PART
{
// Kerbal Space Program - Part Config
//
//

// --- general parameters ---
name = awacsRadar
module = Part
author = BahamutoD

// --- asset parameters ---
mesh = model.mu
rescaleFactor = 1


// --- node definitions ---
node_attach = 0.0, 0, 0, 0, -1, 0, 0


// --- editor parameters ---
TechRequired = precisionEngineering
entryCost = 25000
cost = 10000
category = none
bdacategory = Radars
subcategory = 0
bulkheadProfiles = srf
title = #loc_BDArmory_part_awacsRadar_title  //AWACS Detection Radar
manufacturer = #loc_BDArmory_agent_title  //Bahamuto Dynamics
description = #loc_BDArmory_part_awacsRadar_description  //A large radar capable of detecting objects from a long distance.  This radar does NOT have the capability of tracking or locking targets.
// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 0,1,0,0,1
tags = #loc_BDArmory_part_awacsRadar_tags 
// --- standard part parameters ---
mass = 1.45
dragModelType = default
maximum_drag = 0.2
minimum_drag = 0.2
angularDrag = 2
crashTolerance = 7
maxTemp = 3600


MODULE
{
	name = ModulePartVariants
	baseVariant = Legged
	useMultipleDragCubes = false
	VARIANT
	{
		name = Legged
		displayName =  #loc_BDArmory_part_AWACS_Legged
		primaryColor = #ffffff
		secondaryColor = #ffffff
		GAMEOBJECTS
		{
			colliderLeft = true
			colliderRight = true
			legs = true
			Dish = true
			DishCollider = true
			LeglessDish = false
			LeglessDishCollider = false
		}
	}		
	VARIANT
	{
		name = Legless
		displayName = #loc_BDArmory_part_AWACS_Legless
		primaryColor = #ffffff
		secondaryColor = #ffffff
		GAMEOBJECTS
		{
			colliderLeft = false
			colliderRight = false
			legs = false
			Dish = false
			DishCollider = false
			LeglessDish = true
			LeglessDishCollider = true
		}		
	}	
}

MODULE
{
  	name = ModuleRadar

	// -- Section: General Configuration --
	radarName = AWACS Detection Radar		// if left empty part.title is used, but advised to set this to a nice printable text
	rwrThreatType = 2				// IMPORTANT, please set correctly:
							// 0 = SAM site radar
							// 1 = Fighter radar (airborne)
							// 2 = AWACS radar (airborne)
							// 3, 4 = ACTIVE MISSILE (DO NOT USE UNLESS YOU KNOW WHAT YOU'RE DOING!
							// 5 = Detection radar (ground/ship based)
							// 6 = SONAR (ship/submarine based)
	rotationTransformName = rotationTransform
	//turretID = 0					// if needed
	resourceDrain = 1.25				// change to higher values for more capable radars, e.g AESA

	// -- Section: Capabilities --
	omnidirectional = true				// false: boresight scan radar
	directionalFieldOfView = 90			// for omni and boresight
	//boresightFOV = 10				// for boresight only
	scanRotationSpeed = 110				// degress per second
	//lockRotationSpeed = 120				// only relevant if canLock
	//lockRotationAngle = 4
	showDirectionWhileScan = true			// can show target direction on radar screen. False: radar echos displayed as block only (no direction)
	//multiLockFOV = 30				// only relevant if canLock
	//lockAttemptFOV = 2				// only relevant if canLock
    	//maxLocks = 1					//how many targets can be locked/tracked simultaneously. only relevant if canLock

	canScan = true					// scanning/detecting targets (volume search)
	canLock = false					// locking/tracking targets (fire control)
  	canTrackWhileScan = false			// continue scanning while tracking a locked target
  	canReceiveRadarData = true			// can work as passive data receiver

  	minSignalThreshold = 50				// DEPRECATED, NO LONGER USED! use detection float curve!
	//minLockedSignalThreshold = 90			// DEPRECATED, NO LONGER USED! use locktrack float curve!

	radarGroundClutterFactor = 0.2			// how much is the radar efficiency reduced to by ground clutter/look-down?
							// 0.0 = reduced to 0% (=IMPOSSIBLE to detect ground targets)
							// 1.0 = fully efficient (no difference between air & ground targets)
							// default if unset: 0.25
							// Ground targets, especially ships, already have a massively larger RCS than fighters, hence
							// any ground clutter factor >0.25 is to be considered very good, making an efficient surface/horizon search radar.
							// values >1.0 are possible, meaning the radar is MORE efficient during look down than vs air targets.

	radarDetectionCurve
	{
	  // floatcurve to define at what range (km) which minimum cross section (m^2) can be detected.
	  // this defines both min/max range of the radar, and sensitivity/efficiency
	  // it is recommended to define an "assured detection range", at which all craft are detected regardless
	  //     of their rcs. This is achieved by using a minrcs value of zero, thus detecting everything.
	  //    key = distance	rcs
            key = 0.0	0
            key = 10	0	//between 0 and 10 km the min cross section is 0, thus assured detection of everything
            key = 11	1
            key = 20	5	//at 20km range a rcs of 5 m^2 can be detected
            key = 40	15
            key = 80	30	//max range 80km, rcs detectable is 30m^2
	}

	radarLockTrackCurve
	{
		// same as detectionCurve, just for locking/tracking purpose
		// ATTENTION: DO NOT USE an "assured locking range" here, as this would render lock-breaking
		//   ECM-jammers & chaff completely ineffective!!

		// nothing defined here as this radar does not support locking
	}

}



}
