@PART[ionArgon-0625]:NEEDS[Waterfall]:FOR[zNearFuturePropulsion]
{
!MODULE[ModuleWaterfallFX] {}
  !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
    // This is a custom name
    moduleID = hallFX
    // 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-xenon-1
      // This field allows you to override the parentTransform name in the EFFECTS contained in the template
      overrideParentTransform = thrustTransform
      scale = 1,1,1
      rotation = 0,0,0
      position = 0,0,0
    }
  }
}

@PART[ionArgon-0625-2]:NEEDS[Waterfall]:FOR[zNearFuturePropulsion]
{
  !MODULE[ModuleWaterfallFX] {}
  !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-xenon-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[zNearFuturePropulsion]
{
!MODULE[ModuleWaterfallFX] {}
  !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 = 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 = 0,0.770930409,1,1
      }
      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 = 0,0.770930409,1,1
      }
      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 = 0,0.770930409,1,1
      }
      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
    }
  }
}


}