@PART[ionArgon-0625]:NEEDS[Waterfall]:FOR[NearFuturePropulsion]
{
  !MODULE[EngineLightEffect] {}
  !EFFECTS {}
  EFFECTS
  {
    engage
    {
      AUDIO
      {
        channel = Ship
        clip = NearFuturePropulsion/Sounds/IonArgonOn
        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_hallm_core
    {
      AUDIO
      {
        channel = Ship
        clip = NearFuturePropulsion/Sounds/IonArgonLoop01
        volume = 0.0 0.0
        volume = 0.01 0.1
        volume = 0.5 0.2
        volume = 1.0 0.4
        pitch = 0.0 1.2
        pitch = 0.5 1.2
        pitch = 1.0 1.2
        loop = true
      }
    }
  }
  MODULE
{
  name = ModuleWaterfallFX
  moduleID = hallFX
  CONTROLLER
  {
    name = atmosphereDepth
    linkedTo = atmosphere_density
  }
  CONTROLLER
  {
    name = throttle
    linkedTo = throttle
    engineID = 
  }
  CONTROLLER
  {
    name = random
    linkedTo = random
    noiseType = perlin
    scale = -0.6
    minimum = -0.800000012
    speed = 3
    seed = 0
  }
  TEMPLATE
  {
    templateName = template-nfp-ion-hall-argon-1
    overrideParentTransform = thrustTransform
    scale = 0.899999976,0.899999976,0.899999976
    rotation = 0,0,0
    position = 0,0,0
  }
}
}

@PART[ionArgon-0625-2]:NEEDS[Waterfall]:FOR[NearFuturePropulsion]
{
  !MODULE[EngineLightEffect] {}
  !EFFECTS {}
  EFFECTS
  {
    engage
    {
      AUDIO
      {
        channel = Ship
        clip = NearFuturePropulsion/Sounds/IonArgonOn
        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_hallm1
    {
      AUDIO
      {
        channel = Ship
        clip = NearFuturePropulsion/Sounds/IonArgonLoop01
        volume = 0.0 0.0
        volume = 0.01 0.1
        volume = 0.5 0.2
        volume = 1.0 0.4
        pitch = 0.0 1.3
        pitch = 0.5 1.3
        pitch = 1.0 1.3
        loop = true
      }
    }
  }
  MODULE
  {
    name = ModuleWaterfallFX
    // This is a custom name
    moduleID = hallLargeFX
    // This links the effects to a given ModuleEngines if desired. If not, it will use the basic one.
    engineID = basicEngine

    // List out all controllers we want available
    // This controller scales with atmosphere depth
    CONTROLLER
    {
      name = atmosphereDepth
      linkedTo = atmosphere_density
    }
    // This controller scales with effective throttle
    CONTROLLER
    {
      name = throttle
      linkedTo = throttle
    }
    TEMPLATE
    {
      // This is the name of the template to use
      templateName = template-nfp-ion-hall-argon-1
      // This field allows you to override the parentTransform name in the EFFECTS contained in the template
      overrideParentTransform = thrustTransform
      position = 0,0,0
rotation = 0, 0, 0
scale = 1.7, 1.7, 1.5
    }
  }
}

@PART[ionArgon-0625-3]:NEEDS[Waterfall]:FOR[NearFuturePropulsion]
{
  !MODULE[EngineLightEffect] {}
  !EFFECTS {}
  EFFECTS
  {
    engage
    {
      AUDIO
      {
        channel = Ship
        clip = NearFuturePropulsion/Sounds/IonArgonOn
        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_halla1
    {
      AUDIO
      {
        channel = Ship
        clip = NearFuturePropulsion/Sounds/IonArgonLoop01
        volume = 0.0 0.0
        volume = 0.01 0.1
        volume = 0.5 0.2
        volume = 1.0 0.4
        pitch = 0.0 1.3
        pitch = 0.5 1.3
        pitch = 1.0 1.3
        loop = true
      
      }
    }
  }
  MODULE
  {
    name = ModuleWaterfallFX
    // This is a custom name
    moduleID = hallTripleFX
    // This links the effects to a given ModuleEngines if desired. If not, it will use the basic one.
    engineID = basicEngine

    // List out all controllers we want available
    // This controller scales with atmosphere depth
    CONTROLLER
    {
      name = atmosphereDepth
      linkedTo = atmosphere_density
    }
    // This controller scales with effective throttle
    CONTROLLER
    {
      name = throttle
      linkedTo = throttle
    }
    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 = 1
          lightType = Point
          color = 0.770930409,0.679809511,1,1
          angle = 0
        }
      }
      LIGHTFLOATMODIFIER
      {
        name = lightIntensity
        controllerName = throttle
        transformName = Light
        combinationType = REPLACE
        useRandomness = False
        randomnessController = random
        randomnessScale = 0.200000003
        floatName = Intensity
        floatCurve
        {
          key = 0 0 0 0
          key = 1 2 0 0
        }
      }
    }
    EFFECT
    {
      name = hallPlume1
      parentName = thrustTransform
      MODEL
      {
        path = Waterfall/FX/fx-cylinder
        positionOffset = 0,0,-0.100000001
        rotationOffset = -90,0,0
        scaleOffset = 0.230000004,1.5,0.230000004
        MATERIAL
        {
          transform = Cylinder
          shader = Waterfall/Additive (Dynamic)
          TEXTURE
          {
            textureSlotName = _MainTex
            texturePath = Waterfall/FX/fx-noise-5
            textureScale = 1,1
            textureOffset = 0,0
          }
          COLOR
          {
            colorName = _StartTint
            colorValue = 1,0.770930409,1,1
          }
          COLOR
          {
            colorName = _EndTint
            colorValue = 0.905882359,0.0862745121,0.686274529,1
          }
          FLOAT
          {
            floatName = _Noise
            value = 1.66833103
          }
          FLOAT
          {
            floatName = _Fresnel
            value = 0.859443069
          }
          FLOAT
          {
            floatName = _Falloff
            value = 4.75221491
          }
          FLOAT
          {
            floatName = _SpeedX
            value = 0
          }
          FLOAT
          {
            floatName = _SpeedY
            value = 40.4332733
          }
          FLOAT
          {
            floatName = _TileY
            value = 1
          }
          FLOAT
          {
            floatName = _TileX
            value = 10
          }
          FLOAT
          {
            floatName = _FresnelInvert
            value = 0.099999994
          }
          FLOAT
          {
            floatName = _ExpandLinear
            value = 1.3144424
          }
          FLOAT
          {
            floatName = _TintFalloff
            value = 0.707776666
          }
          FLOAT
          {
            floatName = _Brightness
            value = 0.545000732
          }
        }
      }
      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 0.5 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 0.2 0 0
        }
      }
      FLOATMODIFIER
      {
        name = aDeform
        controllerName = atmosphereDepth
        transformName = Cylinder
        combinationType = REPLACE
        useRandomness = False
        randomnessController = random
        randomnessScale = 1
        floatName = _ExpandSquare
        floatCurve
        {
          key = 0 0 0 0
          key = 1 -1.5 0 0
        }
      }
    }

