@PART[pit-0625]:NEEDS[Waterfall]:FOR[NearFuturePropulsion]
{
  !MODULE[EngineLightEffect] {}
  !EFFECTS {}
  EFFECTS
  {
    engage
    {
      AUDIO
      {
        channel = Ship
        clip = NearFuturePropulsion/Sounds/PITOn
        volume = 1.0
        pitch = 1.0
        loop = false
      }
    }
    flameout
    {
      PREFAB_PARTICLE
      {
        prefabName = fx_exhaustSparks_flameout_2
        transformName = thrustTransform
        oneShot = true
      }
      AUDIO
      {
        channel = Ship
        clip = NearFuturePropulsion/Sounds/GenericFlameout
        volume = 1.0
        pitch = 1.0
        loop = false
      }
    }
    run_kp01_core
    {
      AUDIO
      {
        channel = Ship
        clip = NearFuturePropulsion/Sounds/PITLoop01
        volume = 0.0 0.0
        volume = 0.01 0.1
        volume = 0.5 0.2
        volume = 1.0 0.4
        pitch = 0.0 1.9
        pitch = 0.5 1.7
        pitch = 1.0 1.4
        loop = true
      }
    }

  }
  MODULE
  {
    name = ModuleWaterfallFX
    moduleID = pit0625FX
    CONTROLLER
    {
      name = atmosphereDepth
      linkedTo = atmosphere_density
    }
    CONTROLLER
    {
      name = throttle
      linkedTo = throttle
      engineID = 
      responseRateUp = 100
      responseRateDown = 100
    }
    CONTROLLER
    {
      name = random
      linkedTo = random
      noiseType = perlin
      scale = -0.100000001
      minimum = -0.200000003
      speed = 20
      seed = 1
    }
    EFFECT
    {
      name = engineLight
      parentName = thrustTransform
      MODEL
      {
        path = Waterfall/FX/fx-point-light
        positionOffset = 0,0,0.200000003
        rotationOffset = 0,0,0
        scaleOffset = 1,1,1
        LIGHT
        {
          transform = Light
          intensity = 1
          range = 1.5
          lightType = Point
          color = 0.861240506,0.679809511,1,1
          angle = 0
        }
      }
      LIGHTFLOATMODIFIER
      {
        name = lightIntensity
        controllerName = throttle
        transformName = Light
        combinationType = REPLACE
        useRandomness = True
        randomnessController = random
        randomnessScale = 1
        floatName = Intensity
        floatCurve
        {
          key = 0 0 0 0
          key = 1 1 0 0
        }
      }
    }
    EFFECT
    {
      name = pitFXgas
      parentName = thrustTransform
      MODEL
      {
        path = Waterfall/FX/fx-cylinder
        positionOffset = 0,0,-0.0500000007
        rotationOffset = 90,0,0
        scaleOffset = 0.0500000007,0.100000001,0.0500000007
        MATERIAL
        {
          transform = Cylinder
          shader = Waterfall/Additive (Dynamic)
          randomizeSeed = True
          TEXTURE
          {
            textureSlotName = _MainTex
            texturePath = Waterfall/FX/fx-ion-noise
            textureScale = 1,1
            textureOffset = 0,0
          }
          COLOR
          {
            colorName = _StartTint
            colorValue = 0.752941191,0.421303451,0.635294139,1
          }
          COLOR
          {
            colorName = _EndTint
            colorValue = 0.921568632,0.611764729,0.807843149,1
          }
          FLOAT
          {
            floatName = _Falloff
            value = 2.72999597
          }
          FLOAT
          {
            floatName = _Fresnel
            value = 0
          }
          FLOAT
          {
            floatName = _FadeIn
            value = 0.369055003
          }
          FLOAT
          {
            floatName = _FadeOut
            value = 0.136499792
          }
          FLOAT
          {
            floatName = _ExpandLinear
            value = 0.505554855
          }
          FLOAT
          {
            floatName = _ExpandSquare
            value = 3.13443947
          }
          FLOAT
          {
            floatName = _Noise
            value = 2.88166237
          }
          FLOAT
          {
            floatName = _TileX
            value = 1
          }
          FLOAT
          {
            floatName = _TileY
            value = 1
