// Notes:
// - The indentation provides fold region info for IDEs.
// - #LOC_A = #LOC_B is valid.
// - Check for duplicates with: grep -o '^\s*#LOC[^ ]\+' en-us.cfg |tr -d ' '|sort|uniq -c|grep -v '\s1'
// - Propagate changes in en-us.cfg to the other localisation files by running 'python3 ../_Other\ Stuff/localisation_organisation_sync.py' in the BDArmory/BDArmory folder.

Localization
{
    en-us
    {
    // Generic
        #LOC_BDArmory_Generic_OK = OK
        #LOC_BDArmory_Generic_Cancel = Cancel
        #LOC_BDArmory_Generic_New = New
        #LOC_BDArmory_Generic_On = On
        #LOC_BDArmory_Generic_Off = Off
        #LOC_BDArmory_On = On
        #LOC_BDArmory_Off = Off
        #LOC_BDArmory_Generic_Hide = Hide
        #LOC_BDArmory_Generic_Show = Show
        #LOC_BDArmory_Generic_Load = Load
        #LOC_BDArmory_Generic_Save = Save
        #LOC_BDArmory_Generic_Reload = Reload
        #LOC_BDArmory_Generic_Help = Help
        #LOC_BDArmory_Generic_Select = Select
        #LOC_BDArmory_Generic_SaveandClose = Save and Close
        #LOC_BDArmory_VesselStatus_Landed = (Landed)
        #LOC_BDArmory_VesselStatus_Splashed = (Splashed)
        #LOC_BDArmory_VesselStatus_Underwater = (Underwater)
        #LOC_BDArmory_false = False
        #LOC_BDArmory_true = True
        #LOC_BDArmory_Enabled = Enabled
        #LOC_BDArmory_Disabled = Disabled
        #LOC_BDArmory_Enable = Enable
        #LOC_BDArmory_Disable = Disable

    // WM Window
        #LOC_BDArmory_WMWindow_title = BDA Weapon Manager
        #LOC_BDArmory_WMWindow_GuardModebtn = Guard Mode
        #LOC_BDArmory_WMWindow_ArmedText = Trigger is\u0020
        #LOC_BDArmory_WMWindow_ArmedText_ARMED = ARMED.
        #LOC_BDArmory_WMWindow_ArmedText_DisArmed = disarmed.
        #LOC_BDArmory_WMWindow_TeamText = Team
        #LOC_BDArmory_WMWindow_selectionText = Weapon: <<1>>
        #LOC_BDArmory_WMWindow_rippleText1 = Barrage: <<1>> RPM
        #LOC_BDArmory_WMWindow_rippleText2 = Salvo
        #LOC_BDArmory_WMWindow_barrageStagger = Stagger
        #LOC_BDArmory_WMWindow_rippleText3 = Ripple: <<1>> RPM
        #LOC_BDArmory_WMWindow_rippleText4 = Ripple: OFF
        #LOC_BDArmory_WMWindow_ListWeapons = Weapons
        #LOC_BDArmory_WMWindow_GuardMenu = Guard Menu
        #LOC_BDArmory_WMWindow_ModulesToggle = Modules
        #LOC_BDArmory_WMWindow_NoWeaponManager = No Weapon Manager found.

        // WM Guard Menu
            #LOC_BDArmory_WMWindow_NoneWeapon = None
            #LOC_BDArmory_WMWindow_GuardMode = Guard Mode <<1>>
            #LOC_BDArmory_WMWindow_FiringInterval = Firing Interval
            #LOC_BDArmory_WMWindow_BurstLength = Burst Length
            #LOC_BDArmory_WMWindow_FiringTolerance = Firing Angle
            #LOC_BDArmory_WMWindow_FieldofView = Field of View
            #LOC_BDArmory_WMWindow_VisualRange = Visual Range
            #LOC_BDArmory_WMWindow_GunsRange = Guns Range
            #LOC_BDArmory_WMWindow_MultiTargetNum = Max Turret Tgts
            #LOC_BDArmory_WMWindow_MultiMissileNum = Max Missile Tgts
            #LOC_BDArmory_WMWindow_MissilesTgt = Missiles/Tgt
            #LOC_BDArmory_WMWindow_TargetType = Target Type: 
            #LOC_BDArmory_WMWindow_TargetType_Missiles = Missiles
            #LOC_BDArmory_WMWindow_TargetType_All = All Targets
            // Advanced Targeting
                #LOC_BDArmory_Settings_Adv_Targeting = Advanced Targeting
                #LOC_BDArmory_Selecttargeting = Select Targeting Option
                #LOC_BDArmory_targetSetting = Targeting 
                #LOC_BDArmory_TargetCOM = CoM
                #LOC_BDArmory_Weapons = Weapons
                #LOC_BDArmory_Engines = Engines
                #LOC_BDArmory_Command = Cockpits
                #LOC_BDArmory_Mass = Heaviest Parts
                #LOC_BDArmory_Random = Random Parts
        
        // WM Target Priority
            #LOC_BDArmory_WMWindow_TargetPriority = Tgt. Priority
            #LOC_BDArmory_WMWindow_targetBias = Target Bias
            #LOC_BDArmory_WMWindow_targetPreference = Prefer Air Targets
            #LOC_BDArmory_WMWindow_targetProximity = Target Dist.
            #LOC_BDArmory_WMWindow_targetAngletoTarget = Angle to Tgt.
            #LOC_BDArmory_WMWindow_targetAngleDist = Angle / Dist.
            #LOC_BDArmory_WMWindow_targetAccel = Target TWR
            #LOC_BDArmory_WMWindow_targetClosingTime = Closing Time
            #LOC_BDArmory_WMWindow_targetgunNumber = Weapon Num.
            #LOC_BDArmory_WMWindow_targetMass = Target Mass
            #LOC_BDArmory_WMWindow_targetAllies = Less Allies Engaging
            #LOC_BDArmory_WMWindow_targetThreat = Target Threat
            #LOC_BDArmory_WMWindow_defendTeammate = Defend Teammate
            #LOC_BDArmory_WMWindow_targetVIP = Attack VIP
            #LOC_BDArmory_WMWindow_defendVIP = Defend VIP

        // WM Modules
            #LOC_BDArmory_WMWindow_RadarWarning = Radar Warning Receiver
            #LOC_BDArmory_WMWindow_GPSCoordinator = GPS Coordinator
            #LOC_BDArmory_WMWindow_WingCommand = Wing Command
            // WM GPS Module
                #LOC_BDArmory_WMWindow_GPSTarget = GPS Target
                #LOC_BDArmory_WMWindow_NoTarget = No Target

        // WM infolink
            // WM infolink Weapons
                #LOC_BDArmory_WMWindow_Weapons_Desc = Weapons  - This tab displays all weapons / weapon groups on the vessel. Clicking on a weapon(group) name will select and activate that weapon, allowing it to be manually fired if a gun, rocket, or laser. If it is a missile weapon, the 'Trigger is Disarmed' toggle must be switched to ARMED before missiles can be fired.
                #LOC_BDArmory_WMWindow_Ripple_Salvo_Desc = Missiles, when selected, will have a Ripple RPM option. This sets how fast missiles should be sequentially fired if the trigger is held down. Guns, rockets, or lasers with a Rate of Fire below 1500 rounds per minute, will have a Barrage/Salvo toggle instead. If multiple weapons of the same type/weapon group are present, Barrage mode will cause each weapon to fire in sequence. Salvo mode will have every weapon fire simultaneously.

            // WM infolink Guard Menu
                #LOC_BDArmory_WMWindow_GuardTab_Desc = Guard - this settings group controls controls how and when the AI will use the weapons on the craft.
                #LOC_BDArmory_WMWindow_FiringInterval_Desc = Firing Interval - This sets how frequently, in seconds, the AI will scan for targets, which translates to how frequently it will fire the selected weapon.
                #LOC_BDArmory_WMWindow_BurstLength_desc = Burst Length - This controls how long, in seconds, the AI will continue to fire the selected weapon. If 0, the AI will fire for (1/2 * Firing Interval) seconds.
                #LOC_BDArmory_WMWindow_FiringTolerance_desc = Firing Angle - This controls when the AI considers itself on target, and will fire the weapon. An angle of 1 means that the target must be within a target cone that is equal in width to the Target Radius, plus the spread of the selected weapon. More accurate weapons will have a narrower target cone, and vice-versa. An angle of 2 is a target cone 2x the width of the Target Radius, etc. When a target is within this target cone, the AI will fire the currently selected weapon.
                #LOC_BDArmory_WMWindow_FieldofView_desc = Field of View - This controls the field of view of the AI. A setting of 360 means it can see everything in all directions; a value less than 360 means the AI can only see targets within a cone this many degrees wide.
                #LOC_BDArmory_WMWindow_VisualRange_desc = Visual Range - This is how far the AI can see. Targets that are closer than this value will be seen, and the AI will move in to engage. Targets outside this value will require radar to spot.
                #LOC_BDArmory_WMWindow_GunsRange_desc = Guns Range - This sets the max weapon range for all guns, rockets, or lasers on the vessel. By default, this is set to the longest range non-missile weapon mounted on the craft. The AI will not attempt to fire on vessels outside this range.
                #LOC_BDArmory_WMWindow_MultiTargetNum_desc = Max Turret Tgts - For vessels that have multiple turrets, this sets how many targets the turrets may independently target and engage, allowing the vessel to engage multiple targets simultaneously.
                #LOC_BDArmory_WMWindow_MultiMissileTgtNum_desc = Max Missile Tgts - For vessels with multiple missiles, this sets how many different targets the AI will seek to engage with missiles, switching to a new target once the allowed number of missiles have been launched at the current target.
                #LOC_BDArmory_WMWindow_MissilesTgt_desc = Missiles/Tgt - This sets how many missiles the AI will fire a target. Once this number of missiles have been fired, the AI will only fire additional missiles once a previously fired missile hits or is otherwise destroyed.
                #LOC_BDArmory_WMWindow_TargetType_desc = Advanced Targeting Button - This allows setting custom targeting preferences for the AI, allowing it to specifically target weapons, engines, command pods, heaviest parts or some combination of these instead of targeting Center of Mass.
                #LOC_BDArmory_WMWindow_EngageType_desc = Engagement Options Button - This is a toggle to quickly set weapon engagment options - Air, Surface, Missile, or SLW - for all weapons on the vessel at once.

            // WM infolink Target Priority
                #LOC_BDArmory_WMWindow_Prioritues_Desc = Target Priorities - This tab sets AI targeting behavior.
                #LOC_BDArmory_WMWindow_targetBias_desc = Target Bias - This sets how much the AI will prefer its current target over a potential new one. The higher the value, the greater the AI's bias towards the current target.
                #LOC_BDArmory_WMWindow_targetPreference_desc = Target Engagement Preference - This sets the AI's preferred target type. The lower the value, the greater the AI will prefer to target Ground targes, the higher the value, the greater the preference for Air targets.
                #LOC_BDArmory_WMWindow_targetProximity_desc = Target Distance - This sets the AI's preferred target distance. Set it higher to prioritize closer targets, lower to prefer more distant ones.
                #LOC_BDArmory_WMWindow_targetAngletoTarget_desc = Angle to Target - This weights the AI's preference towards targets that are at a closer angle from the vessel's prograde vector. The higher the value, the greater the weighting towards targets directly in front of the craft.
                #LOC_BDArmory_WMWindow_targetAngleDist_desc = Angle / Distance - This weights the AI's preference towards targets, based on angle of target off craft prograde, divided by target distance. Higher values will prioritize targets infront and close to the craft, and low values the opposite. 
                #LOC_BDArmory_WMWindow_targetAccel_desc = Target Acceleration - Higher values weight targeting preference towards targets with faster acceleration, lower values towards slower targets.
                #LOC_BDArmory_WMWindow_targetClosingTime_desc = Shorter Closing Time - Higher values will weight target selection towards the target than can be reached most quickly, lower values towards targets that are a greater flight time away.
                #LOC_BDArmory_WMWindow_targetgunNumber_desc = Weapon Number - This weights targeting preference towards target vessel weapon count. Higher values will prioritize targets with more weapons, lower values will prioritize fewer weapons.
                #LOC_BDArmory_WMWindow_targetMass_desc = Target Mass - This weights targeting preference towards heavier or lighter vessels. Higher values weight towards greater target mass.
                #LOC_BDArmory_WMWindow_targetDmg_desc = Target Damage - This weights targeting preference based on amount of damage target has suffered. Higher values weight towards less remaining target health.
                #LOC_BDArmory_WMWindow_targetAllies_desc = Less Allies Engaging- This weights targeting preference towards vessels not currently under attack by allies. High values will prioritize unengaged vessels, low values will prioritize vessels engaged by allies.
                #LOC_BDArmory_WMWindow_targetThreat_desc = Target Threat - High values will weight targeting preference towards vessels currently shooting at this vessel, low values towards ignoring attacking vessel.
                #LOC_BDArmory_WMWindow_targetVIP_desc = Attack VIP / Defend VIP.  These weight targeting preference towards attacking an enemy VIP target, or attacking a target that is engaged with an ally VIP if set to high values, and ignoring these targets if set to low values.

    // Settings Window
        #LOC_BDArmory_Settings_Title = BDArmory Settings
        #LOC_BDArmory_Settings_AdvancedUserSettings = Advanced User Settings
        // Section Toggles
            #LOC_BDArmory_Settings_GeneralSettingsToggle = Gameplay Settings
            #LOC_BDArmory_Settings_GraphicsSettingsToggle = Graphics/UI Settings
            #LOC_BDArmory_Settings_SliderSettingsToggle = General Slider Settings
            #LOC_BDArmory_Settings_RadarSettingsToggle = Radar Settings
            #LOC_BDArmory_Settings_GameModesSettingsToggle = Game Modes
            #LOC_BDArmory_Settings_OtherSettingsToggle = Other Settings
            #LOC_BDArmory_Settings_CompSettingsToggle = Competition Settings
            #LOC_BDArmory_Settings_GMSettingsToggle = GM Settings

        // Graphics / UI
            #LOC_BDArmory_Settings_DebugSettingsToggle = Debugging
            #LOC_BDArmory_Settings_AIToolbarButton = AI Toolbar Button
            #LOC_BDArmory_Settings_VMToolbarButton = VM Toolbar Button
            #LOC_BDArmory_Settings_UIScale = UI Scale
            #LOC_BDArmory_Settings_UIScaleFollowsStock = Follow Stock
            #LOC_BDArmory_Settings_Instakill = Instakill
            #LOC_BDArmory_Settings_InfiniteAmmo = Infinite Ammo
            #LOC_BDArmory_Settings_InfiniteMissiles = Infinite Ordnance
            #LOC_BDArmory_Settings_InfiniteCountermeasures = Infinite Countermeasures
            #LOC_BDArmory_Settings_BulletFX = Bullet FX
            #LOC_BDArmory_Settings_BulletHits = Bullet Hits
            #LOC_BDArmory_Settings_WaterHitFX = Water Hit FX
            #LOC_BDArmory_Settings_LightFX = Light FX
            #LOC_BDArmory_Settings_PerfOptions = Enable FX
            #LOC_BDArmory_Settings_EjectShells = Eject Shells
            #LOC_BDArmory_Settings_VesselRelativeBulletChecks = Vessel-Relative Bullet Checks
            #LOC_BDArmory_Settings_AimAssist = Aim Assist
            #LOC_BDArmory_Settings_AimAssistMode_Target = Aim Assist Mode (Target)
            #LOC_BDArmory_Settings_AimAssistMode_Aimer = Aim Assist Mode (Aimer)
            #LOC_BDArmory_Settings_GUIBackgroundOpacity = GUI Background Opacity
            #LOC_BDArmory_Settings_DrawAimers = Draw Aimers

            // Debugging
                #LOC_BDArmory_Settings_DebugTelemetry = On-Screen Telemetry
                #LOC_BDArmory_Settings_DebugLines = Debug Lines
                #LOC_BDArmory_Settings_DebugAI = AI
                #LOC_BDArmory_Settings_DebugArmor = Armor
                #LOC_BDArmory_Settings_DebugCompetition = Competition
                #LOC_BDArmory_Settings_DebugDamage = Damage
                #LOC_BDArmory_Settings_DebugMissiles = Missiles
                #LOC_BDArmory_Settings_DebugOther = Other
                #LOC_BDArmory_Settings_DebugRadar = Detectors
                #LOC_BDArmory_Settings_DebugSpawning = Spawning
                #LOC_BDArmory_Settings_DebugWeapons = Weapons
                #LOC_BDArmory_Settings_ResetScrollZoom = Reset Scroll-Zoom