    EFFECT
    {
      name = hallPlume1
      parentName = thrustTransform
      MODEL
      {
        path = Waterfall/FX/fx-cylinder
        positionOffset = 0,0,-0.100000001
        rotationOffset = -90,0,0
        scaleOffset = 0.0700000003,2,0.0700000003
        MATERIAL
        {
          transform = Cylinder
          shader = Waterfall/Additive (Dynamic)
          TEXTURE
          {
            textureSlotName = _MainTex
            texturePath = Waterfall/FX/fx-noise-5
            textureScale = 1,1
            textureOffset = 0,0
          }
          COLOR
          {
            colorName = _StartTint
            colorValue = 1,0.770930409,1,1
          }
          COLOR
          {
            colorName = _EndTint
            colorValue = 0.905882359,0.0862745121,0.686274529,1
          }
          FLOAT
          {
            floatName = _Noise
            value = 1.66833103
          }
          FLOAT
          {
            floatName = _Fresnel
            value = 0.859443069
          }
          FLOAT
          {
            floatName = _Falloff
            value = 4.75221491
          }
          FLOAT
          {
            floatName = _SpeedX
            value = 0
          }
          FLOAT
          {
            floatName = _SpeedY
            value = 40.4332733
          }
          FLOAT
          {
            floatName = _TileY
            value = 1
          }
          FLOAT
          {
            floatName = _TileX
            value = 10
          }
          FLOAT
          {
            floatName = _FresnelInvert
            value = 0.099999994
          }
          FLOAT
          {
            floatName = _ExpandLinear
            value = 1.6177752
          }
          FLOAT
          {
            floatName = _TintFalloff
            value = 0.707776666
          }
          FLOAT
          {
            floatName = _Brightness
            value = 0.545000732
          }
        }
      }
      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 0.2 0 0
        }
      }
      FLOATMODIFIER
      {
        name = aDeform
        controllerName = atmosphereDepth
        transformName = Cylinder
        combinationType = REPLACE
        useRandomness = False
        randomnessController = random
        randomnessScale = 1
        floatName = _ExpandSquare
        floatCurve
        {
          key = 0 0 0 0
          key = 1 -1.5 0 0
        }
      }
    }

    EFFECT
    {
      name = hallPlume1
      parentName = thrustTransform
      MODEL
      {
        path = Waterfall/FX/fx-cylinder
        positionOffset = 0,0,-0.100000001
        rotationOffset = -90,0,0
        scaleOffset = 0.159999996,1.5,0.159999996
        MATERIAL
        {
          transform = Cylinder
          shader = Waterfall/Additive (Dynamic)
          TEXTURE
          {
            textureSlotName = _MainTex
            texturePath = Waterfall/FX/fx-noise-5
            textureScale = 1,1
            textureOffset = 0,0
          }
          COLOR
          {
            colorName = _StartTint
            colorValue = 1,0.770930409,1,1
          }
          COLOR
          {
            colorName = _EndTint
            colorValue = 0.905882359,0.0862745121,0.686274529,1
          }
          FLOAT
          {
            floatName = _Noise
            value = 1.66833103
          }
          FLOAT
          {
            floatName = _Fresnel
            value = 0.859443069
          }
          FLOAT
          {
            floatName = _Falloff
            value = 4.75221491
          }
          FLOAT
          {
            floatName = _SpeedX
            value = 0
          }
          FLOAT
          {
            floatName = _SpeedY
            value = 40.4332733
          }
          FLOAT
          {
            floatName = _TileY
            value = 1
          }
          FLOAT
          {
            floatName = _TileX
            value = 10
          }
          FLOAT
          {
            floatName = _FresnelInvert
            value = 0.099999994
          }
          FLOAT
          {
            floatName = _ExpandLinear
            value = 1.6177752
          }
          FLOAT
          {
            floatName = _TintFalloff
            value = 0.707776666
          }
          FLOAT
          {
            floatName = _Brightness
            value = 0.545000732
          }
        }
      }
      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 0.2 0 0
        }
      }
      FLOATMODIFIER
      {
        name = aDeform
        controllerName = atmosphereDepth
        transformName = Cylinder
        combinationType = REPLACE
        useRandomness = False
        randomnessController = random
        randomnessScale = 1
        floatName = _ExpandSquare
        floatCurve
        {
          key = 0 0 0 0
          key = 1 -1.5 0 0
        }
      }
    }
  }
}