          }
          FLOAT
          {
            floatName = _SpeedY
            value = 49.3777275
          }
          FLOAT
          {
            floatName = _TintFalloff
            value = 0.733054399
          }
          FLOAT
          {
            floatName = _FresnelInvert
            value = 0
          }
          FLOAT
          {
            floatName = _Brightness
            value = 0.292223334
          }
        }
      }
      FLOATMODIFIER
      {
        name = tBright
        controllerName = throttle
        transformName = Cylinder
        combinationType = REPLACE
        useRandomness = False
        randomnessController = random
        randomnessScale = 1
        floatName = _Brightness
        floatCurve
        {
          key = 0 0 0 0
          key = 1 0.6 0 0
        }
      }
      FLOATMODIFIER
      {
        name = aBright
        controllerName = atmosphereDepth
        transformName = Cylinder
        combinationType = MULTIPLY
        useRandomness = False
        randomnessController = random
        randomnessScale = 1
        floatName = _Brightness
        floatCurve
        {
          key = 0 1 0 0
          key = 1 0.4 0 0
        }
      }
    }
    EFFECT
    {
      name = pitFXPlume
      parentName = thrustTransform
      MODEL
      {
        path = Waterfall/FX/fx-cylinder
        positionOffset = 0,0,-0.150000006
        rotationOffset = -90,0,0
        scaleOffset = 0.180000007,5,0.180000007
        MATERIAL
        {
          transform = Cylinder
          shader = Waterfall/Additive (Dynamic)
          randomizeSeed = True
          TEXTURE
          {
            textureSlotName = _MainTex
            texturePath = Waterfall/FX/fx-noise-4
            textureScale = 1,1
            textureOffset = 0,0
          }
          COLOR
          {
            colorName = _StartTint
            colorValue = 0.752941191,0.421303451,0.635294139,1
          }
          COLOR
          {
            colorName = _EndTint
            colorValue = 0.921568632,0.611764729,0.807843149,1
          }
          FLOAT
          {
            floatName = _Falloff
            value = 4.65110445
          }
          FLOAT
          {
            floatName = _Fresnel
            value = 1.21333146
          }
          FLOAT
          {
            floatName = _FadeIn
            value = 0.00505554769
          }
          FLOAT
          {
            floatName = _FadeOut
            value = 0
          }
          FLOAT
          {
            floatName = _ExpandLinear
            value = 9.70665169
          }
          FLOAT
          {
            floatName = _ExpandSquare
            value = 0
          }
          FLOAT
          {
            floatName = _Noise
            value = 2.88166237
          }
          FLOAT
          {
            floatName = _TileX
            value = 3
          }
          FLOAT
          {
            floatName = _TileY
            value = 6
          }
          FLOAT
          {
            floatName = _SpeedY
            value = 15
          }
          FLOAT
          {
            floatName = _TintFalloff
            value = 0.733054399
          }
          FLOAT
          {
            floatName = _FresnelInvert
            value = 0
          }
          FLOAT
          {
            floatName = _Brightness
            value = 0.292223334
          }
        }
      }
      FLOATMODIFIER
      {
        name = tBright
        controllerName = throttle
        transformName = Cylinder
        combinationType = REPLACE
        useRandomness = False
        randomnessController = random
        randomnessScale = 1
        floatName = _Brightness
        floatCurve
        {
          key = 0 0 0 0
          key = 1 0.2 0 0
        }
      }
      FLOATMODIFIER
      {
        name = aBright
        controllerName = atmosphereDepth
        transformName = Cylinder
        combinationType = MULTIPLY
        useRandomness = False
        randomnessController = random
        randomnessScale = 1
        floatName = _Brightness
        floatCurve