        // Gameplay      FIXME These need more sorting
            #LOC_BDArmory_Settings_RemoteFiring = Remote Firing
            #LOC_BDArmory_Settings_ClearanceCheck = Clearance Check
            #LOC_BDArmory_Settings_AmmoGauges = Ammo Gauges
            #LOC_BDArmory_Settings_GaplessParticleEmitters = Gapless Particle Emitters
            #LOC_BDArmory_Settings_FlareSmoke = Flare Smoke
            #LOC_BDArmory_Settings_ShellCollisions = Shell Collisions
            #LOC_BDArmory_Settings_BulletHoleDecals = Bullet Hole Decals
            #LOC_BDArmory_Settings_PerformanceLogging = Performance Logging
            #LOC_BDArmory_Settings_StrictWindowBoundaries = Strict Window Boundaries
            #LOC_BDArmory_Settings_PersistentFX = Persistent FX
            #LOC_BDArmory_Settings_DisableKillTimer = Disable Kill Timer
            #LOC_BDArmory_Settings_TraceVessels = Auto-Enable Trace Vessel Paths
            #LOC_BDArmory_Settings_TraceVesselsManualStart = Start Tracing
            #LOC_BDArmory_Settings_TraceVesselsManualStop = Stop Tracing
            #LOC_BDArmory_Settings_AutoLogTimeSync = Auto-Enable Time-Sync Logging
            #LOC_BDArmory_Settings_LogTimeSyncInterval = Time-Sync Log Interval
            #LOC_BDArmory_Settings_LogTimeSyncStart = Start Logging
            #LOC_BDArmory_Settings_LogTimeSyncStop = Stop Logging
            #LOC_BDArmory_Settings_ShowEditorSubcategories = Show Editor Subcategories
            #LOC_BDArmory_Settings_AutocategorizeParts = Autocategorize Parts
            #LOC_BDArmory_Settings_waterDrag = Underwater Bullet Drag
            #LOC_BDArmory_Settings_AutoLoadToKSC = Auto-Load To KSC
            #LOC_BDArmory_Settings_GenerateCleanSave = Generate Clean Save
            #LOC_BDArmory_Settings_AutoDisableUI = Auto-Disable UI
            #LOC_BDArmory_Settings_AutoResumeTournaments = Auto-Resume Tournaments
            #LOC_BDArmory_Settings_AutoResumeContinuousSpawn = Auto-Resume Cts Spawn
            #LOC_BDArmory_Settings_AutoQuitAtEndOfTournament = Auto-Quit On Tournament End
            #LOC_BDArmory_Settings_AutoQuitMemoryUsage = Auto-Quit Memory Threshold
            #LOC_BDArmory_Settings_CurrentMemoryUsageEstimate = Current Memory Usage Estimate
            #LOC_BDArmory_Settings_TimeOverride = Time Override
            #LOC_BDArmory_Settings_TimeScale = Time Scale
            #LOC_BDArmory_Settings_legacyArmor = Enable Legacy Armor
            #LOC_BDArmory_Settings_DisableRamming = Disable Ramming
            #LOC_BDArmory_Settings_DefaultFFATargeting = Default FFA Targeting
            #LOC_BDArmory_Settings_TagMode = Tag Mode
            #LOC_BDArmory_Settings_PaintballMode = Paintball Mode
            #LOC_BDArmory_Settings_DumbIRSeekers = Disable Flare Rejection
            #LOC_BDArmory_Settings_RunwayProject = Runway Project
            #LOC_BDArmory_Settings_CompChecks = Use AI/WM Overrides
            #LOC_BDArmory_Settings_RunwayProjectRound = Runway Project Round
            #LOC_BDArmory_Settings_BattleDamage = Battle Damage
            #LOC_BDArmory_Settings_GravityHacks = Increase Gravity on Death
            #LOC_BDArmory_Settings_AutoEnableVesselSwitching = Auto-Enable Vessel-Switching
            #LOC_BDArmory_Settings_AutonomousCombatSeats = Autonomous Combat Seats
            #LOC_BDArmory_Settings_DestroyWMWhenNotControlled = Destroy Uncontrolled WMs
            #LOC_BDArmory_Settings_DisplayCompetitionStatus = Display Competition Status
            #LOC_BDArmory_Settings_DisplayCompetitionStatusHiddenUI = Show Status With UI Hidden
            #LOC_BDArmory_Settings_CameraSwitchIncludeMissiles = Camera Switch: Incl. Missiles
            #LOC_BDArmory_Settings_ScrollZoomPrevention = Scroll-Zoom Prevention
            #LOC_BDArmory_Settings_ResetHP = Reset Max HP of Parts
            #LOC_BDArmory_Settings_ResetArmor = Reset Armor of parts
            #LOC_BDArmory_Settings_ResetHull = Reset Material of parts
            #LOC_BDArmory_Settings_RestoreKAL = Restore KAL
            #LOC_BDArmory_Settings_DisableGuardModeOnSpawn = Disable Guard Mode on Spawn
            #LOC_BDArmory_Settings_IntakeHack = Hack Intakes
            #LOC_BDArmory_Settings_PWingsHack = Pwing Edge Lift
            #LOC_BDArmory_Settings_PWingsThickHP = PWing Thickness Based Mass/HP
            #LOC_BDArmory_Settings_KerbalSafety = Kerbal Safety
            #LOC_BDArmory_Settings_KerbalSafetyInventory = Kerbal Inventory
            #LOC_BDArmory_Settings_KerbalSafetyInventory_NoChange = No Change
            #LOC_BDArmory_Settings_KerbalSafetyInventory_ResetDefault = Reset Default
            #LOC_BDArmory_Settings_KerbalSafetyInventory_ChuteOnly = Parachute Only
            #LOC_BDArmory_Settings_PeaceMode = Peace Mode
            #LOC_BDArmory_settings_FireRate = Fire Rate Override
            #LOC_BDArmory_settings_FireRateCenter = Fire Rate Override Center
            #LOC_BDArmory_settings_FireRateSpread = Fire Rate Override Spread
            #LOC_BDArmory_settings_FireRateBias = Fire Rate Override Bias
            #LOC_BDArmory_settings_FireRateHitMultiplier = Fire Rate Hit Multiplier
            #LOC_BDArmory_settings_ZombieMode = Zombie Mode
            #LOC_BDArmory_settings_zombieDmgMod = Zombie Non-headshot Dmg Mult
            #LOC_BDArmory_settings_gungame_progression = Keep progresson on respawn
            #LOC_BDArmory_settings_gungame_cycle = Cycle List
        // General Sliders
            #LOC_BDArmory_Settings_DamageMultiplier = Damage Multiplier
            #LOC_BDArmory_Settings_ExtraDamageSliders = Extra Damage Sliders
            #LOC_BDArmory_Settings_BallisticDamageMultiplier = Ballistic Damage Multiplier
            #LOC_BDArmory_Settings_ExplosiveDamageMultiplier = Explosive Damage Multiplier
            #LOC_BDArmory_Settings_RocketExplosiveDamageMultiplier = Rocket Explosive Multiplier
            #LOC_BDArmory_Settings_MissileExplosiveDamageMultiplier = Missile Explosive Multiplier
            #LOC_BDArmory_Settings_ExplosiveBattleDamageMultiplier = B.D. Explosive Multiplier
            #LOC_BDArmory_Settings_ArmorExplosivePenetrationResistanceMultiplier = Armor Explosion Resistance Multiplier
            #LOC_BDArmory_Settings_BuildingDamageMultiplier = Building Damage Multiplier
            #LOC_BDArmory_Settings_ImplosiveDamageMultiplier = Implosive Damage Multiplier
            #LOC_BDArmory_Settings_SecondaryEffectDuration = Special Weapon Effects Duration
            #LOC_BDArmory_Settings_BallisticTrajectorSimulationMultiplier = Ballistic Traj. Sim. Multiplier
            #LOC_BDArmory_Settings_ArmorMassMultiplier = Armor Mass Multiplier
            #LOC_BDArmory_Settings_DebrisCleanUpDelay = Debris Removal Delay
            #LOC_BDArmory_Settings_NumericInputSelfUpdate = Numeric Input Self Update
            #LOC_BDArmory_Settings_Scoring_HeadShot = Head-Shot Time Limit
            #LOC_BDArmory_Settings_Scoring_KillSteal = Kill-Steal Time Limit
            #LOC_BDArmory_Settings_MaxBulletHoles = Max Bullet Holes
            #LOC_BDArmory_Settings_TerrainAlertFrequency = Terrain Check Frequency
            #LOC_BDArmory_Settings_CameraSwitchFrequency = Camera Switch Frequency
            #LOC_BDArmory_Settings_DeathCameraInhibitPeriod = Death Camera Inhibit Period
            #LOC_BDArmory_Settings_Max_PWing_HP = HP Scaling Threshold
            #LOC_BDArmory_Settings_HP_Clamp = Max HP Limit
            #LOC_BDArmory_Settings_Max_Armor_Limit = Max Armor Limit

        // Game Modes
            // Heart-Bleed
                #LOC_BDArmory_Settings_HeartBleed = Heart Bleed
                #LOC_BDArmory_Settings_HeartBleedRate =  Heart Bleed Rate
                #LOC_BDArmory_Settings_HeartBleedInterval =  Heart Bleed Interval
                #LOC_BDArmory_Settings_HeartBleedThreshold =  Heart Bleed Threshold

            // Resource Steal
                #LOC_BDArmory_Settings_ResourceSteal = Resource Steal
                #LOC_BDArmory_Settings_ResourceSteal_RespectFlowStateIn = Respect Flow State In
                #LOC_BDArmory_Settings_ResourceSteal_RespectFlowStateOut = Respect Flow State Out
                #LOC_BDArmory_Settings_FuelStealRation = Fuel Steal Ration
                #LOC_BDArmory_Settings_AmmoStealRation = Ammo Steal Ration
                #LOC_BDArmory_Settings_CMStealRation = CM Steal Ration

            // Asteroids
                #LOC_BDArmory_Settings_AsteroidField = Asteroid Field
                #LOC_BDArmory_Settings_AsteroidFieldNumber = Number Of Asteroids
                #LOC_BDArmory_Settings_AsteroidFieldAltitude = Asteroid Field Altitude
                #LOC_BDArmory_Settings_AsteroidFieldRadius = Asteroid Field Radius
                #LOC_BDArmory_Settings_AsteroidFieldAnomalousAttraction = Anomalous Attraction
                #LOC_BDArmory_Settings_AsteroidRain = Asteroid Rain
                #LOC_BDArmory_Settings_AsteroidRainNumber = Number Of Asteroids
                #LOC_BDArmory_Settings_AsteroidRainAltitude = Asteroid Rain Altitude
                #LOC_BDArmory_Settings_AsteroidRainRadius = Asteroid Rain Radius
                #LOC_BDArmory_Settings_AsteroidRainFollowsCentroid = Follows Vessels' Location
                #LOC_BDArmory_Settings_AsteroidRainFollowsSpread = Follows Vessels' Spread

            // Space hack stuff
                #LOC_BDArmory_Settings_SpaceHacks = Space Combat Tools
                #LOC_BDArmory_Settings_SpaceFriction = Space Friction
                #LOC_BDArmory_Settings_IgnoreGravity = Ignore gravity
                #LOC_BDArmory_Settings_Repulsor = Enable Repulsor Effect
                #LOC_BDArmory_Settings_SpaceFrictionMult = Cornering Multiplier

            // Mutator Gamemode stuff
                #LOC_BDArmory_Settings_Mutators = Mutators
                #LOC_BDArmory_MutatorSelect = Select Mutators
                #LOC_BDArmory_Settings_MutatorGlobal = Apply Globally
                #LOC_BDArmory_Settings_MutatorKill = Apply On Kill
                #LOC_BDArmory_Settings_MutatorGungame = GunGame Progression
                #LOC_BDArmory_Settings_MutatorTimed = Apply On Timer
                #LOC_BDArmory_Settings_MutatorDuration = Duration
                #LOC_BDArmory_UI_MutatorStart = Active Global Mutator
                #LOC_BDArmory_UI_MutatorShuffle = Mutators Shuffled! 
                #LOC_BDArmory_Settings_MutatorNum = Number of Active Mutators
                #LOC_BDArmory_Settings_MutatorIcons = Show Mutator Icons

            #LOC_BDArmory_Settings_WaypointsMode = Waypoints Mode
            #LOC_BDArmory_Settings_GLimitsMode = Override G-Force Limits

        // Battle Damage
            #LOC_BDArmory_Settings_BDSettingsToggle = Battle Damage settings
            #LOC_BDArmory_Settings_BD_Proc = Proc Frequency
            #LOC_BDArmory_Settings_BD_Proc_Pen = Proc Min Penetration
            #LOC_BDArmory_Settings_BD_Engines = Propulsion Systems Damage
            #LOC_BDArmory_Settings_BD_Prop_Dmg_Mult = Propulsion Damage Amount
            #LOC_BDArmory_Settings_BD_Prop_floor = Engine Min Thrust
            #LOC_BDArmory_Settings_BD_Prop_flameout = Engine flameout
            #LOC_BDArmory_Settings_BD_Intakes = Intake Damage
            #LOC_BDArmory_Settings_BD_Gimbals = Gimbal Damage
            #LOC_BDArmory_Settings_BD_Aero = Flight Systems Damage
            #LOC_BDArmory_Settings_BD_Aero_Dmg_Mult = Wing Damage Amount
            #LOC_BDArmory_Settings_BD_CtrlSrf = Control Surface Damage
            #LOC_BDArmory_Settings_BD_Command = Command & Control Damage
            #LOC_BDArmory_Settings_BD_PilotKill = Crew Fatalities
            #LOC_BDArmory_Settings_BD_Tanks = Fuel Tank Damage
            #LOC_BDArmory_Settings_BD_Leak_Rate = Leak Amount
            #LOC_BDArmory_Settings_BD_Leak_Time = Leak Duration
            #LOC_BDArmory_Settings_BD_SubSystems = Subsystem Damage
            #LOC_BDArmory_Settings_BD_JointStrength = Structural Damage
            #LOC_BDArmory_Settings_BD_Ammo = Ammo Explosions
            #LOC_BDArmory_Settings_BD_Volatile_Ammo = Ammo Bins Explode When Destroyed
            #LOC_BDArmory_Settings_BD_Ammo_Mult = Explosion Dmg
            #LOC_BDArmory_Settings_BD_Fires = Fires
            #LOC_BDArmory_Settings_BD_DoT = Fire Damage
            #LOC_BDArmory_Settings_BD_Fire_Dmg = Fire Damage/s
            #LOC_BDArmory_Settings_BD_FireHeat = Fires Add Heat
            #LOC_BDArmory_Settings_BD_FuelFireEX = Fuel Explosions
            #LOC_BDArmory_Settings_BD_ZombieMode = Allow Battle Damage

        // Radar / Other Settings
            #LOC_BDArmory_Settings_RWRWindowScale = RWR Window Scale
            #LOC_BDArmory_Settings_RadarWindowScale = Radar Window Scale
            #LOC_BDArmory_Settings_LogarithmicRWRDisplay = Logarithmic RWR Display
            #LOC_BDArmory_Settings_TargetWindowScale = Target Window Scale
            #LOC_BDArmory_Settings_TargetWindowInvertMouse = Invert Mouse (Targeting Window)
            #LOC_BDArmory_Settings_TriggerHold = Trigger Hold
            #LOC_BDArmory_Settings_UIVolume = UI Volume
            #LOC_BDArmory_Settings_WeaponVolume = Weapon Volume
            #LOC_BDArmory_Settings_IGNORE_TERRAIN_CHECK = Detection Ignores Terrain
            #LOC_BDArmory_Settings_CHECK_WATER_TERRAIN = Detection Checks Water
            #LOC_BDArmory_Settings_RADAR_NOTCHING = Radar Notching
            #LOC_BDArmory_Settings_Notching_Factor = Notch Effectiveness Factor
            #LOC_BDArmory_Settings_Notching_SCR_Factor = Notch SCR Factor

        // Competition / Tournament
            #LOC_BDArmory_Settings_CompetitionDistance = Competition Distance
            #LOC_BDArmory_Settings_CompetitionDuration = Competition Duration
            #LOC_BDArmory_Settings_CompetitionIntraTeamSeparation = Intra-Team Separation
            #LOC_BDArmory_Settings_CompetitionIntraTeamSeparationPerMember = / Member
            #LOC_BDArmory_Settings_CompetitionFinalGracePeriod = Final Grace Period
            #LOC_BDArmory_Settings_CompetitionInitialGracePeriod = Initial Grace Period
            #LOC_BDArmory_Settings_CompetitionKillTimer = Landed Kill Timer
            #LOC_BDArmory_Settings_CompetitionNonCompetitorRemovalDelay = Bystander Removal Delay
            #LOC_BDArmory_Settings_CompetitionKillerGMFrequency = Killer GM Frequency
            #LOC_BDArmory_Settings_CompetitionKillerGMGracePeriod = Killer GM Grace Period
            #LOC_BDArmory_Settings_CompetitionAltitudeLimitHigh = Altitude Limit High
            #LOC_BDArmory_Settings_CompetitionAltitudeLimitLow = Altitude Limit Low
            #LOC_BDArmory_Settings_CompetitionGMWeaponKill = Kill Weaponless Craft
            #LOC_BDArmory_Settings_CompetitionGMEngineKill = Kill Engineless Craft
            #LOC_BDArmory_Settings_CompetitionGMDisableKill = Kill Disabled Craft
            #LOC_BDArmory_Settings_CompetitionGMHPKill = Kill Damaged Craft
            #LOC_BDArmory_Settings_CompetitionGMKillDelay = GM Kill Delay
            #LOC_BDArmory_Settings_CompetitionStarting  = Starting Competition...
            #LOC_BDArmory_Settings_DogfightCompetition = Dogfight Competition
            #LOC_BDArmory_Settings_StartCompetition = Start Competition
            #LOC_BDArmory_Settings_StopCompetition = Stop Competition
            #LOC_BDArmory_Settings_StartCompetitionNow = Start Competition NOW
            #LOC_BDArmory_Settings_CompetitionStartNowAfter = Start Comp. NOW Delay
            #LOC_BDArmory_Settings_CompetitionStartDespiteFailures = Start Comp. Despite Failures
            #LOC_BDArmory_Settings_StartRapidDeployment = Start Rapid Deployment
            #LOC_BDArmory_Settings_StartOrbitalDeployment = Start Orbital Deployment
            #LOC_BDArmory_Settings_LowGravDeployment = Start Low-Grav Takeoff Competiton
            #LOC_BDArmory_Settings_EditInputs = Edit Inputs
            #LOC_BDArmory_Settings_CompetitionCloseSettingsOnCompetitionStart = Close Settings When Starting Competitions
            #LOC_BDArmory_Settings_CompetitionWaypointTimeThreshold = Waypoint Time Threshold

            // BDA Remote (defunct)
                #LOC_BDArmory_BDARemoteOrchestration_Title = BDA Remote Orchestration
                #LOC_BDArmory_Settings_RemoteLogging = Remote Orchestration
                #LOC_BDArmory_Settings_RemoteInterheatDelay = Inter-heat Delay
                #LOC_BDArmory_Settings_RemoteSync = Run Via Remote Orchestration
                #LOC_BDArmory_Settings_CompetitionID = Competition ID

