updateTeamSkin, useEnergy, vehicleCeaseFire, vehicleFire, VehicleStateReceived, vehicleTrace, vehicleTransitionTrace, VehicleUpdateParams
Inherited Functions from Gameplay.Rook
activatePersonalShield, addRepairFromDeployable, addRepairFromPack, ApplyDamage, averageVelocity, breakDamageComponent, canBeRepairedBy, canBeSensed, CanBeUsedBy, ChunkUp, cleanupAI, cleanupDamageComponents, CleanupSensing, clientUpdateDamageComponents, createDamageComponent, CreateHearingNotifier, CreateShotNotifier, CreateVisionNotifier, damageComponentsOnDamage, damageComponentsOnIncreaseHealth, damageComponentsPostTakeDamage, deactivatePersonalShield, Destroyed, Died, displayActorLabel, displayEnemiesList, displayTyrionDebugHeader, displayWorldSpaceDebug, DrawVisionCone, EffectIsLooping, enumSquadInfo, enumTeamInfo, firingMotor, generateAISpeechEvents, getAlertnessLevel, getControllingCharacter, getControllingCharacterTeam, GetDamageComponentThresholdRange, getKillerLabel, GetObjectiveLocation, GetOverlayMaterial, GetRadarInfoClass, getTeamDamagePercentage, getTeamLabel, groundPredictedLocation, IncreaseHealth, isFriendly, IsInVisionCone, OnEffectInitialized, OnEffectStarted, OnEffectStopped, OnShotFired, onTeamChange, personalShieldActive, PlayEffect, PostBeginPlay, PostNetBeginPlay, PostNetReceive, PostTakeDamage, PreBeginPlay, PrecacheDamageComponents, predictedLocation, ProcessBurnDamage, ProcessRepair, RegisterHearingNotification, RegisterShotNotification, RegisterVisionNotification, removeFlameDamage, removeRepairFromDeployable, removeRepairFromPack, resetPersonalShield, setAlertnessLevel, setLimitedTimeLODActivation, setSquad, setTeam, ShouldBeMarked, squad, squadCleanupOnDeath, StartLoopingEffect, StopEffect, StopLoopingEffect, team, UnregisterHearingNotification, UnregisterShotNotification, UnregisterVisionNotification, updateHavokCollisionFilter, updatePastPositions, UpdatePrecacheRenderData


Constants Detail

JCA_LINEAR_VELOCITY_ACCURACY_FACTOR Source code

const JCA_LINEAR_VELOCITY_ACCURACY_FACTOR = 100;

JCA_LINEAR_VELOCITY_INVERSE_ACCURACY_FACTOR Source code

const JCA_LINEAR_VELOCITY_INVERSE_ACCURACY_FACTOR = 0.01;


Variables Detail

AccelerationEffectState Source code

var AccelerationEffectStateEnum AccelerationEffectState;

currentCameraRotation Source code

var rotator currentCameraRotation;

divingEffectIndex Source code

var int divingEffectIndex;

divingForceApplied Source code

var bool divingForceApplied;

LandingGearUp Source code

var bool LandingGearUp;

navigationMaximumPitch Source code

var float navigationMaximumPitch;

navigationMinimumPitch Source code

var float navigationMinimumPitch;

navigationTurnRate Source code

var float navigationTurnRate;

oldReplicationAircraftState Source code

var AircraftState oldReplicationAircraftState;

outputControlForce Source code

var vector outputControlForce;

outputFlightPitchAngle Source code

var float outputFlightPitchAngle;

outputFlightYawAngle Source code

var float outputFlightYawAngle;

padding[2] Source code

var transient noexport private const int padding[2];

replicatedControlForce Source code

var vector replicatedControlForce;

replicationAircraftState Source code

var AircraftState replicationAircraftState;

rotateMaximumPitch Source code

var float rotateMaximumPitch;

rotateMinimumPitch Source code

var float rotateMinimumPitch;

strafeBack Source code

var bool strafeBack;

strafeDown Source code

var bool strafeDown;

strafeForward Source code

var bool strafeForward;

strafeLeft Source code

var bool strafeLeft;

strafeRight Source code

var bool strafeRight;

strafeUp Source code

var bool strafeUp;

throttleScale Source code

var float throttleScale;