        {
          key = 0 1 0 0
          key = 1 0.4 0 0
        }
      }
    }
    EFFECT
    {
      name = pitFXCore
      parentName = thrustTransform
      MODEL
      {
        path = Waterfall/FX/fx-cylinder
        positionOffset = 0,0,-0.150000006
        rotationOffset = -90,0,0
        scaleOffset = 0.0599999987,5,0.0599999987
        MATERIAL
        {
          transform = Cylinder
          shader = Waterfall/Additive (Dynamic)
          randomizeSeed = True
          TEXTURE
          {
            textureSlotName = _MainTex
            texturePath = Waterfall/FX/fx-noise-4
            textureScale = 1,1
            textureOffset = 0,0
          }
          COLOR
          {
            colorName = _StartTint
            colorValue = 0.752941191,0.421303451,0.635294139,1
          }
          COLOR
          {
            colorName = _EndTint
            colorValue = 0.921568632,0.611764729,0.807843149,1
          }
          FLOAT
          {
            floatName = _Falloff
            value = 5.91499138
          }
          FLOAT
          {
            floatName = _Fresnel
            value = 1.01110959
          }
          FLOAT
          {
            floatName = _FadeIn
            value = 0
          }
          FLOAT
          {
            floatName = _FadeOut
            value = 0
          }
          FLOAT
          {
            floatName = _ExpandLinear
            value = 4.95443678
          }
          FLOAT
          {
            floatName = _ExpandSquare
            value = 0
          }
          FLOAT
          {
            floatName = _Noise
            value = 10.5408173
          }
          FLOAT
          {
            floatName = _TileX
            value = 3
          }
          FLOAT
          {
            floatName = _TileY
            value = 6
          }
          FLOAT
          {
            floatName = _SpeedY
            value = 23.0888767
          }
          FLOAT
          {
            floatName = _TintFalloff
            value = 0.733054399
          }
          FLOAT
          {
            floatName = _FresnelInvert
            value = 0
          }
          FLOAT
          {
            floatName = _Brightness
            value = 0.292223334
          }
        }
      }
      FLOATMODIFIER
      {
        name = tBright
        controllerName = throttle
        transformName = Cylinder
        combinationType = REPLACE
        useRandomness = False
        randomnessController = random
        randomnessScale = 1
        floatName = _Brightness
        floatCurve
        {
          key = 0 0 0 0
          key = 1 0.1 0 0
        }
      }
      FLOATMODIFIER
      {
        name = aBright
        controllerName = atmosphereDepth
        transformName = Cylinder
        combinationType = MULTIPLY
        useRandomness = False
        randomnessController = random
        randomnessScale = 1
        floatName = _Brightness
        floatCurve
        {
          key = 0 1 0 0
          key = 1 0.4 0 0
        }
      }
    }
  }

}

@PART[pit-125]:NEEDS[Waterfall]:FOR[NearFuturePropulsion]
{
  !MODULE[EngineLightEffect] {}
  !EFFECTS {}
  EFFECTS
  {
    engage
    {
      AUDIO
      {
        channel = Ship
        clip = NearFuturePropulsion/Sounds/PITOn
        volume = 1.0
        pitch = 1.0
        loop = false
      }
    }
    flameout
    {
      PREFAB_PARTICLE
      {
        prefabName = fx_exhaustSparks_flameout_2
        transformName = thrustTransform
        oneShot = true
      }
      AUDIO
      {
        channel = Ship
        clip = NearFuturePropulsion/Sounds/GenericFlameout
        volume = 1.0
        pitch = 1.0
        loop = false
      }
    }
   run_kpxl_core
    {
      AUDIO
      {
        channel = Ship
        clip = NearFuturePropulsion/Sounds/PITLoop01
        volume = 0.0 0.0
        volume = 0.01 0.1
        volume = 0.5 0.2
        volume = 1.0 0.4
        pitch = 0.0 1.5
        pitch = 0.5 1.3
        pitch = 1.0 1.2
        loop = true
      }
    }

  }
  MODULE
  {
    name = ModuleWaterfallFX
    moduleID = pitMedFX
