PART
{
	name = bdRadome1
	module = Part
	author = BahamutoD
	rescaleFactor = 1
	node_stack_bottom01 = 0.0, -0.9382, 0.0, 0.0, -1.0, 0.0, 1
	//node_attach = 0, 0, -0.313, 0.0, 0.0, 1.0
	TechRequired = precisionEngineering
	entryCost = 5500
	cost = 2000
	category = none
	bdacategory = Radars
	subcategory = 0
	bulkheadProfiles = size1
	title = #loc_BDArmory_part_bdRadome1_title //AN/APG-63V2 Radome
	manufacturer = #loc_BDArmory_agent_title //Bahamuto Dynamics
	description = #loc_BDArmory_part_bdRadome1_description //A forward facing, aerodynamically housed radar. It can scan and lock targets within a 120 degree field of view. It is optimized for air-to-air combat, and has difficulties locking surface targets.
	tags = #loc_BDArmory_part_bdRadome1_tags 
	attachRules = 1,0,1,1,0
	stackSymmetry = 2
	mass = 0.375
	dragModelType = default
	maximum_drag = 0.1
	minimum_drag = 0.1
	angularDrag = .25
	crashTolerance = 40
	maxTemp = 2000
	fuelCrossFeed = True
	thermalMassModifier = 6.0
	emissiveConstant = 0.95
	MODEL
	{
		model = BDArmory/Parts/radome125/radome1
		texture = tex_radome125, BDArmory/Parts/radome125/tex_radome125
	}


	MODULE
	{
		name = ModuleRadar

		// -- Section: General Configuration --
		radarName = AN/APG-63V2 Radome		// if left empty part.title is used, but advised to set this to a nice printable text
		rwrThreatType = 1				// 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 = scanRotation
		//turretID = 0					// if needed
		resourceDrain = 0.825				// change to higher values for more capable radars, e.g AESA

		// -- Section: Capabilities --
		omnidirectional = false				// false: boresight scan radar
		directionalFieldOfView = 120			// for omni and boresight
		//boresightFOV = 10				// for boresight only
		//scanRotationSpeed = 240				// 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 = 40				// only relevant if canLock
		//lockAttemptFOV = 2				// only relevant if canLock
		maxLocks = 3					//how many targets can be locked/tracked simultaneously. only relevant if canLock

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

		minSignalThreshold = 80				// DEPRECATED, NO LONGER USED! use detection float curve!
		minLockedSignalThreshold = 100			// DEPRECATED, NO LONGER USED! use locktrack float curve!

        radarGroundClutterFactor = 0.1			// 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 = 5	0	//between 0 and 5 km the min cross section is 0, thus assured detection of everything
					  key = 10	5   //
					  key = 20 15	//
					  key = 35 25	//maxrange of 35km
		}

		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!!
			  //      key = distance	rcs
					  key = 0.0	0
					  key = 5	5	//
					  key = 10	7   //
					  key = 20 20	//
					  key = 35 35	//maxrange of 35km
		}
	}

	MODULE
	{
		name = ModulePartVariants
		primaryColor = #ffffff
		secondaryColor = #000000
		baseVariant = Pitot
		useMultipleDragCubes = false
		VARIANT
		{
			name = Pitot
			displayName = #loc_BDArmory_part_bdRadome_variantPitot //Pitot Tube
			primaryColor = #ffffff
			secondaryColor = #000000
			GAMEOBJECTS
			{
				fighterRadomePilot = true
			}
		}
		VARIANT
		{
			name = Cone
			displayName = #loc_BDArmory_part_bdRadome_variantNoPitot //No Pitot Tube
			primaryColor = #ffffff
			secondaryColor = #000000
			GAMEOBJECTS
			{
				fighterRadomePilot = false
			}
		}	
	}

}
