//A-04 'Titov'
//Alcolox
//Mostly copied from BDB's Redstone.
@PART[TitovEngine1]:AFTER[CNAR]:NEEDS[Waterfall]
{
  // Removes the stock effect block, and replace it with one that has no particles
	!EFFECTS {}
	EFFECTS
	{
		running_engine
		{
			AUDIO
			{
				channel = Ship
				clip = Waterfall/Sounds/Beale_Sounds/Sound_RocketWaxwing
				volume = 0.0 0.0
				volume = 0.1 0.2
				volume = 0.9 0.9
				pitch = 0.0 1.0
				pitch = 1.0 1.0
				loop = true
			}
		}
		engage
		{
			AUDIO
			{
				channel = Ship
				clip = Waterfall/Sounds/KW/sound_liq6
				volume = 1.0
				pitch = 1.0
				loop = false
			}
		}
		disengage
		{
			AUDIO
			{
				channel = Ship
				clip = sound_explosion_low
				volume = 1.0
				pitch = 0.8
				loop = false
			}
		}
		flameout
		{
			PREFAB_PARTICLE
			{
				prefabName = fx_exhaustSparks_flameout_2
				transformName = thrustTransform
				oneShot = true
				//localOffset = 0,0,1.8
			}
			AUDIO
			{
				channel = Ship
				clip = sound_explosion_low
				volume = 1.0
				pitch = 0.8
				loop = false
			}
		}
	}
	MODULE
	{
		name = ModuleWaterfallFX
		// This is a custom name
		moduleID = A4_tailUnit
		// This links the effects to a given ModuleEngines
		engineID = A4

		// List out all controllers we want available
		CONTROLLER
		{
			name = atmosphereDepth
			linkedTo = atmosphere_density
		}
		CONTROLLER
		{
			name = throttle
			linkedTo = throttle
		}
		CONTROLLER
		{
			name = random
			linkedTo = random
			range = -0.5,1
		}
		TEMPLATE
		{
			// This is the name of the template to use
			templateName = waterfall-alcolox-lower-1
			// scale the templated effect
			position = 0,0,0.06
			rotation = 0, 0, 0
			scale = 0.250, 0.250, 0.284
		}
	}
}

//34c-1500 'Capella'
//IRFNA + furfuryl
//Mostly copied from BDB's Able.
@PART[bluedog_Able_Engine]:AFTER[CNAR]:NEEDS[Waterfall]
{
	// Removes the stock effect block, and replace it with one that has no particles
	!EFFECTS {}
	EFFECTS
	{
		running_engine
		{
			AUDIO
			{
				channel = Ship
				clip = Waterfall/Sounds/EnsouSounds/Loop_Liquid_Light_High
				volume = 0.0 0.0
				volume = 0.01 0.08
				volume = 0.8 0.6
				pitch = 0.0 0.8
				pitch = 1.0 1.0
				loop = true
			}
		}
		engage
		{
			AUDIO
			{
				channel = Ship
				clip = Waterfall/Sounds/KW/sound_sepmotor
				volume = 0.8
				pitch = 1.0
				loop = false
			}
		}
		disengage
		{
			AUDIO
			{
				channel = Ship
				clip = sound_explosion_low
				volume = 0.6
				pitch = 0.8
				loop = false
			}
		}
		flameout
		{
			PREFAB_PARTICLE
			{
				prefabName = fx_exhaustSparks_flameout_2
				transformName = thrustTransform
				oneShot = true
				//localOffset = 0,0,1.8
			}
			AUDIO
			{
				channel = Ship
				clip = sound_explosion_low
				volume = 0.8
				pitch = 0.8
				loop = false
			}
		}
	}
	MODULE
	{
		name = ModuleWaterfallFX
		// This is a custom name
		moduleID = ALDW-Corporal
		// This links the effects to a given ModuleEngines
		engineID = basicEngine

		// List out all controllers we want available
		CONTROLLER
		{
			name = atmosphereDepth
			linkedTo = atmosphere_density
		}
		CONTROLLER
		{
			name = throttle
			linkedTo = throttle
		}
		CONTROLLER
		{
			name = random
			linkedTo = random
			range = -0.2,1
		}
		TEMPLATE
		{
			// This is the name of the template to use
			templateName = waterfall-hypergolic-IRFNA-UDMH-upper-1-
			// scale the templated effect
			position = 0,0,0.001
			rotation = 0, 0, 0
			scale = 0.125, 0.125, 0.125
		}
	}
}