    CONTROLLER
    {
      name = atmosphereDepth
      linkedTo = atmosphere_density
    }
    CONTROLLER
    {
      name = throttle
      linkedTo = throttle
      engineID = 
      responseRateUp = 100
      responseRateDown = 100
    }
    CONTROLLER
    {
      name = random
      linkedTo = random
      noiseType = perlin
      scale = -0.100000001
      minimum = -0.200000003
      speed = 20
      seed = 1
    }
    EFFECT
    {
      name = engineLight
      parentName = thrustTransform
      MODEL
      {
        path = Waterfall/FX/fx-point-light
        positionOffset = 0,0,0
        rotationOffset = 0,0,0
        scaleOffset = 1,1,1
        LIGHT
        {
          transform = Light
          intensity = 1
          range = 5.79176855
          lightType = Point
          color = 0.967970669,0.679809511,1,1
          angle = 0
        }
      }
      LIGHTFLOATMODIFIER
      {
        name = lightIntensity
        controllerName = throttle
        transformName = Light
        combinationType = REPLACE
        useRandomness = True
        randomnessController = random
        randomnessScale = 1
        floatName = Intensity
        floatCurve
        {
          key = 0 0 0 0
          key = 1 0.8 0 0
        }
      }
    }
    EFFECT
    {
      name = pitFXgas
      parentName = thrustTransform
      MODEL
      {
        path = Waterfall/FX/fx-cylinder
        positionOffset = 0,0,-0.200000003
        rotationOffset = 90,0,0
        scaleOffset = 0.100000001,0.400000006,0.100000001
        MATERIAL
        {
          transform = Cylinder
          shader = Waterfall/Additive (Dynamic)
          randomizeSeed = True
          TEXTURE
          {
            textureSlotName = _MainTex
            texturePath = Waterfall/FX/fx-ion-noise
            textureScale = 1,1
            textureOffset = 0,0
          }
          COLOR
          {
            colorName = _StartTint
            colorValue = 0.752941191,0.421303451,0.635294139,1
          }
          COLOR
          {
            colorName = _EndTint
            colorValue = 0.921568632,0.611764729,0.807843149,1
          }
          FLOAT
          {
            floatName = _Falloff
            value = 2.72999597
          }
          FLOAT
          {
            floatName = _Fresnel
            value = 0
          }
          FLOAT
          {
            floatName = _FadeIn
            value = 0.424666017
          }
          FLOAT
          {
            floatName = _FadeOut
            value = 0.267944038
          }
          FLOAT
          {
            floatName = _ExpandLinear
            value = 0.505554855
          }
          FLOAT
          {
            floatName = _ExpandSquare
            value = 3.94332719
          }
          FLOAT
          {
            floatName = _Noise
            value = 2.88166237
          }
          FLOAT
          {
            floatName = _TileX
            value = 1
          }
          FLOAT
          {
            floatName = _TileY
            value = 1
          }
          FLOAT
          {
            floatName = _SpeedY
            value = 25
          }
          FLOAT
          {
            floatName = _TintFalloff
            value = 0.733054399
          }
          FLOAT
          {
            floatName = _FresnelInvert
            value = 0
          }
          FLOAT
          {
            floatName = _Brightness
            value = 0.292223334
          }
        }
      }
      FLOATMODIFIER
      {
        name = tBright
        controllerName = throttle
        transformName = Cylinder
        combinationType = REPLACE
        useRandomness = False
        randomnessController = random
        randomnessScale = 1
        floatName = _Brightness
        floatCurve
        {
          key = 0 0 0 0
          key = 1 1 0 0
        }
      }
      FLOATMODIFIER
      {
        name = aBright
        controllerName = atmosphereDepth
        transformName = Cylinder
        combinationType = MULTIPLY
        useRandomness = False
        randomnessController = random