        // Input Settings
            #LOC_BDArmory_InputSettings_Weapons = Weapons
            #LOC_BDArmory_InputSettings_TargetingPod = Targeting Pod
            #LOC_BDArmory_InputSettings_Radar = Radar
            #LOC_BDArmory_InputSettings_VesselSwitcher = Vessel Switcher
            #LOC_BDArmory_InputSettings_Tournament = Tournament
            #LOC_BDArmory_InputSettings_TimeScaling = Time Scaling
            #LOC_BDArmory_InputSettings_TemporarilyShowMouse = Temporarily Show Mouse
            #LOC_BDArmory_InputSettings_GUI = GUI
            #LOC_BDArmory_InputSettings_BackBtn = Back
            #LOC_BDArmory_InputSettings_recordedInput = Press a key or button.
            #LOC_BDArmory_InputSettings_SetKey = Set Key
            #LOC_BDArmory_InputSettings_Clear = Clear
 
    // Weapon Config
        #LOC_BDArmory_Ammo_Setup = Ammo Loadout Configuration
        #LOC_BDArmory_Ammo_Weapon = Selected Weapon:
        #LOC_BDArmory_Ammo_Belt = Current Belt:
        #LOC_BDArmory_advanced = Ammo Config: Advanced
        #LOC_BDArmory_simple = Ammo Config: Simple
        #LOC_BDArmory_useBelt = Using Custom Loadout:
        #LOC_BDArmory_save = Save
        #LOC_BDArmory_saveClose = Save & Close
        #LOC_BDArmory_reset = Reset
        #LOC_BDArmory_applyTo = Apply To
        #LOC_BDArmory_WeaponGroup = Weapon Group GUI
        #LOC_BDArmory_AddToWpnGroup = Add to Weapon Group:
        #LOC_BDArmory_thisWeapon = this weapon
        #LOC_BDArmory_SymmetricWeapons = symmetric weapons

        #LOC_BDArmory_CustomFireKey = Custom Fire Key
        #LOC_BDArmory_SetCustomFireKey = Set Custom Fire Key

        #LOC_BDArmory_EjectVelocity = Eject Velocity
        #LOC_BDArmory_TNTMass = TNT mass equivalent
        #LOC_BDArmory_BlastRadius = Blast Radius
        #LOC_BDArmory_WeaponName = Weapon Name\u0020
        #LOC_BDArmory_GuidanceType = Guidance Type\u0020
        #LOC_BDArmory_TargetingMode = Targeting Mode\u0020
        #LOC_BDArmory_ActiveRadarRange = Active Radar Range
        #LOC_BDArmory_MissileCMRange = Countermeasure Range
        #LOC_BDArmory_MissileCMInterval = Countermeasure Interval

        // Adjustable Rails
            #LOC_BDArmory_Rails = Rails 
            #LOC_BDArmory_IncreaseHeight = Height ++
            #LOC_BDArmory_DecreaseHeight = Height --
            #LOC_BDArmory_IncreaseLength = Length ++
            #LOC_BDArmory_DecreaseLength = Length --
            #LOC_BDArmory_RailsPlus = Rails++
            #LOC_BDArmory_RailsMinus = Rails--

    // Vessel Spawner
        #LOC_BDArmory_BDAVesselSpawner_Title = BDA Vessel Spawner
        // Spawn Options
            #LOC_BDArmory_Settings_SpawnOptions = Spawn Options
            #LOC_BDArmory_Settings_SpawnDistanceFactor = Spawning Distance Factor
            #LOC_BDArmory_Settings_SpawnRefHeading = Reference Heading
            #LOC_BDArmory_Settings_SpawnDistance = Spawning Distance
            #LOC_BDArmory_Settings_SpawnDistanceToggle = Absolute Distance vs Factor
            #LOC_BDArmory_Settings_SpawnReassignTeams = Reassign Teams
            #LOC_BDArmory_Settings_SpawnEaseInSpeed = Spawning Ease-In Speed
            #LOC_BDArmory_Settings_SpawnConcurrentVessels = Concurrent Vessels (CS)
            #LOC_BDArmory_Settings_SpawnLivesPerVessel = Lives Per Vessel (CS)
            #LOC_BDArmory_Settings_SpawnDumpLogsEverySpawn = Dump Logs Every Spawn (CS)
            #LOC_BDArmory_Settings_CSFollowsCentroid = Spawn Point Follows Centroid (CS)
            #LOC_BDArmory_Settings_SpawnContinueSingleSpawning = Continuous Single Spawn (S)
            #LOC_BDArmory_Settings_SpawnRandomOrder = Random Spawn Order (S)
            #LOC_BDArmory_Settings_SpawnStartCompetitionAutomatically = Start Competition Automatically
            #LOC_BDArmory_Settings_SpawnInitialVelocity = Air-Spawn With Idle Speed
            #LOC_BDArmory_Settings_SpawnSpawnProbeHere = Spawn Spawn-Probe Here
            #LOC_BDArmory_Settings_OutOfAmmoKillTime = Out-of-ammo Kill Time (CS)
            #LOC_BDArmory_Settings_VesselSpawnGeoCoords = Set Vessel Spawn Point Here
            #LOC_BDArmory_Settings_SaveSpawnLoc = Save Location
            #LOC_BDArmory_Settings_ClearDebrisNow = Clear Debris Now
            #LOC_BDArmory_Settings_ClearBystandersNow = Clear Bystanders Now
            // Fill Seats
                #LOC_BDArmory_Settings_SpawnFillSeats = Fill Seats
                #LOC_BDArmory_Settings_SpawnFillSeats_Minimal = Minimal
                #LOC_BDArmory_Settings_SpawnFillSeats_Default = Cockpits or Combat Seat
                #LOC_BDArmory_Settings_SpawnFillSeats_AllControlPoints = All Control Points
                #LOC_BDArmory_Settings_SpawnFillSeats_Cabins = Also Cabins

            // Teams
                #LOC_BDArmory_Settings_Teams = Teams
                #LOC_BDArmory_Settings_Teams_FFA = FFA
                #LOC_BDArmory_Settings_Teams_Folders = Per Folder / Per Craft File
                #LOC_BDArmory_Settings_Teams_Custom_Template = Custom Template
                #LOC_BDArmory_Settings_Teams_SplitEvenly = Split Evenly Into

            #LOC_BDArmory_Settings_SpawnFilesLocation = Craft Files Location
            // Custom Spawn Templates
                #LOC_BDArmory_Settings_CustomSpawnTemplateOptions = Spawn Template Options
                #LOC_BDArmory_Settings_SpawnOnly = Spawn Only
                #LOC_BDArmory_Settings_SpawnAndStartCompetition = Spawn and Start Competition
                #LOC_BDArmory_Settings_CustomSpawnTemplate_ReplaceTeam = Replace Teams
                #LOC_BDArmory_Settings_CustomSpawnTemplate_TemplateSelection = Template Selection
                #LOC_BDArmory_Settings_CustomSpawnTemplate_SaveCraftToTemplate = Save Craft URLs

            // Observers
                #LOC_BDArmory_Settings_Observers = Observers
                #LOC_BDArmory_ObserverSelection_Title = Observer Selection
                #LOC_BDArmory_ObserverSelection_SelectAll = Select All
                #LOC_BDArmory_ObserverSelection_SelectNone = Select None

        // Interesting Spawn Locations
            #LOC_BDArmory_Settings_SpawnLocations = Interesting Spawn Locations
            #LOC_BDArmory_Settings_WarpHere = Warp Here
            #LOC_BDArmory_Settings_Planet = Select Planet

        // Tournament Options
            #LOC_BDArmory_Settings_TournamentOptions = Tournament Options
            #LOC_BDArmory_Settings_TournamentStyle = Tournament Style
            #LOC_BDArmory_Settings_TournamentRoundType = Round Type
            #LOC_BDArmory_Settings_TournamentDelayBetweenHeats = Delay Between Heats
            #LOC_BDArmory_Settings_TournamentTimeWarpBetweenRounds = TimeWarp Between Rounds
            #LOC_BDArmory_Settings_TournamentTimeWarpDaylight = Daylight
            #LOC_BDArmory_Settings_TournamentRounds = Rounds
            #LOC_BDArmory_Settings_TournamentVesselsPerHeat = Vessels Per Heat
            #LOC_BDArmory_Settings_TournamentVesselsPerTeam = Vessels Per Team Per Heat
            #LOC_BDArmory_Settings_TournamentTeamsPerHeat = Teams Per Heat
            #LOC_BDArmory_Settings_GauntletOpponentsFilesLocation = Gauntlet Opponent Files
            #LOC_BDArmory_Settings_TournamentOpponentTeamsPerHeat = Opponent Teams Per Heat
            #LOC_BDArmory_Settings_TournamentOpponentVesselsPerTeam = Opponent Vessels Per Team
            #LOC_BDArmory_Settings_TournamentFullTeams = Re-use Craft To Fill Teams
            #LOC_BDArmory_Settings_TournamentNPCsPerHeat = NPCs Per Heat
            #LOC_BDArmory_Settings_TournamentSetup = Set Up Tournament
            #LOC_BDArmory_Settings_TournamentRun = Run Tournament
            #LOC_BDArmory_Settings_TournamentStop = Stop Tournament

        // Waypoints
            #LOC_BDArmory_Settings_WaypointsOptions = Waypoints Options
            #LOC_BDArmory_Settings_WaypointsOneAtATime = One-At-A-Time
            #LOC_BDArmory_Settings_WaypointsInfFuelAtStart = Infinite Propellant Until First Waypoint
            #LOC_BDArmory_Settings_WaypointsShow = Show Waypoints

        #LOC_BDArmory_Settings_SingleSpawn = Single Spawn
        #LOC_BDArmory_Settings_ContinuousSpawning = Continuous Spawning
        #LOC_BDArmory_Settings_CancelSpawning = Cancel Spawning

    // Waypoint GUI
        #LOC_BDArmory_BDAWaypointBuilder_Title = Waypoint Course Tool
        #LOC_BDArmory_WP_LoadCourse = Load Course
        #LOC_BDArmory_WP_NewCourse = New Course
        #LOC_BDArmory_WP_ChooseCourse = Select Course
        #LOC_BDArmory_WP_Create = Create
        #LOC_BDArmory_WP_Record = Record
        #LOC_BDArmory_WP_TimeStep = Timestep (s)
        #LOC_BDArmory_WP_Recording = Recording Course....
        #LOC_BDArmory_WP_FinishRecording = Finish Recording
        #LOC_BDArmory_WP_Spawnpoint = Spawnpoint
        #LOC_BDArmory_WP_AddGate = Add Gate
        #LOC_BDArmory_WP_Waypoint = Waypoint
        #LOC_BDArmory_WP_SpeedLimit = Speed limit
        #LOC_BDArmory_WP_Increment = Increment
        #LOC_BDArmory_WP_MaxLaps = Max Laps
        #LOC_BDArmory_WP_GuardActivate = Activate Guard After
        #LOC_BDArmory_WP_CourseDefaults = Use Course Settings
        #LOC_BDArmory_WP_SelectModel = Waypoint Type

    // Vessel Mover
        #LOC_BDArmory_VesselMover_Title = BDA Vessel Mover
        #LOC_BDArmory_VesselMover_VesselSelection = Vessel Selection
        #LOC_BDArmory_VesselMover_CrewSelection = Crew Selection
        #LOC_BDArmory_VesselMover_MoveVessel = Move Vessel
        #LOC_BDArmory_VesselMover_SpawnVessel = Spawn Vessel
        #LOC_BDArmory_VesselMover_RecoverVessel = Recover Vessel
        #LOC_BDArmory_VesselMover_ChooseCrew = Choose Crew
        #LOC_BDArmory_VesselMover_PlaceAfterSpawn = Place After Spawn
        #LOC_BDArmory_VesselMover_DeconflictVesselName = Deconflict Vessel Name
        #LOC_BDArmory_VesselMover_PlaceVessel = Place Vessel
        #LOC_BDArmory_VesselMover_DropVessel = Drop Vessel
        #LOC_BDArmory_VesselMover_InstantLowering = Instant Lowering
        #LOC_BDArmory_VesselMover_ClassicChooser = Classic Craft File Chooser
        #LOC_BDArmory_VesselMover_EnableBrakes = Enable Brakes
        #LOC_BDArmory_VesselMover_EnableSAS = Enable SAS
        #LOC_BDArmory_VesselMover_MinLowerSpeed = Min Lower Speed
        #LOC_BDArmory_VesselMover_LowerFast = Placement-Lower
        #LOC_BDArmory_VesselMover_BelowWater = Below Water
        #LOC_BDArmory_VesselMover_DontWorryAboutCollisions = Don't Avoid Collisions
        #LOC_BDArmory_VesselMover_Any = Any
        #LOC_BDArmory_VesselMover_ReallyRemoveKerbals = REALLY REMOVE KERBALS‽
        #LOC_BDArmory_VesselMover_Help_Movement = Movement
        #LOC_BDArmory_VesselMover_Help_Roll = Roll
        #LOC_BDArmory_VesselMover_Help_Pitch = Pitch
        #LOC_BDArmory_VesselMover_Help_Yaw = Yaw
        #LOC_BDArmory_VesselMover_Help_AutoRotateRocket = Auto-Rotate Rocket
        #LOC_BDArmory_VesselMover_Help_AutoRotatePlane = Auto-Rotate Plane
        #LOC_BDArmory_VesselMover_Help_CycleAltitudes = Cycle Preset Altitudes: Tab, Shift+Tab
        #LOC_BDArmory_VesselMover_Help_ResetAltitude = Reset Altitude
        #LOC_BDArmory_VesselMover_Help_AdjustAltitude = Adjust Altitude
        #LOC_BDArmory_VesselMover_CloseOnCompetitionStart = Close On Competition Start
        
    // Craft Browser
        #LOC_BDArmory_CraftBrowser_InvalidParts = INVALID PARTS
        #LOC_BDArmory_CraftBrowser_UnknownModules = Modules
        #LOC_BDArmory_CraftBrowser_Clear = Clear
        #LOC_BDArmory_CraftBrowser_ClearAll = Clear All
        #LOC_BDArmory_CraftBrowser_Refresh = Refresh
        #LOC_BDArmory_CraftBrowser_Parts = Parts
        #LOC_BDArmory_CraftBrowser_Mass = Mass
        #LOC_BDArmory_CraftBrowser_Version = Version
        #LOC_BDArmory_CraftBrowser_Craft = Craft
        #LOC_BDArmory_CraftBrowser_Folder = Folder
        #LOC_BDArmory_CraftBrowser_GenerateMissingThumbnails = Generate Missing Thumbnails
        #LOC_BDArmory_CraftBrowser_GenerateMissingThumbnailsRecurse = Recurse subfolders
        #LOC_BDArmory_CraftBrowser_GenerateMissingThumbnailsGeneratingFor = Generating thumbnail for
        #LOC_BDArmory_CraftBrowser_GenerateMissingThumbnailsGeneratingForCraftIn = Generating thumbnail for craft in
        #LOC_BDArmory_CraftBrowser_GenerateMissingThumbnailsFinished = Finished generating thumbnails.
        #LOC_BDArmory_CraftBrowser_GenerateMissingThumbnailsFailure = Unable to capture thumbnail of

    // Scores
        #LOC_BDArmory_BDAScores_Title = Tournament Scores
        #LOC_BDArmory_BDAScores_Weights = Score Weights
        #LOC_BDArmory_BDAScores_Round = Round
        #LOC_BDArmory_BDAScores_Heat = Heat
        #LOC_BDArmory_BDAScores_Unlimited = Unlimited
        #LOC_BDArmory_BDAScores_Score = Score
        #LOC_BDArmory_BDAScores_Lives = Lives

    // Staging Icons
        #LOC_BDArmory_ProtoStageIconInfo_Reloading = Reloading
        #LOC_BDArmory_ProtoStageIconInfo_Overheat = Overheat
        #LOC_BDArmory_ProtoStageIconInfo_AmmoOut = Ammo Depleted
        #LOC_BDArmory_ProtoStageIconInfo_CMsOut = CMs Depleted
        
    // Wing Commander
        #LOC_BDArmory_WingCommander_Title = WingCommander
        #LOC_BDArmory_WingCommander_Guiname1 = Formation Spread
        #LOC_BDArmory_WingCommander_Guiname2 = Formation Lag
        #LOC_BDArmory_WingCommander_Guiname3 = ToggleGUI
        #LOC_BDArmory_WingCommander_SelectAll = Select All
        #LOC_BDArmory_WingCommander_CommandSelf = Command Self
        #LOC_BDArmory_WingCommander_Follow = Follow
        #LOC_BDArmory_WingCommander_FlyToPos = Fly To Pos
        #LOC_BDArmory_WingCommander_AttackPos = Attack Pos
        #LOC_BDArmory_WingCommander_ActionGroup = Action Group
        #LOC_BDArmory_WingCommander_ActionGroups = Action Groups
        #LOC_BDArmory_WingCommander_TakeOff = Take Off
        #LOC_BDArmory_WingCommander_Release = Release
        #LOC_BDArmory_WingCommander_FormationSettings = Formation Settings
        #LOC_BDArmory_WingCommander_Spread = Spread
        #LOC_BDArmory_WingCommander_Lag = Lag
        #LOC_BDArmory_WingCommander_ScreenMessage = Select target coordinates.\nRight-click to cancel.

