PART 
{
	name = xmasshield2
	module = Part
	author = ximrm

	rescaleFactor = 2.4

	
    MODEL
    {
	 model = LunaticAeronatuics/KerbalXMAS/XMas/xmasshield/model
	 position = 0.0, 0.4, 0.0
	 scale = 0.01, 0.01, 0.01
	 rotation = 0, 0, 0

    }

	node_stack_top    = 0.0, -0.03, 0.0, 0, 1.0, 0, 2
	node_stack_bottom = 0.0, -1.1, 0.0, 0,  -1.0, 0, -2
	CoPOffset = 0.0, 1.0, 0.0
	CoLOffset = 0.0, -0.05, 0.0
	
	fx_gasBurst_white = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, decouple
	sound_vent_large = decouple	
	TechRequired = start
	category = Structural
	subcategory = 0
	title = Big Broken X-Mas Ball Heatshield
	manufacturer = Lunatic Aeronautics
	description = We couldn't find all pieces for this obvious heatshield. We're using some struts to keep it together.This one's bigger.

	attachRules = 1,0,1,1,0
	

	entryCost = 0
	cost = 1100
	mass = 0.46

	dragModelType = default
	maximum_drag = 0.2
	minimum_drag = 0.2
	angularDrag = 2
	crashTolerance = 6
	maxTemp = 3900
	breakingForce = 600
	breakingTorque = 600
	fuelCrossFeed = False
	bulkheadProfiles = size2
    stageOffset = 1
    childStageOffset = 1
	thermalMassModifier = 0.001
	
	MODULE
	{
	    name = ModuleDecouple
	    ejectionForce = 200
	    explosiveNodeID = top
	    staged = true
	}
	
    MODULE
    {
     moduleID = 0
     name = FStextureSwitch2	
     textureRootFolder = XMas/xmasshield/
     textureNames = ball-diff-alpha;ball-blue-diff

     objectNames = ball
    
	
     nextButtonText = Next Color
     prevButtonText = Previous Color
	
     switchableInFlight = false
     hasGUI = false
     repaintableEVA = false
    }
    MODULE
    {
     moduleID = 0
     name = FStextureSwitch2	
     textureRootFolder = XMas/xmasshield/
     mapNames = ball-nrm2_NRM;ball-flat_NRM

     objectNames = ball
    
	
     nextButtonText = Next Surface
     prevButtonText = Previous Surface
	
	 textureDisplayNames = rough-shiny;flat-shiny
		
     switchableInFlight = false
     hasGUI = false
     repaintableEVA = false
    }
    MODULE
    {
        name = ModuleSeeThroughObject
        transformName = Shroud
    }
	MODULE
	{
		name = ModuleAblator
		ablativeResource = Ablator
		lossExp = -9000
		lossConst = 20
		pyrolysisLossFactor = 10000
		reentryConductivity = 0.01
		ablationTempThresh = 500

	}
	RESOURCE
	{
		name = Ablator
		amount = 3300
		maxAmount = 3300
	}	
}