        randomnessScale = 1
        floatName = _Brightness
        floatCurve
        {
          key = 0 1 0 0
          key = 1 0.4 0 0
        }
      }
    }
    EFFECT
    {
      name = pitFXPlume
      parentName = thrustTransform
      MODEL
      {
        path = Waterfall/FX/fx-cylinder
        positionOffset = 0,0,-0.5
        rotationOffset = -90,0,0
        scaleOffset = 0.340000004,5,0.340000004
        MATERIAL
        {
          transform = Cylinder
          shader = Waterfall/Additive (Dynamic)
          randomizeSeed = True
          TEXTURE
          {
            textureSlotName = _MainTex
            texturePath = Waterfall/FX/fx-noise-4
            textureScale = 1,1
            textureOffset = 0,0
          }
          COLOR
          {
            colorName = _StartTint
            colorValue = 0.752941191,0.421303451,0.635294139,1
          }
          COLOR
          {
            colorName = _EndTint
            colorValue = 0.921568632,0.611764729,0.807843149,1
          }
          FLOAT
          {
            floatName = _Falloff
            value = 4.65110445
          }
          FLOAT
          {
            floatName = _Fresnel
            value = 1.01110959
          }
          FLOAT
          {
            floatName = _FadeIn
            value = 0.0202221908
          }
          FLOAT
          {
            floatName = _FadeOut
            value = 0
          }
          FLOAT
          {
            floatName = _ExpandLinear
            value = 4.34777069
          }
          FLOAT
          {
            floatName = _ExpandSquare
            value = 0
          }
          FLOAT
          {
            floatName = _Noise
            value = 2.88166237
          }
          FLOAT
          {
            floatName = _TileX
            value = 3
          }
          FLOAT
          {
            floatName = _TileY
            value = 6
          }
          FLOAT
          {
            floatName = _SpeedY
            value = 15
          }
          FLOAT
          {
            floatName = _TintFalloff
            value = 0.733054399
          }
          FLOAT
          {
            floatName = _FresnelInvert
            value = 0.0505554751
          }
          FLOAT
          {
            floatName = _Brightness
            value = 0.593888342
          }
        }
      }
      FLOATMODIFIER
      {
        name = tBright
        controllerName = throttle
        transformName = Cylinder
        combinationType = REPLACE
        useRandomness = False
        randomnessController = random
        randomnessScale = 1
        floatName = _Brightness
        floatCurve
        {
          key = 0 0 0 0
          key = 1 0.4 0 0
        }
      }
      FLOATMODIFIER
      {
        name = aBright
        controllerName = atmosphereDepth
        transformName = Cylinder
        combinationType = MULTIPLY
        useRandomness = False
        randomnessController = random
        randomnessScale = 1
        floatName = _Brightness
        floatCurve
        {
          key = 0 1 0 0
          key = 1 0.4 0 0
        }
      }
    }
    EFFECT
    {
      name = pitFXCore
      parentName = thrustTransform
      MODEL
      {
        path = Waterfall/FX/fx-cylinder
        positionOffset = 0,0,-0.150000006
        rotationOffset = -90,0,0
        scaleOffset = 0.200000003,5,0.200000003
        MATERIAL
        {
          transform = Cylinder
          shader = Waterfall/Additive (Dynamic)
          randomizeSeed = True
          TEXTURE
          {
            textureSlotName = _MainTex
            texturePath = Waterfall/FX/fx-noise-4
            textureScale = 1,1
            textureOffset = 0,0
          }
          COLOR
          {
            colorName = _StartTint
            colorValue = 0.752941191,0.421303451,0.635294139,1
          }
          COLOR
          {
            colorName = _EndTint
            colorValue = 0.921568632,0.611764729,0.807843149,1
          }
          FLOAT
          {
            floatName = _Falloff
            value = 4.65110445
          }