    // Vessel Switcher
        #LOC_BDArmory_BDAVesselSwitcher_Title = BDA Vessel Switcher
        
    // Evolution
        #LOC_BDArmory_Evolution_Title = BDA Evolution
        #LOC_BDArmory_Evolution_Options = Evolution Options
        #LOC_BDArmory_Evolution_HeatsPerGroup = Heats per Group
        #LOC_BDArmory_Evolution_MutationsPerHeat = Mutations per Heat
        #LOC_BDArmory_Evolution_AdversariesPerHeat = Adversaries per Heat
        #LOC_BDArmory_Evolution_ID = Evolution
        #LOC_BDArmory_Evolution_Status = Status
        #LOC_BDArmory_Evolution_Group = Group
        #LOC_BDArmory_Evolution_Heat = Heat

    // Modular Missile, Custom Weapons
        #LOC_BDArmory_StagesNumber = Stages Number
        #LOC_BDArmory_StageToTriggerOnProximity = Stage to Trigger On Proximity
        #LOC_BDArmory_RollCorrection = Roll Correction
        #LOC_BDArmory_RollCorrection_enabledText = Roll enabled
        #LOC_BDArmory_RollCorrection_disabledText = Roll disabled
        #LOC_BDArmory_MissileIFF = Seeker IFF
        #LOC_BDArmory_MissileIFF_enabledText = IFF enabled
        #LOC_BDArmory_MissileIFF_disabledText = IFF disabled
        #LOC_BDArmory_TimeBetweenStages = Time Between Stages
        #LOC_BDArmory_AI_MinSpeedGuidance = Min Speed before guidance
        #LOC_BDArmory_ClearanceRadius = Clearance radius
        #LOC_BDArmory_ClearanceLength = Clearance length
        #LOC_BDArmory_showRFGUI = Show Weapon Name Editor
        #LOC_BDArmory_showRFGUI_enabledText = Weapon Name GUI
        #LOC_BDArmory_showRFGUI_disabledText = GUI

    // WM (PAW)
        // Target Priority
            #LOC_BDArmory_TargetPriority = Target Priority
            #LOC_BDArmory_TargetPriority_CurrentTarget = Current Target
            #LOC_BDArmory_TargetPriority_TargetScore = Target Score
            #LOC_BDArmory_TargetPriority_Settings = Target Priority Settings
            #LOC_BDArmory_TargetPriority_CurrentTargetBias = Current Target Bias
            #LOC_BDArmory_TargetPriority_TargetProximity = Target Distance
            #LOC_BDArmory_TargetPriority_AirVsGround = Aerial Target Preference
            #LOC_BDArmory_TargetPriority_CloserAngleToTarget = Closer Angle to Target
            #LOC_BDArmory_TargetPriority_TargetAcceleration = Target TWR
            #LOC_BDArmory_TargetPriority_ShorterClosingTime = Shorter Closing Time
            #LOC_BDArmory_TargetPriority_TargetWeaponNumber = Target Weapon Number
            #LOC_BDArmory_TargetPriority_TargetMass = Target Mass
            #LOC_BDArmory_TargetPriority_TargetDmg = Target Damage
            #LOC_BDArmory_TargetPriority_FewerTeammatesEngaging = Less Teammates Engaging
            #LOC_BDArmory_TargetPriority_TargetThreat = Target Threat
            #LOC_BDArmory_TargetPriority_AngleOverDistance = Angle / Distance
            #LOC_BDArmory_TargetPriority_TargetProtectTeammate = Protect Teammates
            #LOC_BDArmory_TargetPriority_TargetProtectVIP = Protect My VIPs
            #LOC_BDArmory_TargetPriority_TargetAttackVIP = Attack Enemy VIPs
        
        // Countermeasures
            #LOC_BDArmory_Countermeasure_Settings = Countermeasure Settings
            #LOC_BDArmory_EvadeThreshold = Time to Impact Before Evade
            #LOC_BDArmory_CMThreshold = Time to Impact Before CM
            #LOC_BDArmory_CMRepetition = Flare Dump per Sequence
            #LOC_BDArmory_CMInterval = Flare Dump Interval Time
            #LOC_BDArmory_CMWaitTime = Flare Sequence Restart Delay
            #LOC_BDArmory_ChaffRepetition = Chaff Dump per Sequence
            #LOC_BDArmory_ChaffInterval = Chaff Dump Interval Time
            #LOC_BDArmory_ChaffWaitTime = Chaff Sequence Restart Delay
            #LOC_BDArmory_SmokeRepetition = Smoke Launch per Sequence
            #LOC_BDArmory_SmokeInterval = Smoke Launch Interval Time
            #LOC_BDArmory_SmokeWaitTime = Smoke Sequence Restart Delay
            #LOC_BDArmory_ChaffFactor = Chaff Susceptibility
            #LOC_BDArmory_NonGuardModeCMs = Non-GuardMode CMs

        #LOC_BDArmory_IsVIP = Is VIP?
        #LOC_BDArmory_IsVIP_enabledText = Yes
        #LOC_BDArmory_IsVIP_disabledText = No
        #LOC_BDArmory_WM_IsPrimaryWM = Is Primary

    // AI (PAW)
        // Pilot AI
            // PID
                #LOC_BDArmory_AI_PID = PID Controller
                #LOC_BDArmory_AI_SteerPower = Steer Power (P)
                #LOC_BDArmory_AI_SteerKi = Steer Correction (I)
                #LOC_BDArmory_AI_SteerDamping = Steer Damping (D)
                #LOC_BDArmory_AI_SteerMaxError = Steer Max Error
                
                // Dynamic damping
                    #LOC_BDArmory_AI_DynamicSteerDamping = Dynamic Steer Damping
                    #LOC_BDArmory_AI_DynamicDamping = Dynamic Damping
                    #LOC_BDArmory_AI_DynamicDampingMin = Off-target Damping
                    #LOC_BDArmory_AI_DynamicDampingMax = On-target Damping
                    #LOC_BDArmory_AI_DynamicDampingFactor = Dynamic Damping Factor

                // 3-axis damping
                    #LOC_BDArmory_AI_3AxisSteerDamping = 3-Axis Steer Damping

                // 3-axis static damping
                    #LOC_BDArmory_AI_SteerDampingPitch = Steer Damping Pitch (Dp)
                    #LOC_BDArmory_AI_SteerDampingYaw = Steer Damping Yaw (Dy)
                    #LOC_BDArmory_AI_SteerDampingRoll = Steer Damping Roll (Dr)

                // 3-axis dynamic damping
                    #LOC_BDArmory_AI_DynamicDampingPitch = Dynamic Damping Pitch
                    #LOC_BDArmory_AI_DynamicDampingPitchMin = Off-target Pitch Damping
                    #LOC_BDArmory_AI_DynamicDampingPitchMax = On-target Pitch Damping
                    #LOC_BDArmory_AI_DynamicDampingPitchFactor = Dyn. Pitch Damping Factor
                    #LOC_BDArmory_AI_DynamicDampingYaw = Dynamic Damping Yaw
                    #LOC_BDArmory_AI_DynamicDampingYawMin = Off-target Yaw Damping
                    #LOC_BDArmory_AI_DynamicDampingYawMax = On-target Yaw Damping
                    #LOC_BDArmory_AI_DynamicDampingYawFactor = Dyn. Yaw Damping Factor
                    #LOC_BDArmory_AI_DynamicDampingRoll = Dynamic Damping Roll
                    #LOC_BDArmory_AI_DynamicDampingRollMin = Off-target Roll Damping
                    #LOC_BDArmory_AI_DynamicDampingRollMax = On-target Roll Damping
                    #LOC_BDArmory_AI_DynamicDampingRollFactor = Dyn. Roll Damping Factor

                // Full 3-axis PID
                    #LOC_BDArmory_AI_3AxisPID = Full 3-Axis PID
                    #LOC_BDArmory_AI_3AxisPIDPitchMult = Pitch Power (Pp)
                    #LOC_BDArmory_AI_3AxisPIDPitchKi = Pitch Correction (Ip)
                    #LOC_BDArmory_AI_3AxisPIDPitchDamping = Pitch Damping (Dp)
                    #LOC_BDArmory_AI_3AxisPIDYawMult = Yaw Power (Py)
                    #LOC_BDArmory_AI_3AxisPIDYawKi = Yaw Correction (Iy)
                    #LOC_BDArmory_AI_3AxisPIDYawDamping = Yaw Damping (Dy)
                    #LOC_BDArmory_AI_3AxisPIDRollMult = Roll Power (Pr)
                    #LOC_BDArmory_AI_3AxisPIDRollKi = Roll Correction (Ir)
                    #LOC_BDArmory_AI_3AxisPIDRollDamping = Roll Damping (Dr)

                // Auto-tuning
                    #LOC_BDArmory_AI_PID_AutoTune = PID Auto-Tune
                    #LOC_BDArmory_AI_PID_AutoTuning_Loss = Auto-Tuning Loss
                    #LOC_BDArmory_AI_PID_AutoTuning_NumSamples = Auto-Tuning Number Of Samples
                    #LOC_BDArmory_AI_PID_AutoTuning_FastResponseRelevance = Auto-Tuning Fast Response Relevance
                    #LOC_BDArmory_AI_PID_AutoTuning_InitialLearningRate = Auto-Tuning Initial Learning Rate
                    #LOC_BDArmory_AI_PID_AutoTuning_InitialRollRelevance = Auto-Tuning Initial Roll Relevance
                    #LOC_BDArmory_AI_PID_AutoTuning_Speed = Auto-Tuning Speed
                    #LOC_BDArmory_AI_PID_AutoTuning_Altitude = Auto-Tuning Altitude
                    #LOC_BDArmory_AI_PID_AutoTuning_RecenteringDistance = Auto-Tuning Recentering Distance (km)
                    #LOC_BDArmory_AI_PID_AutoTuning_FixedP = Auto-Tuning Fixed P
                    #LOC_BDArmory_AI_PID_AutoTuning_ClampMaximums = Auto-Tuning Clamp Max
                    #LOC_BDArmory_AI_PID_AutoTuning_Summary = Auto-Tuning Summary
            
            // Altitudes
                #LOC_BDArmory_AI_Altitudes = Altitudes
                #LOC_BDArmory_AI_DefaultAltitude = Default Alt.
                #LOC_BDArmory_AI_MinAltitude = Min Altitude
                #LOC_BDArmory_AI_MaxAltitude = Max Altitude (AGL)
                #LOC_BDArmory_AI_HardMinAltitude = Hard Min Altitude
                #LOC_BDArmory_AI_BombingAltitude = Bombing Altitude
                #LOC_BDArmory_AI_DiveBombing = Enable Dive Bombing

            // Speeds
                #LOC_BDArmory_AI_Speeds = Speeds
                #LOC_BDArmory_AI_MaxSpeed = Max Speed
                #LOC_BDArmory_AI_TakeOffSpeed = Take-Off Speed
                #LOC_BDArmory_AI_MinSpeed = Min Combat Speed
                #LOC_BDArmory_AI_StrafingSpeed = Strafing Speed
                #LOC_BDArmory_AI_IdleSpeed = Idle Speed
                #LOC_BDArmory_AI_ABPriority = Afterburner Priority
                #LOC_BDArmory_AI_ABOverrideThreshold = Afterburner Override Threshold
                #LOC_BDArmory_AI_BrakingPriority = Braking Priority

            // Control
                #LOC_BDArmory_AI_ControlLimits = Control Authority Limits
                #LOC_BDArmory_AI_SteerLimiter = Steer Limiter
                #LOC_BDArmory_AI_LowSpeedSteerLimiter = Low-Speed Steer Limiter
                #LOC_BDArmory_AI_LowSpeedLimiterSpeed = Low-Speed Limiter Speed
                #LOC_BDArmory_AI_HighSpeedSteerLimiter = High-Speed Steer Limiter
                #LOC_BDArmory_AI_HighSpeedLimiterSpeed = High-Speed Limiter Speed
                #LOC_BDArmory_AI_AltitudeSteerLimiterFactor = Altitude Steer Limiter Factor
                #LOC_BDArmory_AI_AltitudeSteerLimiterAltitude = Altitude Steer Limiter Altitude
                #LOC_BDArmory_AI_AttitudeLimiter = Attitude Limit
                #LOC_BDArmory_AI_BankLimiter = Bank Angle Limit
                #LOC_BDArmory_AI_WaypointPreRollTime = Waypoint Pre-Roll Time
                #LOC_BDArmory_AI_WaypointYawAuthorityTime = Waypoint Yaw Authority Time
                #LOC_BDArmory_AI_MaxAllowedGForce = Max G
                #LOC_BDArmory_AI_MaxAllowedAoA = Max AoA
                #LOC_BDArmory_AI_PostStallAoA = Post-Stall AoA Mode-Switch
                #LOC_BDArmory_AI_ImmelmannTurnAngle = Immelmann Turn Angle
                #LOC_BDArmory_AI_ImmelmannPitchUpBias = Immelmann Pitch-Up Bias

            // Evade / Extend
                #LOC_BDArmory_AI_EvadeExtend = Evasion/Extension
                #LOC_BDArmory_AI_ExtendMultiplier = Extend Multiplier
                #LOC_BDArmory_AI_ExtendDistanceAirToAir = Extend Distance Air-To-Air
                #LOC_BDArmory_AI_ExtendAngleAirToAir = Extend Angle Air-To-Air
                #LOC_BDArmory_AI_ExtendDistanceAirToGroundGuns = Extend Distance Air-To-Ground (Guns)
                #LOC_BDArmory_AI_ExtendDistanceAirToGround = Extend Distance Air-To-Ground
                #LOC_BDArmory_AI_ExtendTargetVel = Extend Target Velocity Factor
                #LOC_BDArmory_AI_ExtendTargetAngle = Extend Target Angle
                #LOC_BDArmory_AI_ExtendTargetDist = Extend Target Distance
                #LOC_BDArmory_AI_ExtendAbortTime = Extend Abort Time
                #LOC_BDArmory_AI_ExtendMinGainRate = Extend Min Gain Rate
                #LOC_BDArmory_AI_ExtendToggle = Extend Toggle (Air-To-Air)
                #LOC_BDArmory_AI_MinEvasionTime = Min Evasion Time
                #LOC_BDArmory_AI_EvasionNonlinearity = Evasion/Extension Nonlinearity
                #LOC_BDArmory_AI_EvasionThreshold = Evasion Distance Threshold
                #LOC_BDArmory_AI_EvasionErraticness = Evasion Erraticness
                #LOC_BDArmory_AI_EvasionTimeThreshold = Evasion Time Threshold
                #LOC_BDArmory_AI_EvasionMinRangeThreshold = Evasion Min Range Threshold
                #LOC_BDArmory_AI_EvasionIgnoreMyTargetTargetingMe = Don't Evade My Target
                #LOC_BDArmory_AI_EvasionMissileKinematic = Kinematic Msl Evasion
                #LOC_BDArmory_AI_CollisionAvoidanceThreshold = Vessel Avoidance Threshold
                #LOC_BDArmory_AI_CollisionAvoidanceLookAheadPeriod = Vessel Avoidance Look-Ahead
                #LOC_BDArmory_AI_CollisionAvoidanceStrength = Vessel Avoidance Strength
                #LOC_BDArmory_AI_StandoffDistance = Stand-off Distance

            // Terrain
                #LOC_BDArmory_AI_Terrain = Terrain Avoidance
                #LOC_BDArmory_AI_TurnRadiusTwiddleFactorMin = Terrain Avoidance Tuning Min
                #LOC_BDArmory_AI_TurnRadiusTwiddleFactorMax = Terrain Avoidance Tuning Max
                #LOC_BDArmory_AI_TerrainAvoidanceCriticalAngle = Inverted Terrain Avoidance Critical Angle
                #LOC_BDArmory_AI_TerrainAvoidanceVesselReactionTime = Vessel Reaction Time
                #LOC_BDArmory_AI_TerrainAvoidancePostAvoidanceCoolDown = Post-Avoidance Cool-Down
                #LOC_BDArmory_AI_WaypointTerrainAvoidance = Waypoint Terrain Avoidance
            
            // Ramming
                #LOC_BDArmory_AI_Ramming = Ramming
                #LOC_BDArmory_AI_ControlSurfaceLag = Ramming Control Surface Lag
                #LOC_BDArmory_AI_AllowRamming = Allow Ramming
                #LOC_BDArmory_AI_AllowRammingGroundTargets = Include Ground Targets

            // Ejection (unused)
                #LOC_BDArmory_AI_Ejection = Ejection
                #LOC_BDArmory_AI_EjectOnImpendingDoom = Eject If Doomed

            #LOC_BDArmory_AI_SliderResolution = Slider Resolution
            // Idle / Orbit Behavior
                #LOC_BDArmory_AI_Orbit = Orbit Direction\u0020
                #LOC_BDArmory_AI_Orbit_Starboard = Starboard (CW)
                #LOC_BDArmory_AI_Orbit_Port = Port (CCW)
                #LOC_BDArmory_AI_Orbit_Random = Either (CW/CCW)
                #LOC_BDArmory_AI_Standby = Standby Mode

            // Up-to-eleven
                #LOC_BDArmory_AI_UnclampTuning  = Unclamp tuning\u0020
                #LOC_BDArmory_AI_UnclampTuning_enabledText = Unclamped
                #LOC_BDArmory_AI_UnclampTuning_disabledText = Clamped