ThrustingEffectState Source code

var bool ThrustingEffectState;

thrustThresholdPitch Source code

var float thrustThresholdPitch;

turningLeftEffectIndex Source code

var int turningLeftEffectIndex;

turningRightEffectIndex Source code

var int turningRightEffectIndex;

viewRotationAI Source code

var rotator viewRotationAI;

zAxisFlightRotation Source code

var const float zAxisFlightRotation;

Animation

backAnimation Source code

var(Animation) name backAnimation;

blendTime Source code

var(Animation) float blendTime;

downAnimation Source code

var(Animation) name downAnimation;

forwardAnimation Source code

var(Animation) name forwardAnimation;

gearTraceLength Source code

var(Animation) float gearTraceLength;

gearUpAnimation Source code

var(Animation) name gearUpAnimation;

gearUpBlendTime Source code

var(Animation) float gearUpBlendTime;

idleAnimation Source code

var(Animation) name idleAnimation;

leftAnimation Source code

var(Animation) name leftAnimation;

rightAnimation Source code

var(Animation) name rightAnimation;

spawningAnimation Source code

var(Animation) name spawningAnimation;

spawningBlendTime Source code

var(Animation) float spawningBlendTime;

upAnimation Source code

var(Animation) name upAnimation;

JointControlledAircraft

aheadDiveForceScale Source code

var(JointControlledAircraft) float aheadDiveForceScale;

angularBankScale Source code

var(JointControlledAircraft) float angularBankScale;

clientControlJointStrength Source code

var(JointControlledAircraft) float clientControlJointStrength;

clientDriverControlJointStrength Source code

var(JointControlledAircraft) float clientDriverControlJointStrength;

coastingCounterGravityForceScale Source code

var(JointControlledAircraft) float coastingCounterGravityForceScale;

coastingDamping Source code

var(JointControlledAircraft) float coastingDamping;

constrainAircraftPitch Source code

var(JointControlledAircraft) bool constrainAircraftPitch;

controlJointStrength Source code

var(JointControlledAircraft) float controlJointStrength;

counterGravityForceScale Source code

var(JointControlledAircraft) float counterGravityForceScale;

diveCombinedReduction Source code

var(JointControlledAircraft) float diveCombinedReduction;

diveCounterGravityForceScale Source code

var(JointControlledAircraft) float diveCounterGravityForceScale;

diveThrustForce Source code

var(JointControlledAircraft) float diveThrustForce;

downDiveForceScale Source code

var(JointControlledAircraft) float downDiveForceScale;

flightControlDamping Source code

var(JointControlledAircraft) float flightControlDamping;

flightRotationEffectMagnitude Source code

var(JointControlledAircraft) float flightRotationEffectMagnitude;

forceScale Source code

var(JointControlledAircraft) float forceScale;

forwardCombinedReduction Source code

var(JointControlledAircraft) float forwardCombinedReduction;

forwardForce Source code

var(JointControlledAircraft) float forwardForce;

forwardThrustForce Source code

var(JointControlledAircraft) float forwardThrustForce;

hardAircraftPitchRange Source code

var(JointControlledAircraft) float hardAircraftPitchRange;

hardConstrainAircraftPitch Source code

var(JointControlledAircraft) bool hardConstrainAircraftPitch;

linearBankScale Source code

var(JointControlledAircraft) float linearBankScale;

maximumAircraftPitch Source code

var(JointControlledAircraft) float maximumAircraftPitch;

minimumAircraftPitch Source code

var(JointControlledAircraft) float minimumAircraftPitch;

reverseForce Source code

var(JointControlledAircraft) float reverseForce;

reverseThrustForce Source code

var(JointControlledAircraft) float reverseThrustForce;

strafeCombinedReduction Source code

var(JointControlledAircraft) float strafeCombinedReduction;

strafeForce Source code

var(JointControlledAircraft) float strafeForce;

strafeThrustForce Source code

var(JointControlledAircraft) float strafeThrustForce;

thrustCombinedReduction Source code

var(JointControlledAircraft) float thrustCombinedReduction;

upThrustForce Source code

var(JointControlledAircraft) float upThrustForce;


Enumerations Detail

AccelerationEffectStateEnum Source code

enum AccelerationEffectStateEnum
{
AES_ACCELERATING, AES_DECELERATING, AES_NONE
};