          FLOAT
          {
            floatName = _Fresnel
            value = 1.01110959
          }
          FLOAT
          {
            floatName = _FadeIn
            value = 0
          }
          FLOAT
          {
            floatName = _FadeOut
            value = 0
          }
          FLOAT
          {
            floatName = _ExpandLinear
            value = 4.95443678
          }
          FLOAT
          {
            floatName = _ExpandSquare
            value = 0
          }
          FLOAT
          {
            floatName = _Noise
            value = 2.88166237
          }
          FLOAT
          {
            floatName = _TileX
            value = 3
          }
          FLOAT
          {
            floatName = _TileY
            value = 6
          }
          FLOAT
          {
            floatName = _SpeedY
            value = 15
          }
          FLOAT
          {
            floatName = _TintFalloff
            value = 0.733054399
          }
          FLOAT
          {
            floatName = _FresnelInvert
            value = 0.176944166
          }
          FLOAT
          {
            floatName = _Brightness
            value = 0.292223334
          }
        }
      }
      FLOATMODIFIER
      {
        name = tBright
        controllerName = throttle
        transformName = Cylinder
        combinationType = REPLACE
        useRandomness = False
        randomnessController = random
        randomnessScale = 1
        floatName = _Brightness
        floatCurve
        {
          key = 0 0 0 0
          key = 1 0.1 0 0
        }
      }
      FLOATMODIFIER
      {
        name = aBright
        controllerName = atmosphereDepth
        transformName = Cylinder
        combinationType = MULTIPLY
        useRandomness = False
        randomnessController = random
        randomnessScale = 1
        floatName = _Brightness
        floatCurve
        {
          key = 0 1 0 0
          key = 1 0.4 0 0
        }
      }
    }
  }

}

@PART[pit-25]:NEEDS[Waterfall]:FOR[NearFuturePropulsion]
{
  !MODULE[EngineLightEffect] {}
  !EFFECTS {}
  EFFECTS
  {
    engage
    {
      AUDIO
      {
        channel = Ship
        clip = NearFuturePropulsion/Sounds/PITOn
        volume = 1.0
        pitch = 1.0
        loop = false
      }
    }
    flameout
    {
      PREFAB_PARTICLE
      {
        prefabName = fx_exhaustSparks_flameout_2
        transformName = thrustTransform
        oneShot = true
      }
      AUDIO
      {
        channel = Ship
        clip = NearFuturePropulsion/Sounds/GenericFlameout
        volume = 1.0
        pitch = 1.0
        loop = false
      }
    }
    run_kp01_core
    {
      AUDIO
      {
        channel = Ship
        clip = NearFuturePropulsion/Sounds/PITLoop01
        volume = 0.0 0.0
        volume = 0.01 0.1
        volume = 0.5 0.2
        volume = 1.0 0.4
        pitch = 0.0 0.8
        pitch = 0.5 0.9
        pitch = 1.0 1.0
        loop = true
      }
    }

  }
  
  MODULE
{
  name = ModuleWaterfallFX
  moduleID = rocketFX
  CONTROLLER
  {
    name = atmosphereDepth
    linkedTo = atmosphere_density
  }
  CONTROLLER
  {
    name = throttle
    linkedTo = throttle
    engineID = 
    responseRateUp = 100
    responseRateDown = 100
  }
  CONTROLLER
  {
    name = random
    linkedTo = random
    noiseType = perlin
    scale = -0.100000001
    minimum = -0.200000003
    speed = 20
    seed = 1
  }
  EFFECT
  {
    name = engineLight
    parentName = thrustTransform
    MODEL
    {
      path = Waterfall/FX/fx-point-light
      positionOffset = 0,0,0.400000006
      rotationOffset = 0,0,0
      scaleOffset = 1,1,1
      LIGHT
      {
        transform = Light
        intensity = 1
        range = 7.93765306
        lightType = Point
        color = 1,0.679809511,1,1
        angle = 0
      }
    }
    LIGHTFLOATMODIFIER
    {
      name = lightIntensity
      controllerName = throttle
      transformName = Light
      combinationType = REPLACE
      useRandomness = True
      randomnessController = random
      randomnessScale = 1
      floatName = Intensity