        // Surface / VTOL / Orbital AI
            #LOC_BDArmory_AI_VehicleType = Vehicle Type
            #LOC_BDArmory_AI_MaxSlopeAngle = Max Slope Angle
            #LOC_BDArmory_AI_CruiseSpeed = Cruise Speed
            #LOC_BDArmory_AI_CombatSpeed = Combat Speed
            #LOC_BDArmory_AI_CombatAltitude = Combat Altitude
            #LOC_BDArmory_AI_TargetPitch = Moving Pitch
            #LOC_BDArmory_AI_MaxDrift = Max drift
            #LOC_BDArmory_AI_MaxPitchAngle = Max Pitch Angle
            #LOC_BDArmory_AI_BankAngle = Bank Angle
            #LOC_BDArmory_AI_WeaveFactor = Weave Factor
            #LOC_BDArmory_AI_MaxBankAngle = Max Bank Angle
            #LOC_BDArmory_AI_BroadsideAttack = Attack Vector
            #LOC_BDArmory_AI_BroadsideAttack_enabledText = Broadside
            #LOC_BDArmory_AI_BroadsideAttack_disabledText = Bow
            #LOC_BDArmory_AI_MinEngagementRange = Min Engagement Range
            #LOC_BDArmory_AI_MaxEngagementRange = Max Engagement Range
            #LOC_BDArmory_AI_ForceFiringRange = Zero Throttle Firing Range
            #LOC_BDArmory_AI_MaintainEngagementRange = Maintain Min Range
            #LOC_BDArmory_AI_ManeuverRCS = RCS Active
            #LOC_BDArmory_AI_ManeuverRCS_enabledText = Always
            #LOC_BDArmory_AI_ManeuverRCS_disabledText = Combat Only
            #LOC_BDArmory_AI_FiringRCS = RCS While Firing
            #LOC_BDArmory_AI_FiringRCS_enabledText = Manage Velocity
            #LOC_BDArmory_AI_FiringRCS_disabledText = Maneuvers Only
            #LOC_BDArmory_AI_ReverseEngines = Reverse Engines
            #LOC_BDArmory_AI_EngineRCSRotation = Engine RCS (Rotation)
            #LOC_BDArmory_AI_EngineRCSTranslation = Engine RCS (Translation)
            #LOC_BDArmory_AI_OrbitalPIDActive = PID Active For
            #LOC_BDArmory_AI_RollMode = Broadside Dir
            #LOC_BDArmory_AI_MinObstacleMass = Min Obstacle Mass
            #LOC_BDArmory_AI_PreferredBroadsideDirection = Preferred Broadside Dir
            #LOC_BDArmory_AI_GoesUp = Goes up to 
            #LOC_BDArmory_AI_GoesUp_enabledText = Eleven
            #LOC_BDArmory_AI_GoesUp_disabledText = Ten
            #LOC_BDArmory_AI_ManeuverSpeed = Maneuver Speed
            #LOC_BDArmory_AI_FiringSpeedMin = Min Firing Speed
            #LOC_BDArmory_AI_FiringSpeedLimit = Max Firing Speed
            #LOC_BDArmory_AI_AngularSpeedLimit = Angular Speed Limit
            #LOC_BDArmory_AI_EvasionRCS = RCS Evasion
            #LOC_BDArmory_AI_EvasionEngines = Thrust Evasion

    // AI GUI
        #LOC_BDArmory_AIWindow_title = AI Manager
        #LOC_BDArmory_AIWindow_infoLink = Infolink
        #LOC_BDArmory_AIWindow_NoAI = No AI found on vessel.
        // Sections
            #LOC_BDArmory_AIWindow_PID = PID
            #LOC_BDArmory_AIWindow_Altitudes = Altitudes
            #LOC_BDArmory_AIWindow_Speeds = Speeds
            #LOC_BDArmory_AIWindow_Control = Control
            #LOC_BDArmory_AIWindow_EvadeExtend = Evade/Extend
            #LOC_BDArmory_AIWindow_Terrain = Terrain
            #LOC_BDArmory_AIWindow_Ramming = Ramming
            #LOC_BDArmory_AIWindow_Combat = Combat
            #LOC_BDArmory_AIWindow_Misc = Misc
        
        // Panel
            // Pilot
                // PID
                    #LOC_BDArmory_AIWindow_SteerPower = Steer Power (P)
                    #LOC_BDArmory_AIWindow_SteerPower_ContextLow = <- Sluggish
                    #LOC_BDArmory_AIWindow_SteerPower_ContextHigh = Twitchy ->
                    #LOC_BDArmory_AIWindow_SteerKi = Steer Correction (I)
                    #LOC_BDArmory_AIWindow_SteerKi_ContextLow = <- Undershoot
                    #LOC_BDArmory_AIWindow_SteerKi_ContextHigh = Overshoot ->
                    #LOC_BDArmory_AIWindow_SteerDamping = Steer Damping (D)
                    #LOC_BDArmory_AIWindow_SteerDamping_ContextLow = <- Wobbly
                    #LOC_BDArmory_AIWindow_SteerDamping_ContextHigh = Stiff ->
                    #LOC_BDArmory_AIWindow_SteerDampingPitch = Steer Damping Pitch (Dp)
                    #LOC_BDArmory_AIWindow_SteerDampingPitch_ContextLow = <- Wobbly
                    #LOC_BDArmory_AIWindow_SteerDampingPitch_ContextHigh = Stiff ->
                    #LOC_BDArmory_AIWindow_SteerDampingYaw = Steer Damping Yaw (Dy)
                    #LOC_BDArmory_AIWindow_SteerDampingYaw_ContextLow = <- Wobbly
                    #LOC_BDArmory_AIWindow_SteerDampingYaw_ContextHigh = Stiff ->
                    #LOC_BDArmory_AIWindow_SteerDampingRoll = Steer Damping Roll (Dr)
                    #LOC_BDArmory_AIWindow_SteerDampingRoll_ContextLow = <- Wobbly
                    #LOC_BDArmory_AIWindow_SteerDampingRoll_ContextHigh = Stiff ->
                    #LOC_BDArmory_AIWindow_SteerMaxError = Max Error
                    #LOC_BDArmory_AIWindow_SteerMaxError_ContextLow = <- Slow & Easy Tuning
                    #LOC_BDArmory_AIWindow_SteerMaxError_ContextHigh = Fast & Harder Tuning ->
                    #LOC_BDArmory_AIWindow_DynDampMin = Off-target Damping
                    #LOC_BDArmory_AIWindow_DynDampMin_Context = Minimum Damping
                    #LOC_BDArmory_AIWindow_DynDampMax = On-target Damping
                    #LOC_BDArmory_AIWindow_DynDampMax_Context = Maximum Damping
                    #LOC_BDArmory_AIWindow_DynDampMult = Dynamic Damping Factor
                    #LOC_BDArmory_AIWindow_DynDampMult_Context = Damping Magnitude
                    #LOC_BDArmory_AIWindow_3AxisPIDPitchMult = Pitch Power (Pp)
                    #LOC_BDArmory_AIWindow_3AxisPIDPitchKi = Pitch Correction (Ip)
                    #LOC_BDArmory_AIWindow_3AxisPIDPitchDamping = Pitch Damping (Dp)
                    #LOC_BDArmory_AIWindow_3AxisPIDYawMult = Yaw Power (Py)
                    #LOC_BDArmory_AIWindow_3AxisPIDYawKi = Yaw Correction (Iy)
                    #LOC_BDArmory_AIWindow_3AxisPIDYawDamping = Yaw Damping (Dy)
                    #LOC_BDArmory_AIWindow_3AxisPIDRollMult = Roll Power (Pr)
                    #LOC_BDArmory_AIWindow_3AxisPIDRollKi = Roll Correction (Ir)
                    #LOC_BDArmory_AIWindow_3AxisPIDRollDamping = Roll Damping (Dr)

                    // Auto-tuning
                        #LOC_BDArmory_AIWindow_PIDAutoTuningNumSamples = A-T Num Samples
                        #LOC_BDArmory_AIWindow_PIDAutoTuningNumSamples_ContextLow = <- Less accurate
                        #LOC_BDArmory_AIWindow_PIDAutoTuningNumSamples_ContextHigh = More accurate ->
                        #LOC_BDArmory_AIWindow_PIDAutoTuningFastResponseRelevance = A-T Fast Response
                        #LOC_BDArmory_AIWindow_PIDAutoTuningFastResponseRelevance_ContextLow = <- Better damping
                        #LOC_BDArmory_AIWindow_PIDAutoTuningFastResponseRelevance_ContextHigh = Faster response ->
                        #LOC_BDArmory_AIWindow_PIDAutoTuningInitialLearningRate = A-T Initial LR
                        #LOC_BDArmory_AIWindow_PIDAutoTuningInitialLearningRate_Context = Lower this if the changes in the PID values are too large
                        #LOC_BDArmory_AIWindow_PIDAutoTuningInitialRollRelevance = A-T Initial RR
                        #LOC_BDArmory_AIWindow_PIDAutoTuningInitialRollRelevance_Context = How much the roll errors contribute to the loss
                        #LOC_BDArmory_AIWindow_PIDAutoTuningSpeed = A-T Speed
                        #LOC_BDArmory_AIWindow_PIDAutoTuningSpeed_Context = Target speed for auto-tuning at
                        #LOC_BDArmory_AIWindow_PIDAutoTuningAltitude = A-T Altitude
                        #LOC_BDArmory_AIWindow_PIDAutoTuningAltitude_Context = Try to stay within ±min altitude of this
                        #LOC_BDArmory_AIWindow_PIDAutoTuningRecenteringDistance = A-T Recentering Distance
                        #LOC_BDArmory_AIWindow_PIDAutoTuningRecenteringDistance_Context = Distance from start at which re-centering is triggered
                        #LOC_BDArmory_AIWindow_PIDAutoTuningFixedFields = A-T Fixed Fields
                        #LOC_BDArmory_AIWindow_PIDAutoTuningClampMaximums = A-T Clamp Max
                        // PID fixed fields
                            #LOC_BDArmory_AIWindow_PIDAutoTuningFixed_P = P
                            #LOC_BDArmory_AIWindow_PIDAutoTuningFixed_I = I
                            #LOC_BDArmory_AIWindow_PIDAutoTuningFixed_D = D
                            // 3-axis damping
                            #LOC_BDArmory_AIWindow_PIDAutoTuningFixed_DPitch = Dp
                            #LOC_BDArmory_AIWindow_PIDAutoTuningFixed_DYaw = Dy
                            #LOC_BDArmory_AIWindow_PIDAutoTuningFixed_DRoll = Dr
                            // Dynamic damping
                            #LOC_BDArmory_AIWindow_PIDAutoTuningFixed_D_OffTarget = DOff
                            #LOC_BDArmory_AIWindow_PIDAutoTuningFixed_D_OnTarget = DOn
                            #LOC_BDArmory_AIWindow_PIDAutoTuningFixed_D_Factor = DF
                            // 3-axis dynamic damping
                            #LOC_BDArmory_AIWindow_PIDAutoTuningFixed_DPitch_OffTarget = DpOff
                            #LOC_BDArmory_AIWindow_PIDAutoTuningFixed_DPitch_OnTarget = DpOn
                            #LOC_BDArmory_AIWindow_PIDAutoTuningFixed_DPitch_Factor = DpF
                            #LOC_BDArmory_AIWindow_PIDAutoTuningFixed_DYaw_OffTarget = DyOff
                            #LOC_BDArmory_AIWindow_PIDAutoTuningFixed_DYaw_OnTarget = DyOn
                            #LOC_BDArmory_AIWindow_PIDAutoTuningFixed_DYaw_Factor = DyF
                            #LOC_BDArmory_AIWindow_PIDAutoTuningFixed_DRoll_OffTarget = DrOff
                            #LOC_BDArmory_AIWindow_PIDAutoTuningFixed_DRoll_OnTarget = DrOn
                            #LOC_BDArmory_AIWindow_PIDAutoTuningFixed_DRoll_Factor = DrF
                            // Full 3-axis PID
                            #LOC_BDArmory_AIWindow_PIDAutoTuningFixed_Pp = Pp
                            #LOC_BDArmory_AIWindow_PIDAutoTuningFixed_Ip = Ip
                            #LOC_BDArmory_AIWindow_PIDAutoTuningFixed_Dp = Dp
                            #LOC_BDArmory_AIWindow_PIDAutoTuningFixed_Py = Py
                            #LOC_BDArmory_AIWindow_PIDAutoTuningFixed_Iy = Iy
                            #LOC_BDArmory_AIWindow_PIDAutoTuningFixed_Dy = Dy
                            #LOC_BDArmory_AIWindow_PIDAutoTuningFixed_Pr = Pr
                            #LOC_BDArmory_AIWindow_PIDAutoTuningFixed_Ir = Ir
                            #LOC_BDArmory_AIWindow_PIDAutoTuningFixed_Dr = Dr

                // Altitudes
                    #LOC_BDArmory_AIWindow_DefaultAltitude = Default Alt.
                    #LOC_BDArmory_AIWindow_DefaultAltitude_Context = AI returns to this when idle
                    #LOC_BDArmory_AIWindow_MinAltitude = Min Altitude
                    #LOC_BDArmory_AIWindow_MinAltitude_Context = AI tries to remain above this altitude
                    #LOC_BDArmory_AIWindow_MaxAltitude = Max Altitude (AGL)
                    #LOC_BDArmory_AIWindow_MaxAltitude_Context = AI tries to remain below this altitude
                    #LOC_BDArmory_AIWindow_BombingAltitude = Bombing Altitude
                    #LOC_BDArmory_AIWindow_BombingAltitude_Context = AI tries to bomb at this altitude
                    #LOC_BDArmory_AIWindow_DiveBomb = Enable Dive Bombing

                // Speeds
                    #LOC_BDArmory_AIWindow_MaxSpeed = #LOC_BDArmory_AI_MaxSpeed
                    #LOC_BDArmory_AIWindow_MaxSpeed_Context = AI will remain below this speed
                    #LOC_BDArmory_AIWindow_TakeOffSpeed = #LOC_BDArmory_AI_TakeOffSpeed
                    #LOC_BDArmory_AIWindow_TakeOffSpeed_Context = Speed AI will begin pitch input on take-off
                    #LOC_BDArmory_AIWindow_MinSpeed = #LOC_BDArmory_AI_MinSpeed
                    #LOC_BDArmory_AIWindow_MinSpeed_Context = AI will try to regain energy if below this speed
                    #LOC_BDArmory_AIWindow_StrafingSpeed = #LOC_BDArmory_AI_StrafingSpeed
                    #LOC_BDArmory_AIWindow_StrafingSpeed_Context = Ground attack speed
                    #LOC_BDArmory_AIWindow_IdleSpeed = #LOC_BDArmory_AI_IdleSpeed
                    #LOC_BDArmory_AIWindow_IdleSpeed_Context = Non-combat cruise speed
                    #LOC_BDArmory_AIWindow_ABPriority = #LOC_BDArmory_AI_ABPriority
                    #LOC_BDArmory_AIWindow_ABPriority_Context = Modifies the threshold for enabling the afterburner
                    #LOC_BDArmory_AIWindow_ABOverrideThreshold = Afterburner Override
                    #LOC_BDArmory_AIWindow_ABOverrideThreshold_Context = Force use of afterburner if below this speed and full throttle
                    #LOC_BDArmory_AIWindow_BrakingPriority = #LOC_BDArmory_AI_BrakingPriority
                    #LOC_BDArmory_AIWindow_BrakingPriority_Context = Prioritize using brakes to slow down when allowed

                // Control
                    #LOC_BDArmory_AIWindow_LowSpeedSteerLimiter = Low-Speed Limiter
                    #LOC_BDArmory_AIWindow_LowSpeedSteerLimiter_Context = Limits control below low speed limit
                    #LOC_BDArmory_AIWindow_LowSpeedLimiterSpeed = Low Limiter Speed
                    #LOC_BDArmory_AIWindow_LowSpeedLimiterSpeed_Context = AI uses Low-Speed Limiter below this speed
                    #LOC_BDArmory_AIWindow_HighSpeedSteerLimiter = High-Speed Limiter
                    #LOC_BDArmory_AIWindow_HighSpeedSteerLimiter_Context = Limits control above high speed limit
                    #LOC_BDArmory_AIWindow_HighSpeedLimiterSpeed = High Limiter Speed
                    #LOC_BDArmory_AIWindow_HighSpeedLimiterSpeed_Context = AI fully limited to high limit above this speed
                    #LOC_BDArmory_AIWindow_AltitudeSteerLimiterFactor = Alt Steer Factor
                    #LOC_BDArmory_AIWindow_AltitudeSteerLimiterFactor_Context = Factor to decrease/increase steer limit based on altitude
                    #LOC_BDArmory_AIWindow_AltitudeSteerLimiterAltitude = Alt Steer Altitude
                    #LOC_BDArmory_AIWindow_AltitudeSteerLimiterAltitude_Context = Altitude to begin decreasing/increasing the steer limit
                    #LOC_BDArmory_AIWindow_BankLimiter = Bank Angle Limit
                    #LOC_BDArmory_AIWindow_BankLimiter_Context = Max roll angle
                    #LOC_BDArmory_AIWindow_MaxAllowedGForce = Max G
                    #LOC_BDArmory_AIWindow_MaxAllowedGForce_Context = Maneuvers will try not to exceed this G limit
                    #LOC_BDArmory_AIWindow_MaxAllowedAoA = Max AoA
                    #LOC_BDArmory_AIWindow_MaxAllowedAoA_Context = Maneuver AoA will try not to exceed this AoA
                    #LOC_BDArmory_AIWindow_WaypointPreRollTime = WP Pre-Roll Time
                    #LOC_BDArmory_AIWindow_WaypointPreRollTime_Context = Start rolling ahead of reaching the waypoint
                    #LOC_BDArmory_AIWindow_WaypointYawAuthorityTime = WP Yaw Auth Time
                    #LOC_BDArmory_AIWindow_WaypointYawAuthorityTime_Context = Increase yaw response when approaching waypoint
                    #LOC_BDArmory_AIWindow_PostStallAoA = Post-Stall AoA
                    #LOC_BDArmory_AIWindow_PostStallAoA_Context = Switch flight modes for post-stall beyond this AoA
                    #LOC_BDArmory_AIWindow_ImmelmannTurnAngle = Immelmann Turn Angle
                    #LOC_BDArmory_AIWindow_ImmelmannTurnAngle_Context = Craft will just pitch up to aim at a target in this cone
                    #LOC_BDArmory_AIWindow_ImmelmannPitchUpBias = Immelmann Pitch-Up Bias
                    #LOC_BDArmory_AIWindow_ImmelmannPitchUpBias_Context = < Down —  Bias direction on current pitch rate  — Up >

                // Evade / Extend
                    #LOC_BDArmory_AIWindow_Evade = Evasion
                    #LOC_BDArmory_AIWindow_MinEvasionTime = #LOC_BDArmory_AI_MinEvasionTime
                    #LOC_BDArmory_AIWindow_MinEvasionTime_Context = Min time AI evades an attack
                    #LOC_BDArmory_AIWindow_EvasionThreshold = Distance Threshold
                    #LOC_BDArmory_AIWindow_EvasionThreshold_Context = Evades if incoming fire within this distance
                    #LOC_BDArmory_AIWindow_EvasionTimeThreshold = Time Threshold
                    #LOC_BDArmory_AIWindow_EvasionTimeThreshold_Context = Min time under fire to trigger evasion
                    #LOC_BDArmory_AIWindow_EvasionMinRangeThreshold = Min Range Threshold
                    #LOC_BDArmory_AIWindow_EvasionMinRangeThreshold_Context = Only evade if the attacker is beyond this range.
                    #LOC_BDArmory_AIWindow_EvasionNonlinearity = Evade/Extend Nonlinearity
                    #LOC_BDArmory_AIWindow_EvasionNonlinearity_Context = Strength of oscillations when evading/extending