Structures Detail

AircraftState Source code

struct AircraftState
{
var int flightAngles;
var vector position;
var bool serverDiving;
var PlayerCharacterController.EDigitalAxisInput serverStrafe;
var PlayerCharacterController.EDigitalAxisInput serverThrottle;
var bool serverThrusting;
var vector velocity;
};



Functions Detail

applyOutput Source code

simulated function applyOutput ( ) )

calculateOutputControlForce Source code

native function vector calculateOutputControlForce ( rotator referenceRotation, float currentThrottleInput, float currentStrafeInput, float currentThrustInput, bool currentDiveInput )

clientDriverLeave Source code

simulated function clientDriverLeave ( Controller c, Character oldDriver) )

clientOccupantEnter Source code

simulated function clientOccupantEnter ( ClientOccupantEnterData data) )

Destroyed Source code

simulated function Destroyed ( ) )

getControlJointAttachLocation Source code

simulated function vector getControlJointAttachLocation ( ) )

getViewRotation Source code

simulated function rotator getViewRotation ( ) )

initialiseEffects Source code

simulated function initialiseEffects ( ) )

isEffectCauserActive Source code

simulated function bool isEffectCauserActive ( int effectCauserIndex) )

needToPushStateToClient Source code

function bool needToPushStateToClient ( ) )

postNetBeginPlay Source code

simulated function postNetBeginPlay ( ) )

processInput Source code

function processInput ( ) )

pushStateToClient Source code

function pushStateToClient ( ) )

setCounterGravityForceScale Source code

native function setCounterGravityForceScale ( float scale )

setFlightControlStrength Source code

native function setFlightControlStrength ( float strength )

setFlightForce Source code

native function setFlightForce ( vector force )

setFlightRotation Source code

native function setFlightRotation ( int yawAngle, int pitchAngle )

setViewRotation Source code

function setViewRotation ( rotator r) )

specialCalcViewProcessing Source code

simulated function bool specialCalcViewProcessing ( out actor viewActor, out vector cameraLocation, out rotator cameraRotation, int positionIndex) )

tick Source code

simulated function tick ( float deltaSeconds) )

updateCameraRotation Source code

simulated event updateCameraRotation ( float deltaSeconds) )

updateEffectsStates Source code

simulated function updateEffectsStates ( ) )

VehicleStateReceived Source code

simulated event VehicleStateReceived ( ) )


Defaultproperties

defaultproperties
{
	AirSpeed = 5000


	Health=800


	strafeThrustForce = 50
	strafeForce = 25
	forwardThrustForce = 50
	forwardForce = 25
	upThrustForce = 50
	reverseForce = 15
	reverseThrustForce = 25
	strafeCombinedReduction = 0.5
	forwardCombinedReduction = 0.5
	diveThrustForce = 50
	diveCombinedReduction = 0.5
	thrustCombinedReduction = 0.5


	thrustingEffectState = false
	accelerationEffectState = AES_NONE


	divingForceApplied = false


	downDiveForceScale=1.2
	aheadDiveForceScale=0.2


	navigationMaximumPitch = 7000
	navigationMinimumPitch = -8000
	navigationTurnRate = 4000
	rotateMinimumPitch = -10000
	rotateMaximumPitch = 10000
	thrustThresholdPitch = 500


	Physics = PHYS_Havok


	forceScale = 250


	clientControlJointStrength = 1
	clientDriverControlJointStrength = 1.5
	controlJointStrength = 2.5


	counterGravityForceScale = 0.5
	coastingCounterGravityForceScale = 0.2
	diveCounterGravityForceScale = 0


	flightControlDamping = 0.25


	blendTime = 0.2


	bPhysicsAnimUpdate = true


	spawningBlendTime = 0.6


	gearUpBlendTime = 1.2


	angularBankScale = 0.35
	linearBankScale = 0.4


	gearTraceLength = 600


	flightRotationEffectMagnitude = 650


	coastingDamping = 0.4


	throttleScale = 0.0005


	hardConstrainAircraftPitch = true
	hardAircraftPitchRange = 22500


	currentDesiredHavokState=(ignoreRotation=true)
}

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Creation time: st 23.5.2018 00:10:31.542 - Created with UnCodeX