      floatCurve
      {
        key = 0 0 0 0
        key = 1 1 0 0
      }
    }
  }
  EFFECT
  {
    name = pitFXgas
    parentName = thrustTransform
    MODEL
    {
      path = Waterfall/FX/fx-cylinder
      positionOffset = 0,0,-0.949999988
      rotationOffset = 90,0,0
      scaleOffset = 0.200000003,0.100000001,0.200000003
      MATERIAL
      {
        transform = Cylinder
        shader = Waterfall/Additive (Dynamic)
        randomizeSeed = True
        TEXTURE
        {
          textureSlotName = _MainTex
          texturePath = Waterfall/FX/fx-ion-noise
          textureScale = 1,1
          textureOffset = 0,0
        }
        COLOR
        {
          colorName = _StartTint
          colorValue = 0.752941191,0.421303451,0.635294139,1
        }
        COLOR
        {
          colorName = _EndTint
          colorValue = 0.921568632,0.611764729,0.807843149,1
        }
        FLOAT
        {
          floatName = _Falloff
          value = 2.72999597
        }
        FLOAT
        {
          floatName = _Fresnel
          value = 0
        }
        FLOAT
        {
          floatName = _FadeIn
          value = 0.424666017
        }
        FLOAT
        {
          floatName = _FadeOut
          value = 0.267944038
        }
        FLOAT
        {
          floatName = _ExpandLinear
          value = 0.505554855
        }
        FLOAT
        {
          floatName = _ExpandSquare
          value = 0.909998477
        }
        FLOAT
        {
          floatName = _Noise
          value = 2.88166237
        }
        FLOAT
        {
          floatName = _TileX
          value = 1
        }
        FLOAT
        {
          floatName = _TileY
          value = 1
        }
        FLOAT
        {
          floatName = _SpeedY
          value = 25
        }
        FLOAT
        {
          floatName = _TintFalloff
          value = 0.733054399
        }
        FLOAT
        {
          floatName = _FresnelInvert
          value = 0
        }
        FLOAT
        {
          floatName = _Brightness
          value = 0.292223334
        }
      }
    }
    FLOATMODIFIER
    {
      name = tBright
      controllerName = throttle
      transformName = Cylinder
      combinationType = REPLACE
      useRandomness = False
      randomnessController = random
      randomnessScale = 1
      floatName = _Brightness
      floatCurve
      {
        key = 0 0 0 0
        key = 1 0.6 0 0
      }
    }
    FLOATMODIFIER
    {
      name = aBright
      controllerName = atmosphereDepth
      transformName = Cylinder
      combinationType = MULTIPLY
      useRandomness = False
      randomnessController = random
      randomnessScale = 1
      floatName = _Brightness
      floatCurve
      {
        key = 0 1 0 0
        key = 1 0.4 0 0
      }
    }
  }
  EFFECT
  {
    name = pitFXPlume
    parentName = thrustTransform
    MODEL
    {
      path = Waterfall/FX/fx-cylinder
      positionOffset = 0,0,-1
      rotationOffset = -90,0,0
      scaleOffset = 0.300000012,10,0.300000012
      MATERIAL
      {
        transform = Cylinder
        shader = Waterfall/Additive (Dynamic)
        randomizeSeed = True
        TEXTURE
        {
          textureSlotName = _MainTex
          texturePath = Waterfall/FX/fx-noise-4
          textureScale = 1,1
          textureOffset = 0,0
        }
        COLOR
        {
          colorName = _StartTint
          colorValue = 0.752941191,0.421303451,0.635294139,1
        }
        COLOR
        {
          colorName = _EndTint
          colorValue = 0.921568632,0.611764729,0.807843149,1
        }
        FLOAT
        {
          floatName = _Falloff
          value = 4.65110445
        }
        FLOAT
        {
          floatName = _Fresnel
          value = 1.01110959
        }
        FLOAT
        {
          floatName = _FadeIn
          value = 0
        }
        FLOAT
        {
          floatName = _FadeOut
          value = 0
        }
        FLOAT
        {
          floatName = _ExpandLinear
          value = 15
        }
        FLOAT
        {
          floatName = _ExpandSquare