                    #LOC_BDArmory_AIWindow_Avoidance = Vessel Avoidance
                    #LOC_BDArmory_AIWindow_CollisionAvoidanceThreshold = Distance Threshold
                    #LOC_BDArmory_AIWindow_CollisionAvoidanceThreshold_Context = Dodge incoming craft within this dist
                    #LOC_BDArmory_AIWindow_CollisionAvoidanceLookAheadPeriod = Look-Ahead Time
                    #LOC_BDArmory_AIWindow_CollisionAvoidanceLookAheadPeriod_Context = How many seconds ahead AI looks for collisions
                    #LOC_BDArmory_AIWindow_CollisionAvoidanceStrength = Response Strength
                    #LOC_BDArmory_AIWindow_CollisionAvoidanceStrength_Context = How hard the AI will break away from incoming craft
                    #LOC_BDArmory_AIWindow_StandoffDistance = Stand-off Dist.
                    #LOC_BDArmory_AIWindow_StandoffDistance_Context = Distance the AI will try to close to on a target

                    #LOC_BDArmory_AIWindow_Extend = Extension
                    #LOC_BDArmory_AIWindow_ExtendDistanceAirToAir = Distance A2A
                    #LOC_BDArmory_AIWindow_ExtendDistanceAirToAir_Context = Extend Distance Air-To-Air
                    #LOC_BDArmory_AIWindow_ExtendAngleAirToAir = Angle A2A
                    #LOC_BDArmory_AIWindow_ExtendAngleAirToAir_Context = Desired angle of climb when extending
                    #LOC_BDArmory_AIWindow_ExtendDistanceAirToGroundGuns = Distance A2G Guns
                    #LOC_BDArmory_AIWindow_ExtendDistanceAirToGroundGuns_Context = Extend Distance Air-To-Ground (Guns)
                    #LOC_BDArmory_AIWindow_ExtendDistanceAirToGround = Distance A2G
                    #LOC_BDArmory_AIWindow_ExtendDistanceAirToGround_Context = Extend Distance Air-To-Ground
                    #LOC_BDArmory_AIWindow_ExtendTargetVel = Target Vel. Factor
                    #LOC_BDArmory_AIWindow_ExtendTargetVel_Context = Sets when target is too slow to turn towards
                    #LOC_BDArmory_AIWindow_ExtendTargetAngle = Target Angle
                    #LOC_BDArmory_AIWindow_ExtendTargetAngle_Context = Sets when target is outside turn radius
                    #LOC_BDArmory_AIWindow_ExtendTargetDist = Target Distance
                    #LOC_BDArmory_AIWindow_ExtendTargetDist_Context = Sets when target is too close to turn towards
                    #LOC_BDArmory_AIWindow_ExtendAbortTime = Abort time
                    #LOC_BDArmory_AIWindow_ExtendAbortTime_Context = Abort time if failing to gain distance while extending.
                    #LOC_BDArmory_AIWindow_ExtendMinGainRate = Min Gain Rate
                    #LOC_BDArmory_AIWindow_ExtendMinGainRate_Context = Minimum rate to be gaining distance for the abort timer.

                // Terrain
                    #LOC_BDArmory_AIWindow_TerrainAvoidanceMin = Terrain Avoid Min
                    #LOC_BDArmory_AIWindow_TerrainAvoidanceMin_Context = Turn radius multiplier for ideal craft orientation
                    #LOC_BDArmory_AIWindow_TerrainAvoidanceMax = Terrain Avoid Max
                    #LOC_BDArmory_AIWindow_TerrainAvoidanceMax_Context = Turn radius multiplier for inverted craft orientation
                    #LOC_BDArmory_AIWindow_InvertedTerrainAvoidanceCriticalAngle = Inverted Crit. Angle
                    #LOC_BDArmory_AIWindow_InvertedTerrainAvoidanceCriticalAngle_Context = Critical angle for inverted terrain avoidance or rolling first
                    #LOC_BDArmory_AIWindow_TerrainAvoidanceVesselReactionTime = Vessel Reaction Time
                    #LOC_BDArmory_AIWindow_TerrainAvoidanceVesselReactionTime_Context = Estimate of time required to setup for optimal turning
                    #LOC_BDArmory_AIWindow_TerrainAvoidancePostAvoidanceCoolDown = Post-Avoidance Cool-Down
                    #LOC_BDArmory_AIWindow_TerrainAvoidancePostAvoidanceCoolDown_Context = Time after avoiding terrain before beginning maneuvers
                    #LOC_BDArmory_AIWindow_WaypointTerrainAvoidance = WP Terrain Avoid
                    #LOC_BDArmory_AIWindow_WaypointTerrainAvoidance_Context = Range and strength of waypoint terrain correction

                // Ramming
                    #LOC_BDArmory_AIWindow_ControlSurfaceLag = Control srf. Lag
                    #LOC_BDArmory_AIWindow_ControlSurfaceLag_Context = Ram trajectory correction for control surfaces' lag
                // Combat
                // Up-to-eleven
                // Idle / Orbit Behavior
                    #LOC_BDArmory_AIWindow_Orbit_Context = Direction of non-combat cruising
                    #LOC_BDArmory_AIWindow_Standby_Context = AI turns on when target enters Guard Range

            // Surface / VTOL / Orbital
                #LOC_BDArmory_AIWindow_VehicleType = #LOC_BDArmory_AI_VehicleType
                #LOC_BDArmory_AIWindow_VehicleType_Context = Craft operates on this type of terrain
                #LOC_BDArmory_AIWindow_MaxSlopeAngle = #LOC_BDArmory_AI_MaxSlopeAngle
                #LOC_BDArmory_AIWindow_MaxSlopeAngle_Context = Max angle of terrain craft will drive up
                #LOC_BDArmory_AIWindow_CruiseSpeed = #LOC_BDArmory_AI_CruiseSpeed
                #LOC_BDArmory_AIWindow_CruiseSpeed_Context = #LOC_BDArmory_AIWindow_IdleSpeed_Context
                #LOC_BDArmory_AIWindow_CombatSpeed = #LOC_BDArmory_AI_CombatSpeed
                #LOC_BDArmory_AIWindow_CombatSpeed_Context = Target speed for combat without powered steering
                #LOC_BDArmory_AIWindow_CombatAltitude = #LOC_BDArmory_AI_CombatAltitude
                #LOC_BDArmory_AIWindow_CombatAltitude_Context = Default cruising altitude/depth
                #LOC_BDArmory_AIWindow_TargetPitch = #LOC_BDArmory_AI_TargetPitch
                #LOC_BDArmory_AIWindow_TargetPitch_Context = Desired craft Attitude Angle
                #LOC_BDArmory_AIWindow_MaxDrift = #LOC_BDArmory_AI_MaxDrift
                #LOC_BDArmory_AIWindow_MaxDrift_Context = Max angle craft veers off prograde during cornering
                #LOC_BDArmory_AIWindow_MaxPitchAngle = #LOC_BDArmory_AI_MaxPitchAngle
                #LOC_BDArmory_AIWindow_MaxPitchAngle_Context = Max angle to pitch at while moving
                #LOC_BDArmory_AIWindow_BankAngle = #LOC_BDArmory_AI_BankAngle
                #LOC_BDArmory_AIWindow_BankAngle_Context = #LOC_BDArmory_AIWindow_BankLimiter_Context
                #LOC_BDArmory_AIWindow_WeaveFactor = #LOC_BDArmory_AI_WeaveFactor
                #LOC_BDArmory_AIWindow_WeaveFactor_Context = Strength of weaving when under fire
                #LOC_BDArmory_AIWindow_MaxBankAngle = #LOC_BDArmory_AI_MaxBankAngle
                #LOC_BDArmory_AIWindow_MaxBankAngle_Context = Max angle to roll at while turning
                #LOC_BDArmory_AIWindow_BroadsideAttack = #LOC_BDArmory_AI_BroadsideAttack
                #LOC_BDArmory_AIWindow_BroadsideAttack_Context = Craft orientation towards target when attacking
                #LOC_BDArmory_AIWindow_MinEngagementRange = #LOC_BDArmory_AI_MinEngagementRange
                #LOC_BDArmory_AIWindow_MinEngagementRange_Context = Minimum range AI will engage target
                #LOC_BDArmory_AIWindow_MaxEngagementRange = #LOC_BDArmory_AI_MaxEngagementRange
                #LOC_BDArmory_AIWindow_MaxEngagementRange_Context = Maximum range AI will engage target
                #LOC_BDArmory_AIWindow_ForceFiringRange = #LOC_BDArmory_AI_ForceFiringRange
                #LOC_BDArmory_AIWindow_ForceFiringRange_Context = Within this range AI always fires without throttle
                #LOC_BDArmory_AIWindow_MaintainEngagementRange = #LOC_BDArmory_AI_MaintainEngagementRange
                #LOC_BDArmory_AIWindow_MaintainEngagementRange_Context = Craft will stop/reverse at minimum Range
                #LOC_BDArmory_AIWindow_ManeuverRCS = #LOC_BDArmory_AI_ManeuverRCS
                #LOC_BDArmory_AIWindow_ManeuverRCS_Context = RCS usage for maneuvers
                #LOC_BDArmory_AIWindow_FiringRCS = #LOC_BDArmory_AI_FiringRCS
                #LOC_BDArmory_AIWindow_FiringRCS_Context = Use RCS to manage velocity while firing
                #LOC_BDArmory_AIWindow_ReverseEngines = #LOC_BDArmory_AI_ReverseEngines
                #LOC_BDArmory_AIWindow_ReverseEngines_Context = Use backwards engines for reverse thrust
                #LOC_BDArmory_AIWindow_EngineRCSRotation = #LOC_BDArmory_AI_EngineRCSRotation
                #LOC_BDArmory_AIWindow_EngineRCSRotation_Context = Use engines perpendicular to thrust axis for RCS rotation
                #LOC_BDArmory_AIWindow_EngineRCSTranslation =#LOC_BDArmory_AI_EngineRCSTranslation
                #LOC_BDArmory_AIWindow_EngineRCSTranslation_Context = Use engines perpendicular to thrust axis for RCS translation
                #LOC_BDArmory_AIWindow_OrbitalPIDActive = #LOC_BDArmory_AI_OrbitalPIDActive
                #LOC_BDArmory_AIWindow_OrbitalPIDActive_Context = PID active condition
                #LOC_BDArmory_AIWindow_RollMode = #LOC_BDArmory_AI_RollMode
                #LOC_BDArmory_AIWindow_RollMode_Context = When PID is active, AI will roll to present this side of the ship to the target
                #LOC_BDArmory_AIWindow_MinObstacleMass = #LOC_BDArmory_AI_MinObstacleMass
                #LOC_BDArmory_AIWindow_MinObstacleMass_Context = Minimum mass of obstacle to trigger avoidance
                #LOC_BDArmory_AIWindow_PreferredBroadsideDirection = #LOC_BDArmory_AI_PreferredBroadsideDirection
                #LOC_BDArmory_AIWindow_PreferredBroadsideDirection_Context = Which side of craft to present towards target
                #LOC_BDArmory_AIWindow_ManeuverSpeed = #LOC_BDArmory_AI_ManeuverSpeed
                #LOC_BDArmory_AIWindow_ManeuverSpeed_Context = Maximum speed relative to target when maneuvering
                #LOC_BDArmory_AIWindow_minFiringSpeed = #LOC_BDArmory_AI_FiringSpeedMin
                #LOC_BDArmory_AIWindow_minFiringSpeed_Context = Minimum speed relative to target when firing
                #LOC_BDArmory_AIWindow_FiringSpeed = #LOC_BDArmory_AI_FiringSpeedLimit
                #LOC_BDArmory_AIWindow_FiringSpeed_Context = Maximum speed relative to target when firing
                #LOC_BDArmory_AIWindow_FiringAngularVelocityLimit = #LOC_BDArmory_AI_AngularSpeedLimit
                #LOC_BDArmory_AIWindow_FiringAngularVelocityLimit_Context = Maximum angular speed relative to target when firing
                #LOC_BDArmory_AIWindow_EvasionErraticness = #LOC_BDArmory_AI_EvasionErraticness
                #LOC_BDArmory_AIWindow_EvasionErraticness_Context = Amount of variation in evasion direction
                #LOC_BDArmory_AIWindow_EvasionRCS = #LOC_BDArmory_AI_EvasionRCS
                #LOC_BDArmory_AIWindow_EvasionRCS_Context = Use RCS to evade incoming fire
                #LOC_BDArmory_AIWindow_EvasionEngines = #LOC_BDArmory_AI_EvasionEngines
                #LOC_BDArmory_AIWindow_EvasionEngines_Context = Use engine thrust to evade incoming fire


    // AI infolink
        // Pilot AI
            #LOC_BDArmory_AIWindow_infolink_Pilot_PidHelp = The PID (Proportional Integral Derivative) Controller calculates the difference between desired and actual output, then applies corrections based on P, I, and D values. This is used to steer the craft. Tuning generally requires adjusting all three values, starting with Steer Mult, then adjusting Ki and Damping as needed.
            #LOC_BDArmory_AIWindow_infolink_Pilot_PidHelp_SteerPower = Steer Power (P)  - This is the control input. Too low, and the craft will use less than the full range of its control authority. Too high, and the craft will apply more than needed and overshoot the desired orientation.
            #LOC_BDArmory_AIWindow_infolink_Pilot_PidHelp_SteerKi = Steer Ki (I) - This is the error correction applied fix accumulated error from P and D. Too little, and the craft will consistently undershoot its desired orientation. Too much, and it will overshoot.
            #LOC_BDArmory_AIWindow_infolink_Pilot_PidHelp_Steerdamp = Steer Damp (D) - This is the derivative value; this is how much the craft's rotation to a new orientation will be damped out. Too low, and the craft will oscillate due to overshooting the correct orientation. Too high, and the damping will counter too much of the change in orientation, and craft will not turn as fast.
            #LOC_BDArmory_AIWindow_infolink_Pilot_PidHelp_Dyndamp = Dynamic Damping - This dynamically adjusts Damping, from the min damping value to the max damping value, based on angle to target. The lower the value, the more linear the dynamic damping value as target angle changes, the higher the value, the more damping will be reduced when pointing away from a target, and increased when pointing near a target. This applies to all three control axes. For individual control Axis damping, enable the relevant Pitch/Roll/Yaw Dynamic Damping.
            #LOC_BDArmory_AIWindow_infolink_Pilot_PidHelp_AutoTune = PID Auto-Tune - This enables an automated PID tuning mode where the AI will use gradient descent to optimize the plane's ability to turn to a range of headings and stabilize in those directions.
            #LOC_BDArmory_AIWindow_infolink_Pilot_PidHelp_AutoTune_details = \n    - The loss being minimized is ∫f(x,θ)dθ over the range θ ∈ (30°,120°) (using the midpoint Riemann sum), where f(x,θ) is\n        ∫(δp²·(α+t²)/θ² + γ·δr²·(α+t)/100/θ)dt\nfor the current PID values (x) and heading change (θ), where δp is the pointing error, δr is the roll error, α is the fast response relevance and γ is the roll relevance (which is automatically adjusted over time to balance the contribution from the pointing and roll errors).\n    - Usage: Once the plane is airborne (and not in combat), enable auto-tuning and set the sliders to the desired values (the defaults are reasonable starting points and can be preset in the SPH; adjusting some of the sliders will restart the auto-tuning), then allow the auto-tuning to run until it stops automatically when the learning rate (LR) decreases to below 1e-3. The PID values will revert to those giving the lowest loss and these will be stored so they can be restored in the SPH.\n    - Parameters: Num Samples - The number of heading changes (θ) used in the Riemann sum; higher values will decrease noise in the gradient. Fast Response (α) - How much to weight the early pointing and roll errors. Initial LR and RR - The initial learning rate and roll relevance (RR will auto-update to that of the best tuning). Altitude and Speed - The target altitude and speed to use while tuning. Recentering Distance - The distance from the start (in km) at which the craft will return to the starting area between epochs. Fixed P - Keep P fixed and only tune the other fields. Clamp Max - Keep the tuned values within the limits of the sliders.\n    - Recommendations: 1. Set the auto-tuning altitude and speed to those expected to be used in combat. 2. Use 5-10x time-scaling. 3. Avoid mountainous terrain. 4. Tune without dynamic damping first and use the result as the starting point for dynamic damping with all the damping values set to the tuned static damping value and the dynamic damping factors set to 1. 5. Since the PID values are (currently) being optimized for flying to fixed points, the tuned I value may not be optimal for moving targets in combat and a slightly larger I may be desirable.

            #LOC_BDArmory_AIWindow_infolink_Pilot_AltHelp = Altitude settings control the desired flight envelope of the AI
            #LOC_BDArmory_AIWindow_infolink_Pilot_AltHelp_Def = Default Altitude - This is the Altitude the AI will seek to return to when not in combat or extending.
            #LOC_BDArmory_AIWindow_infolink_Pilot_AltHelp_min = Minimum Altitude - This sets what altitude the craft must descend past before the AI will begin climbing; Make sure to leave enough room for the craft to pull up.
            #LOC_BDArmory_AIWindow_infolink_Pilot_AltHelp_max = Maximum Altitude - If enabled, this is the inverse of Min Alt; this sets what altitude the craft must exceed before the AI starts diving.
            #LOC_BDArmory_AIWindow_infolink_Pilot_AltHelp_bombing = Bombing Altitude - The AI will try to maintain level flight at this altitude when performing a bombing run (doesn't apply to torpedoes).