          value = 0
        }
        FLOAT
        {
          floatName = _Noise
          value = 2.88166237
        }
        FLOAT
        {
          floatName = _TileX
          value = 3
        }
        FLOAT
        {
          floatName = _TileY
          value = 6
        }
        FLOAT
        {
          floatName = _SpeedY
          value = 15
        }
        FLOAT
        {
          floatName = _TintFalloff
          value = 0.733054399
        }
        FLOAT
        {
          floatName = _FresnelInvert
          value = 0.176944166
        }
        FLOAT
        {
          floatName = _Brightness
          value = 0.292223334
        }
      }
    }
    FLOATMODIFIER
    {
      name = tBright
      controllerName = throttle
      transformName = Cylinder
      combinationType = REPLACE
      useRandomness = False
      randomnessController = random
      randomnessScale = 1
      floatName = _Brightness
      floatCurve
      {
        key = 0 0 0 0
        key = 1 0.3 0 0
      }
    }
    FLOATMODIFIER
    {
      name = aBright
      controllerName = atmosphereDepth
      transformName = Cylinder
      combinationType = MULTIPLY
      useRandomness = False
      randomnessController = random
      randomnessScale = 1
      floatName = _Brightness
      floatCurve
      {
        key = 0 1 0 0
        key = 1 0.4 0 0
      }
    }
  }
  EFFECT
  {
    name = pitFXCore
    parentName = thrustTransform
    MODEL
    {
      path = Waterfall/FX/fx-cylinder
      positionOffset = 0,0,-1.10000002
      rotationOffset = -90,0,0
      scaleOffset = 0.300000012,12,0.300000012
      MATERIAL
      {
        transform = Cylinder
        shader = Waterfall/Additive (Dynamic)
        randomizeSeed = True
        TEXTURE
        {
          textureSlotName = _MainTex
          texturePath = Waterfall/FX/fx-noise-4
          textureScale = 1,1
          textureOffset = 0,0
        }
        COLOR
        {
          colorName = _StartTint
          colorValue = 0.752941191,0.421303451,0.635294139,1
        }
        COLOR
        {
          colorName = _EndTint
          colorValue = 0.921568632,0.611764729,0.807843149,1
        }
        FLOAT
        {
          floatName = _Falloff
          value = 4.65110445
        }
        FLOAT
        {
          floatName = _Fresnel
          value = 1.01110959
        }
        FLOAT
        {
          floatName = _FadeIn
          value = 0
        }
        FLOAT
        {
          floatName = _FadeOut
          value = 0
        }
        FLOAT
        {
          floatName = _ExpandLinear
          value = 4.95443678
        }
        FLOAT
        {
          floatName = _ExpandSquare
          value = 0
        }
        FLOAT
        {
          floatName = _Noise
          value = 2.88166237
        }
        FLOAT
        {
          floatName = _TileX
          value = 3
        }
        FLOAT
        {
          floatName = _TileY
          value = 6
        }
        FLOAT
        {
          floatName = _SpeedY
          value = 15
        }
        FLOAT
        {
          floatName = _TintFalloff
          value = 0.733054399
        }
        FLOAT
        {
          floatName = _FresnelInvert
          value = 0
        }
        FLOAT
        {
          floatName = _Brightness
          value = 0.292223334
        }
      }
    }
    FLOATMODIFIER
    {
      name = tBright
      controllerName = throttle
      transformName = Cylinder
      combinationType = REPLACE
      useRandomness = False
      randomnessController = random
      randomnessScale = 1
      floatName = _Brightness
      floatCurve
      {
        key = 0 0 0 0
        key = 1 0.2 0 0
      }
    }
    FLOATMODIFIER
    {
      name = aBright
      controllerName = atmosphereDepth
      transformName = Cylinder
      combinationType = MULTIPLY
      useRandomness = False
      randomnessController = random
      randomnessScale = 1
      floatName = _Brightness
      floatCurve
      {
        key = 0 1 0 0
        key = 1 0.4 0 0
      }
    }
  }
}

}