            #LOC_BDArmory_AIWindow_infolink_Pilot_SpeedHelp = Speed settings control the desired Airspeeds of the craft over a variety of flight and combat conditions
            #LOC_BDArmory_AIWindow_infolink_Pilot_SpeedHelp_min = Min and Max speed - Max speed is the airspeed the AI will attempt to reach, but not exceed, when in combat or ramming. If above this speed, the AI will brake until it is below the Max Speed. Min Speed is the minimum speed the AI will perform combat maneuvers, regardless of target speed. If below this speed, the AI will break and extend to accelerate until it is above the Min Speed.
            #LOC_BDArmory_AIWindow_infolink_Pilot_SpeedHelp_takeoff = Takeoff Speed - If the craft is landed when the AI is activated, Takeoff Speed is the speed the craft must reach before the AI will begin to pitch up to takeoff.
            #LOC_BDArmory_AIWindow_infolink_Pilot_SpeedHelp_idle = Idle Speed - This sets the non-combat cruise airspeed the AI will maintain while orbiting or flying to position.
            #LOC_BDArmory_AIWindow_infolink_Pilot_SpeedHelp_gnd = Strafing Speed - This is the airspeed the AI will use when attacking ground targets. If the ground target is moving, Strafing Speed will add the ground target's speed.
            #LOC_BDArmory_AIWindow_infolink_Pilot_SpeedHelp_ABpriority = AB Priority - This controls the level of requested acceleration at which the AI will turn on/off the afterburners.
            #LOC_BDArmory_AIWindow_infolink_Pilot_SpeedHelp_ABOverrideThreshold = AB Override Threshold - Below this speed threshold, the AI will turn on the afterburners if the throttle is at max.
            #LOC_BDArmory_AIWindow_infolink_Pilot_SpeedHelp_BrakingPriority = Braking Priority - This controls the aggressiveness of the AI using the brakes when allowed.

            #LOC_BDArmory_AIWindow_infolink_Pilot_ControlHelp = Control Limits set limits on craft control authority under various conditions
            #LOC_BDArmory_AIWindow_infolink_Pilot_ControlHelp_limiters = Steer Limiters - Steer Limiters limit Control Authority of the craft. The Low Speed Limiter sets AI control authority when at or below the Low-Speed Limit Speed. The High-Speed Limiter sets AI control authority when at or above the High-Speed Limit Speed. When between the Low and High Limit Speeds, the Limiter value linearly changes from the Low Limit to the High Limit value. The Altitude Steer Limiter scales the steer limit based on altitude above the limit by (altitude/limit)^factor.
            #LOC_BDArmory_AIWindow_infolink_Pilot_ControlHelp_bank = Max Bank - This sets the max allowed bank angle. When below 180, the AI will not roll past this many degrees from Horizontal during maneuvers.
            #LOC_BDArmory_AIWindow_infolink_Pilot_ControlHelp_clamps = Max Allowed G and AoA - Max Allowed G limits the AI to maneuvers that pull this many Gs or less. Max Allowed AoA limits the the maximum Angle of Attack the AI can use.
            #LOC_BDArmory_AIWindow_infolink_Pilot_ControlHelp_modeSwitches = Post-Stall AoA Mode-Switch controls when the plane will switch steering modes due to being beyond the AoA threshold.
            #LOC_BDArmory_AIWindow_infolink_Pilot_ControlHelp_Immelmann = Immelmann Turn Angle and Bias - When flying to a target within the angle of the Immelmann Turn directly behind the craft, the craft will simply pitch up / down instead of rolling. When not close to the min altitude, the Immelmann Pitch-Up Bias will force pitching up or down when the current pitching rate (°/s) is within the limit, otherwise the current pitching direction is used.

            #LOC_BDArmory_AIWindow_infolink_Pilot_EvadeHelp = Evasion/Extension controls both how the AI reacts to incoming threats, be it gunfire, missiles, or other craft, and how the AI responds to where other craft are, relative to itself. 
            #LOC_BDArmory_AIWindow_infolink_Pilot_EvadeHelp_Evade = Min Evasion Time, Distance Threshold, Time Threshold, Min Range Threshold - These four settings control when the AI will evade. Min Evasion Time sets how many seconds the AI will do evasive maneuvers. Distance Threshold sets how close incoming gunfire needs to come to trigger evasion. Time Threshold sets how long the AI needs to be under fire before it begins evading. The Min Range Threshold sets the range that the attacker has to be beyond to trigger evasion.\nThe Don't Evade My Target toggle determines whether gunfire from the current target is ignored for evasion purposes.\nThe Evade Missiles Kinematically toggle tells the AI to use beyond-visual-range (BVR) maneuvers, like crank, beam, and turn cold to evade BVR missiles. The Time to Impact Before Evade setting on the weapons manager should be set to the max when "Evade Missiles Kinematically" is enabled.
            #LOC_BDArmory_AIWindow_infolink_Pilot_EvadeHelp_Nonlinearity = Evasion/Extension Nonlinearity - This controls the radius of the oscillation (in degrees) around the fly-to direction that the plane will make while evading or extending. This helps planes not fly in a straight line when evading/extending.
            #LOC_BDArmory_AIWindow_infolink_Pilot_EvadeHelp_Dodge = Vessel Avoidance - These three settings set how the AI reacts to potential collisions. If another vessel is predicted to get within the Avoidance Threshold within the next Look-Ahead period then the AI will try to dodge it. The Avoidance Strength determines how rapidly the AI will try to change direction to avoid a predicted collision.
            #LOC_BDArmory_AIWindow_infolink_Pilot_EvadeHelp_standoff = Standoff Distance is the closest the AI will approach the targeted craft in combat. If closer than the Standoff Distance, the AI will brake to increase the distance to the target.
            #LOC_BDArmory_AIWindow_infolink_Pilot_EvadeHelp_Extend = Extend Distances - These settings control how far the AI will extend against various types of targets. The extend angle controls whether the AI should try to gain or lose altitude when extending against air targets.
            #LOC_BDArmory_AIWindow_infolink_Pilot_EvadeHelp_ExtendVars = Target Velocity Factor, Target Angle, Target Distance - These three settings together control when the AI will extend. To extend, the AI projects a detection cone ahead of it, checks the distance to the target, and the relative velocity. By default, the AI will extend if the target is outside a 78 degree cone ahead of the AI, closer than 400m, and has a slower airspeed.
            #LOC_BDArmory_AIWindow_infolink_Pilot_EvadeHelp_ExtendVel = Extend Target Velocity Factor - This is a multiplier of current velocity that tells the AI at what relative velocity it should consider extending. Less than 1, the target craft must be slower, greater than 1, faster. A setting of 0.9 would tell the AI to extend if the target is moving less than 90% of its vel, etc.
            #LOC_BDArmory_AIWindow_infolink_Pilot_EvadeHelp_ExtendAngle = Extend Target Angle - This sets the width of the detection cone, and can be though of as a combination field of view and effective turn radius. The better the craft's turn radius, the higher this value can be.
            #LOC_BDArmory_AIWindow_infolink_Pilot_EvadeHelp_ExtendDist = Extend Target Distance - This sets how close the target has to be before the AI will extend to get a better angle on the target.
            #LOC_BDArmory_AIWindow_infolink_Pilot_EvadeHelp_ExtendAbortTime = Extend Abort Time, Extend Min Gain Rate - These tell the AI to abort extending if it hasn't made sufficient gains within this time (below the min gain rate, the timer increases at a rate of 1; below the min gain rate, the timer decreases at a rate of 0.5). Extending then enters a 5s cooldown period.
            #LOC_BDArmory_AIWindow_infolink_Pilot_EvadeHelp_ExtendToggle = Extend Toggle - This enables or disables extending against air targets (extending against ground targets is not affected).

            #LOC_BDArmory_AIWindow_infolink_Pilot_TerrainHelp = Terrain Avoidance is used to predict collisions with the ground, by scaling the craft's turn radius to generate a terrain collision distance to tell the AI if it needs to pull up. The Terrain Avoid Min value is based on optimum flight conditions, with the plane parallel to the ground and only needs to pitch up. Terrain Avoid Max is based on the worst case scenerio with the plane inverted to the ground, and needs to roll 180 degrees before pitching up. The critical angle for inverted terrain avoidance determines the roll angle w.r.t. the terrain normal at which the plane will try to avoid the terrain while inverted or try to roll up first. The vessel reaction time is an estimate of how long it takes on average for the vessel to get into an optimal setup for a tight turn away from terrain. Waypoint Terrain Avoidance affects the range and strength of the adjustment to the fly-to direction due to terrain being between the craft and the current waypoint.

            #LOC_BDArmory_AIWindow_infolink_Pilot_RamHelp = Ramming controls if the craft should attempt to ram other craft when it is out of ammo or no longer has working weapons. If ramming is not enabled, the AI will instead continue to maneuver, but be unable to engage. Control Surface lag sets how much the AI should correct collision predictions, based on how long control surfaces take to reach full deflection. 

            #LOC_BDArmory_AIWindow_infolink_Pilot_miscHelp = Misc Settings - These control non-combat behaviors that don't fit elsewhere. 
            #LOC_BDArmory_AIWindow_infolink_Pilot_orbitHelp = Orbit Direction  - This is the direction the AI will orbit when idling, either Clockwise or Counterclockwise.
            #LOC_BDArmory_AIWindow_infolink_Pilot_standbyHelp = Standby Toggle - If enabled, the AI will automatically turn on when targets enter its Guard Range.

        // Surface AI
            #LOC_BDArmory_AIWindow_infolink_Surface_Type = Vehicle Type - This tells the AI if the vessel is a land vehicle, a ship, or an amphibious craft capable of both land and water operation.
            #LOC_BDArmory_AIWindow_infolink_Surface_Slopes = Slope Angle and target Pitch - These set angle constraints for the vessel. Slope Angle sets the max slope the AI will attempt to drive up. Target Pitch sets the desired vessel Attitude (Pitch angle relative to the ground) the vessel should try to maintain.
            #LOC_BDArmory_AIWindow_infolink_Surface_Speeds = Cruise and Max speed set vessel speeds. Cruise Speed is the speed the AI will seek to maintain while not in combat. max Speed is the speed the AI will attempt to reach when in combat.
            #LOC_BDArmory_AIWindow_infolink_Surface_Drift = Max Drift - This sets the maximum the vessel will veer off prograde when turning.
            #LOC_BDArmory_AIWindow_infolink_Surface_Bank = Bank Angle - This tells the AI the maximum it should allow the vessel to bank or heel over during maneuvers.
            #LOC_BDArmory_AIWindow_infolink_Surface_Weave = Weave Factor - When under fire or a missile is incoming, the craft tries weaving to throw off the attacker's aim. This controls the strength of that weaving.
            #LOC_BDArmory_AIWindow_infolink_Surface_SteerPower = Steer Mult - This is the Proportional input for the Surface AI PID controller. Too low, and the craft will use less than the full range of its control authority. Too high, and the craft will apply more than needed and overshoot the desired orientation.
            #LOC_BDArmory_AIWindow_infolink_Surface_SteerDamping = Steer Damp - This is the Derivative input for the Surface AI PID controller. This is how much the craft's rotation to a new orientation will be damped out. Too low, and the craft will oscillate due to overshooting the correct orientation. Too high, and the damping will counter too much of the change in orientation, and craft will not turn as fast.
            #LOC_BDArmory_AIWindow_infolink_Surface_Orientation = Attack Vector, Broadside Dir - These set how the AI will approach and engage targets. The Attack Vector setting tells the AI either to engage with the bow of the vessel pointing at the target, or if to have the vessel's broadside pointing at the target. Broadside Direction tells the AI whether it should favor presenting the Port or Starboard broadside towards the target.
            #LOC_BDArmory_AIWindow_infolink_Surface_Engagement = Min, Max Engagement Range - These set the minimum and maximum distances from the target the AI will attempt to maneuver to be within in order to engage.
            #LOC_BDArmory_AIWindow_infolink_Surface_RCS = RCS  - The RCS setting toggles whether the AI should use RCS thrusters to assist in maneuvering.
            #LOC_BDArmory_AIWindow_infolink_Surface_AvoidMass = Mass Avoidance - This sets the minimum mass that an obstace needs to be in order to avoid it instead of ramming it.
            #LOC_BDArmory_AIWindow_infolink_Surface_MaintainMinRange = Maintain Min Range - This toggles if a Land vehicle will come to a stop/reverse to maintain distance from a target vs veering away to circle or extend.
            #LOC_BDArmory_AIWindow_infolink_Surface_Altitude = Combat Altitude - The depth for the submarines to cruise / engage at.

        // VTOL AI
            #LOC_BDArmory_AIWindow_infolink_VTOL_PID = The PID (Proportional Integral Derivative) Controller calculates the difference between desired and actual output, then applies corrections based on P, I, and D values. This is used to steer the craft.\n - Steer Power (P) - This is the control input. Too low, and the craft will use less than the full range of its control authority. Too high, and the craft will apply more than needed and overshoot the desired orientation.\n - Steer Ki (I) - This is the error correction applied fix accumulated error from P and D. Too little, and the craft will consistently undershoot its desired orientation. Too much, and it will overshoot.\n - Steer Damping (D) - This is the derivative value; this is how much the craft's rotation to a new orientation will be damped out. Too low, and the craft will oscillate due to overshooting the correct orientation. Too high, and the damping will counter too much of the change in orientation, and craft will not turn as fast.
            #LOC_BDArmory_AIWindow_infolink_VTOL_Altitudes = Default Altitude - The altitude (AGL) to cruise at when outside of combat.\nMin and Max Altitudes - The minimum and maximum altitudes the AI will try to fly to. Outside of this range, the AI will either climb or dive to return to the range of altitudes.
            #LOC_BDArmory_AIWindow_infolink_VTOL_Speeds = Max and Combat Speeds - The maximum speed for maneuvering and the target speed for combat.
            #LOC_BDArmory_AIWindow_infolink_VTOL_Control = Max Pitch and Bank Angles - This tells the AI the maximum it should allow the vessel to pitch or bank (roll) over during maneuvers.\nBroadside Dir - Broadside Direction tells the AI whether it should favor presenting the Port or Starboard broadside towards the target.\nRCS - Whether to use RCS thrusters for maneuvering or only when in combat.
            #LOC_BDArmory_AIWindow_infolink_VTOL_Combat = Weave Factor - When under fire or a missile is incoming, the craft tries weaving to throw off the attacker's aim. This controls the strength of that weaving.\nMin, Max Engagement Range - These set the minimum and maximum distances from the target the AI will attempt to maneuver to be within in order to engage.

        // Orbital AI
            #LOC_BDArmory_AIWindow_infolink_Orbital_PID = The PID (Proportional Integral Derivative) Controller calculates the difference between desired and actual output, then applies corrections based on P, I, and D values. The stock KSP SAS control steers the craft (Inactive) unless the PID control is enabled when aiming and firing weapons (Firing) or all maneuevers (Everything).\n - Steer Power (P) - This is the control input. Too low, and the craft will use less than the full range of its control authority. Too high, and the craft will apply more than needed and overshoot the desired orientation.\n - Steer Ki (I) - This is the error correction applied fix accumulated error from P and D. Too little, and the craft will consistently undershoot its desired orientation. Too much, and it will overshoot.\n - Steer Damping (D) - This is the derivative value; this is how much the craft's rotation to a new orientation will be damped out. Too low, and the craft will oscillate due to overshooting the correct orientation. Too high, and the damping will counter too much of the change in orientation, and craft will not turn as fast.\n - Max Error - This sets a clamp on the max angle error used by the PID controller. Lowering this decreases overshoot, but the overall response will be slower. Raising this value will make the overall response faster, but increase overshoot unless the PID is well-tuned. If you have a well-tuned PID, adjusting this value can help limit overshoot or increase your overall response speed.
            #LOC_BDArmory_AIWindow_infolink_Orbital_Combat = Attack Vector, Broadside Dir - These set how the AI will approach and engage targets. The Attack Vector setting tells the AI either to engage with the bow of the vessel pointing at the target, or if to have the vessel's broadside pointing at the target. Broadside Direction tells the AI which direction it should present towards the target, this is only active when PID control is active. When not attacking, the AI will roll to present this side to the target.\n\nMin Engagement Range - This sets the minimum distance from the target the AI will attempt to maneuver to be within in order to engage.\n\nZero Throttle Firing Range - Within this distance from the target (but outside of Min Engagement Range) the AI will always fire weapons without manipulating throttle.
            #LOC_BDArmory_AIWindow_infolink_Orbital_Speeds = Maneuver, Firing, and Angular Speeds - Speed at which the AI will maneuver at, and firing speed and angular speed limits during combat.
            #LOC_BDArmory_AIWindow_infolink_Orbital_Control = RCS - Whether to use RCS to manage velocity relative to the target when firing and whether to use RCS thrusters for maneuvering or only when in combat.\n\nReverse Engines - If enabled, AI will use backwards engines when able. Automatically disabled if no reverse engines are on the craft.
            #LOC_BDArmory_AIWindow_infolink_Orbital_Evasion = Min Evasion Time, Distance Threshold, Time Threshold, Min Range Threshold - These four settings control when the AI will evade. Min Evasion Time sets how many seconds the AI will do evasive maneuvers. Distance Threshold sets how close incoming gunfire needs to come to trigger evasion. Time Threshold sets how long the AI needs to be under fire before it begins evading. The Min Range Threshold sets the range that the attacker has to be beyond to trigger evasion.\nThe RCS Evasion and Thrust Evasion toggles determine whether the AI attempts to evade gunfire using RCS and/or engine thrust.\nThe Don't Evade My Target toggle determines whether gunfire from the current target is ignored for evasion purposes.

    // Missile Config
        #LOC_BDArmory_DeployAltitude = Deploy Altitude 
        #LOC_BDArmory_EngageRangeMin = Engage Range Min 
        #LOC_BDArmory_EngageRangeMax = Engage Range Max 
        #LOC_BDArmory_EngageAir = Engage Air
        #LOC_BDArmory_EngageMissile = Engage Missile
        #LOC_BDArmory_EngageSurface = Engage Surface
        #LOC_BDArmory_EngageSLW = Engage SLW
        #LOC_BDArmory_DisableEngageOptions = Disable Engage Options
        #LOC_BDArmory_EnableEngageOptions = Enable Engage Options
        #LOC_BDArmory_MaxStaticLaunchRange = Max Static Launch Range
        #LOC_BDArmory_MinStaticLaunchRange = Min Static Launch Range
        #LOC_BDArmory_MaxOffBoresight = Max Off Boresight
        #LOC_BDArmory_DetonationDistanceOverride = Detonation Distance Override
        #LOC_BDArmory_DetonateAtMinimumDistance = Detonate At Min Dist
        #LOC_BDArmory_UseStaticMaxLaunchRange = Dynamic/Static Max Range
        #LOC_BDArmory_ProximityTriggerDistance = Warhead Detonation Dist
        #LOC_BDArmory_clustermissileTriggerDistance = Submunition Launch Distance
        #LOC_BDArmory_DropTime = Drop Time
        #LOC_BDArmory_InCargoBay = In Stock Cargo Bay:\u0020
        #LOC_BDArmory_InCustomCargoBay = Custom Bay Toggle:\u0020
        #LOC_BDArmory_DeployableWeapon = Deploy Wep Toggle:\u0020
        #LOC_BDArmory_DetonationTime = Detonation Time
        #LOC_BDArmory_BallisticOvershootFactor = Ballistic Overshoot factor
        #LOC_BDArmory_BallisticAnglePath = Ballistic Angle path
        #LOC_BDArmory_Missile_CruiseSpeed = Cruise Speed
        #LOC_BDArmory_CruiseAltitude = Cruise Altitude
        #LOC_BDArmory_CruisePredictionTime = Cruise prediction time
        #LOC_BDArmory_CruisePopup = Cruise Popup Attack
        #LOC_BDArmory_GPSTarget = GPS Target
        #LOC_BDArmory_ChangetoLowAltitudeRange = Change to High Altitude Range
        #LOC_BDArmory_MaxAltitude = Max Altitude
        #LOC_BDArmory_TerminalGuidance = Terminal Guidance:\u0020
        #LOC_BDArmory_Direction = Direction:\u0020
        #LOC_BDArmory_Direction_disabledText = Lateral
        #LOC_BDArmory_Direction_enabledText = Forward
        #LOC_BDArmory_DecoupleSpeed = Decouple Speed
        #LOC_BDArmory_LoftMaxAltitude = Loft Max Altitude
        #LOC_BDArmory_LoftRangeOverride = Loft Range Override
        #LOC_BDArmory_LoftAltitudeAdvMax = Loft Max Altitude Adv.
        #LOC_BDArmory_LoftMinAltitude = Loft Min Altitude
        #LOC_BDArmory_LoftAngle = Loft Climb Angle
        #LOC_BDArmory_LoftTermAngle = Loft Termination Angle
        #LOC_BDArmory_LoftRangeFac = Loft Range Factor
        #LOC_BDArmory_LoftVelComp = Loft Velocity Compensation
        #LOC_BDArmory_LoftVertVelComp = Loft Vertical Velocity Compensation
        #LOC_BDArmory_LoftAltComp = Loft Altitude Compensation
        #LOC_BDArmory_terminalHomingRange = Terminal Homing Range

        #LOC_BDArmory_EMPBlastRadius = EMP Blast Radius
        #LOC_BDArmory_OrdnanceAvailable = Ordnance Available
        #LOC_BDArmory_MissileAssign = Missile Assign
        #LOC_BDArmory_CurrentLocks = Current Locks
        #LOC_BDArmory_Offset = Ordnance Offset
        #LOC_BDArmory_Deploy_Time = Deploy Time

    // Safety Systems
        #LOC_BDArmory_SSTank = Self-Sealing Tank
        #LOC_BDArmory_SSTank_On = Add Self-Sealing Tank
        #LOC_BDArmory_SSTank_Off = Remove Self-Sealing Tank
        #LOC_BDArmory_CASE = C.A.S.E. Tier
        #LOC_BDArmory_CASE_Sim = Detonation Sim
        #LOC_BDArmory_FireBottles = Fire Bottles
        #LOC_BDArmory_FB_Remaining = Fire Bottles Left
        #LOC_BDArmory_FIS = Fuel Inerting System
        #LOC_BDArmory_FIS_On = Add Fuel Inerting System
        #LOC_BDArmory_FIS_Off = Remove Fuel Inerting System
        #LOC_BDArmory_Armorcockpit_On = Add Armored Cockpit
        #LOC_BDArmory_Armorcockpit_Off = Remove Armored Cockpit
        #LOC_BDArmory_AddedCost = Added cost
        #LOC_BDArmory_AddedMass = Safety Systems Mass
        #LOC_BDArmory_DryMass = Dry mass

    // Turret Config
        #LOC_BDArmory_MaxPitch = Max Pitch
        #LOC_BDArmory_MinPitch = Min Pitch
        #LOC_BDArmory_YawRange = Yaw Range
        #LOC_BDArmory_YawStandbyAngle = Yaw Standby Angle
        #LOC_BDArmory_FireLimits = Fire Limits
        #LOC_BDArmory_FireLimits_disabledText = None
        #LOC_BDArmory_FireLimits_enabledText = In range
        #LOC_BDArmory_DefaultDetonationRange = Fuzed Detonation Range\u0020
        #LOC_BDArmory_ProximityFuzeRadius = Proximity Fuze Radius
        #LOC_BDArmory_MaxDetonationRange = Max Detonation Range
        #LOC_BDArmory_Barrage = Barrage
        #LOC_BDArmory_ToggleBarrage = Toggle Barrage
        #LOC_BDArmory_AimOverrideFalse = Aim With This Weapon
        #LOC_BDArmory_AimOverrideTrue = Revert Default Aim
        #LOC_BDArmory_ReturnTurret = Return Turret
        #LOC_BDArmory_ToggleAnimation = Toggle Animation

    // Missile UI
        #LOC_BDArmory_FireMissile = Fire Missile
        #LOC_BDArmory_Detonate = Detonate
        #LOC_BDArmory_Resupply = Resupply
        #LOC_BDArmory_GuidanceMode = Guidance Mode
        #LOC_BDArmory_Jettison = Jettison
        #LOC_BDArmory_ToggleTurret = Toggle Turret
        #LOC_BDArmory_TurretEnabled = Turret Enabled
        #LOC_BDArmory_AutoReturn = Auto-Return
        #LOC_BDArmory_TurretLoft = Lofted Aimpoint
        #LOC_BDArmory_TurretLoftFac = Loft Velocity Factor
        #LOC_BDArmory_MissileTurretFireFOV = Fire FOV
        #LOC_BDArmory_HideUI = Hide Weapon Name UI
        #LOC_BDArmory_ShowUI = Set Weapon Name UI
        #LOC_BDArmory_HideWeaponGroupUI = Hide Weapon Group UI
        #LOC_BDArmory_SetWeaponGroupUI = Set Weapon Group UI
        #LOC_BDArmory_Fire = Fire
        #LOC_BDArmory_ToggleRadar = Toggle Radar
        #LOC_BDArmory_ToggleIRST = Toggle IRST
        #LOC_BDArmory_DynamicRadar = Disable Radar vs ARMs

    // WM Config
        #LOC_BDArmory_GuardMode = Guard Mode:\u0020
        #LOC_BDArmory_Team = Team
        #LOC_BDArmory_Allies = Allies
        #LOC_BDArmory_Weapon = Weapon
        #LOC_BDArmory_FiringPriority = Selection Priority
        #LOC_BDArmory_weaponChannel = Weapon Channel
        #LOC_BDArmory_FiringInterval = Firing Interval
        #LOC_BDArmory_FiringBurstLength = Firing Burst Length (Time)
        #LOC_BDArmory_FiringBurstCount = Firing Burst Length (Count)
        #LOC_BDArmory_FiringTolerance = Firing Angle
        #LOC_BDArmory_FieldOfView = Field of View
        #LOC_BDArmory_VisualRange = Visual Range
        #LOC_BDArmory_GunsRange = Guns Range
        #LOC_BDArmory_MissilesRange = Use Dynamic Launch Zone
        #LOC_BDArmory_MissilesORTarget = Missiles/Target
        #LOC_BDArmory_FireAngleOverride_Enable = Enable Firing Angle Override
        #LOC_BDArmory_FireAngleOverride_Disable = Disable Firing Angle Override
        #LOC_BDArmory_BurstLengthOverride_Enable = Enable Burst Length Override
        #LOC_BDArmory_BurstLengthOverride_Disable = Disable Burst Length Override
        #LOC_BDArmory_FiringAngle = Firing Angle
        
        #LOC_BDArmory_dynamic = Dynamic
        #LOC_BDArmory_static = Static
        
        #LOC_BDArmory_Status = Status
        #LOC_BDArmory_Toggle = Toggle
        #LOC_BDArmory_ShowGroupEditor = Show Group Editor
        #LOC_BDArmory_ShowGroupEditor_enabledText = close Group GUI
        #LOC_BDArmory_ShowGroupEditor_disabledText = open Group GUI
        #LOC_BDArmory_DeactivationDepth = Deactivation Depth
        #LOC_BDArmory_Hitpoints = Hitpoints
        #LOC_BDArmory_FireCountermeasure = Fire Countermeasure
        
        #LOC_BDArmory_TogglePilot = Toggle Pilot
        #LOC_BDArmory_DeactivatePilot = Deactivate Pilot
        #LOC_BDArmory_ActivatePilot = Activate Pilot
            
        #LOC_BDArmory_SelectTeam = Select Team
        #LOC_BDArmory_OpenGUI = Open GUI

        #LOC_BDArmory_StoreSettings = Store Settings
        #LOC_BDArmory_RestoreSettings = Restore Settings
        #LOC_BDArmory_ControlSurfaceSettings = Control Surfaces Settings
        #LOC_BDArmory_StoreControlSurfaceSettings = Store Control Surfaces
        #LOC_BDArmory_RestoreControlSurfaceSettings = Restore Control Surfaces

    // Ammo Switch
        #LOC_BDArmory_Ammo_Type = Ammo Type
        #LOC_BDArmory_Ammo_LoadedAmmo = Ammo
        #LOC_BDArmory_Ammo_Multiple = Multiple
        #LOC_BDArmory_Ammo_Slug = Slug
        #LOC_BDArmory_Ammo_Shot = Cluster
        #LOC_BDArmory_Ammo_AP = Armor-Piercing
        #LOC_BDArmory_Ammo_SAP = Semi-Armor-Piercing
        #LOC_BDArmory_Ammo_Flak = Proximity
        #LOC_BDArmory_Ammo_Explosive = Explosive
        #LOC_BDArmory_Ammo_HE = High-Explosive
        #LOC_BDArmory_Ammo_Shaped = Shaped Charge
        #LOC_BDArmory_Ammo_Kinetic = Kinetic
        #LOC_BDArmory_Ammo_EMP = E.M.P.
        #LOC_BDArmory_Ammo_Choker = Choker
        #LOC_BDArmory_Ammo_Impulse = Impulse
        #LOC_BDArmory_Ammo_Gravitic = Gravitic
        #LOC_BDArmory_Ammo_Incendiary = Incendiary
        #LOC_BDArmory_Ammo_Nuclear = Nuclear
        #LOC_BDArmory_Ammo_Beehive = Beehive
        #LOC_BDArmory_NextTankSetup = Next tank setup
        #LOC_BDArmory_PreviousTankSetup = Previous tank setup

    // Team Icons
        #LOC_BDArmory_Icons_title = BDArmory Team UI Icons
        #LOC_BDArmory_Icons_PSA = Press F4 to toggle stock vessel icons
        #LOC_BDArmory_Enable_Icons = Enable Team Icons
        #LOC_BDArmory_Icon_show_self = Show Self
        #LOC_BDArmory_Icon_teams = Enable Team Labels
        #LOC_BDArmory_Icon_names = Enable Vessel Labels
        #LOC_BDArmory_Icon_score = Enable Score
        #LOC_BDArmory_Icon_healthbars = Enable Healthbars
        #LOC_BDArmory_Icon_missiles = Missile Icons
        #LOC_BDArmory_Icon_missile_text = Missile Labels
        #LOC_BDArmory_Icon_debris = Debris Icons
        #LOC_BDArmory_Icon_persist = Do not hide with UI
        #LOC_BDArmory_Icon_threats = Vessel Threat Indicators
        #LOC_BDArmory_Icon_pointers = Offscreen Icon Pointers
        #LOC_BDArmory_Icon_scale = Icon Scale:
        #LOC_BDArmory_Icon_opacity = Opacity:
        #LOC_BDArmory_Icon_distance_threshold = Distance Threshold:
        #LOC_BDArmory_Icon_max_distance_threshold = Max Distance Threshold:
        #LOC_BDArmory_Icon_telemetry = Enable Telemetry
        #LOC_BDArmory_Icon_StoreTeamColors = Store Team Colors
        #LOC_BDArmory_Icon_colorget = Apply

    // Armor stuff
        #LOC_BDArmory_ArmorWidth = Width
        #LOC_BDArmory_ArmorWidthR = Right Side Width
        #LOC_BDArmory_ArmorWidthL = Left Side Width
        #LOC_BDArmory_ArmorLength = Length
        #LOC_BDArmory_ArmorAdjustParts = Translate Attached Parts
        #LOC_BDArmory_ArmorTriIso = Triangle Type: Isoceles
        #LOC_BDArmory_ArmorTriSca = Triangle Type: Scalene 
        #LOC_BDArmory_Wood = Wood
        #LOC_BDArmory_Aluminium = Aluminium
        #LOC_BDArmory_Steel = Steel
        #LOC_BDArmory_Titanium = Titanium
        #LOC_BDArmory_Composites = Composites
        #LOC_BDArmory_RAMFoam = Radar Absorbent Foam
        #LOC_BDArmory_Armor_HullType = Hull Material
        #LOC_BDArmory_ArmorThickness = Armor Thickness
        #LOC_BDArmory_EquivalentThickness = Steel Equivalent Thickness
        #LOC_BDArmory_ArmorRemaining = Armor Integrity
        #LOC_BDArmory_ArmorTotalMass = Total Armor Mass for Craft
        #LOC_BDArmory_ArmorTotalCost = Total Armor Cost for Craft
        #LOC_BDArmory_ArmorTotalLift = Total Lift for Craft
        #LOC_BDArmory_ArmorWingLoading = Lift-to-Mass Ratio for Craft
        #LOC_BDArmory_ArmorLiftStacking = Lift Stacking
        #LOC_BDArmory_ArmorStats = Armor Properties
        #LOC_BDArmory_ArmorStrength = Strength
        #LOC_BDArmory_ArmorHardness = Hardness
        #LOC_BDArmory_ArmorDuctility = Ductility
        #LOC_BDArmory_ArmorDiffusivity = Diffusivity
        #LOC_BDArmory_ArmorMaxTemp = Safe Temp
        #LOC_BDArmory_ArmorDensity = Density
        #LOC_BDArmory_ArmorMass = Armor Mass
        #LOC_BDArmory_ArmorCost = Cost
        #LOC_BDArmory_ArmorCurrent = Current Armor
        #LOC_BDArmory_ArmorVisualizer = Toggle Armor Visualizer
        #LOC_BDArmory_ArmorHPVisualizer = Toggle HP Visualizer
        #LOC_BDArmory_ArmorHullVisualizer = Toggle Hull Visualizer
        #LOC_BDArmory_ArmorLiftVisualizer = Toggle Lift Visualizer
        #LOC_BDArmory_partTreeVisualizer = Toggle Part Tree Visualizer
        #LOC_BDArmory_checkVessel = Check Vessel Legality
        #LOC_BDArmory_ArmorSelect = Select Armor Material
        #LOC_BDArmory_DryMassWhitelist = Resources Counted as Drymass
        #LOC_BDArmory_ArmorTool = BDA Craft Utilities Tool
        #LOC_BDArmory_Armor_HullMat = Current Hull Material
        #LOC_BDArmory_Armor_ArmorType = Armor Type
        #LOC_BDArmory_Armor_Hullmass = Adjusted Part Mass
        #LOC_BDArmory_BulletResist = Kinetic Resist.
        #LOC_BDArmory_ExplosionResist = Explosive Resist.
        #LOC_BDArmory_LaserResist = Laser Resist.
        #LOC_BDArmory_ArmorShatterWarning = Penetrating hit will shatter armor
        #LOC_BDArmory_ArmorToolPartCount = Part Count Exceeded!
        #LOC_BDArmory_ArmorToolEngineCount = Too Many Engines:
        #LOC_BDArmory_ArmorToolEngineCountFloor = Too Few Engines:
        #LOC_BDArmory_ArmorToolTWR = TWR Exceeded:
        #LOC_BDArmory_ArmorToolLTW = LTW Exceeded:
        #LOC_BDArmory_ArmorToolMaxMass = Mass Limit Exceeded:
        #LOC_BDArmory_ArmorToolMaxPoints = Point Limit Exceeded:
        #LOC_BDArmory_ArmorToolIllegalParts = Illegal Parts:
        #LOC_BDArmory_ArmorToolNonCockpit = not attached to cockpit
        #LOC_BDArmory_ArmorToolOversizedPWings = pWings exceeding max Lift - check Lift Visualizer
        #LOC_BDArmory_ArmorToolVesselLegal = Vessel legal!


    // Missile & CM Settings
        #LOC_BDArmory_Settings_MissileCMToggle = Show Missile & Countermeasure Settings
        #LOC_BDArmory_Settings_AspectedRCS = Real-Time Aspected RCS
        #LOC_BDArmory_Settings_AspectedRCSOverallRCSWeight = Overall RCS Weight
        #LOC_BDArmory_Settings_AspectedIRSeekers = IR Occlusion Affects Missiles
        #LOC_BDArmory_Settings_FlareFactor = Max Flare Start Heat Mult.
        #LOC_BDArmory_Settings_ChaffFactor = Chaff Pos. Distortion Mult.
        #LOC_BDArmory_Settings_SmokeDeflectionFactor = Smoke Pos. Distortion Mult.
        #LOC_BDArmory_Settings_APSThreshold = Min. Caliber to Trigger APS

    // Texture switching
        #LOC_BDArmory_NextTexture = Next Texture
    }
}
