@PART[mpdt-0625]:NEEDS[Waterfall]:FOR[NearFuturePropulsion]
{

  !MODULE[EngineLightEffect] {}
  !EFFECTS {}
  EFFECTS
  {
    engage
    {
      AUDIO
      {
        channel = Ship
        clip = NearFuturePropulsion/Sounds/MPDTOn
        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_ds01_core
    {
      AUDIO
      {
        channel = Ship
        clip = NearFuturePropulsion/Sounds/MPDTLoop01
        volume = 0.0 0.0
        volume = 0.01 0.2
        volume = 0.5 0.3
        volume = 1.0 0.6
        pitch = 0.0 2.0
        pitch = 0.5 1.6
        pitch = 1.0 1.3
        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 = mpdtFXreaction
      parentName = thrustTransform
      MODEL
      {
        path = Waterfall/FX/fx-cylinder
        positionOffset = 0,0,-0.200000003
        rotationOffset = -90,0,0
        scaleOffset = 0.0299999993,0.200000003,0.0299999993
        MATERIAL
        {
          transform = Cylinder
          shader = Waterfall/Additive (Dynamic)
          randomizeSeed = True
          TEXTURE
          {
            textureSlotName = _MainTex
            texturePath = Waterfall/FX/fx-noise-6
            textureScale = 1,1
            textureOffset = 0,0
          }
          COLOR
          {
            colorName = _StartTint
            colorValue = 0.588235319,0.847058833,0.847058833,1
          }
          COLOR
          {
            colorName = _EndTint
            colorValue = 0.905882359,0.0980392173,0.0980392173,1
          }
          FLOAT
          {
            floatName = _Fresnel
            value = 1.06166506
          }
          FLOAT
          {
            floatName = _Falloff
            value = 5.71276903
          }
          FLOAT
          {
            floatName = _FadeIn
            value = 0.363999456
          }
          FLOAT
          {
            floatName = _FadeOut
            value = 0.500499249
          }
          FLOAT
          {
            floatName = _ExpandLinear
            value = 5.05554771
          }
          FLOAT
          {
            floatName = _Noise
            value = 3.33666134
          }
          FLOAT
          {
            floatName = _SpeedY
            value = 50
          }
          FLOAT
          {
            floatName = _TileX
            value = 1
          }
          FLOAT
          {
            floatName = _ExpandSquare
            value = -3.84221625
          }
          FLOAT
          {
            floatName = _TintFalloff
            value = 0.859443069
          }
          FLOAT
          {
            floatName = _SpeedX
            value = 0
          }
          FLOAT
          {
            floatName = _FalloffStart
            value = 0
          }
          FLOAT
          {
            floatName = _Symmetry
            value = 8
          }
          FLOAT
          {
            floatName = _SymmetryStrength
            value = 0.303332865
          }
          FLOAT
          {
            floatName = _Brightness
            value = 2.30333281
          }
        }
      }
      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 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
        }
      }
    }
    EFFECT
    {
      name = mpdtFXPlume
      parentName = thrustTransform
      MODEL
      {
        path = Waterfall/FX/fx-cylinder
        positionOffset = 0,0,-0.400000006
        rotationOffset = -90,0,0
        scaleOffset = 0.0700000003,3,0.0700000003
        MATERIAL
        {
          transform = Cylinder
          shader = Waterfall/Additive (Dynamic)
          randomizeSeed = True
          TEXTURE
          {
            textureSlotName = _MainTex
            texturePath = Waterfall/FX/fx-noise-1
            textureScale = 1,1
            textureOffset = 0,0
          }
          COLOR
          {
            colorName = _StartTint
            colorValue = 1,0,0.173837855,1
          }
          COLOR
          {
            colorName = _EndTint
            colorValue = 0.905882359,0.0980392173,0.0980392173,1
          }
          FLOAT
          {
            floatName = _Fresnel
            value = 0.707776725
          }
          FLOAT
          {
            floatName = _Falloff
            value = 5.8644352
          }
          FLOAT
          {
            floatName = _FadeIn
            value = 0.0353888348
          }
          FLOAT
          {
            floatName = _FadeOut
            value = 0
          }
          FLOAT
          {
            floatName = _ExpandLinear
            value = 20
          }
          FLOAT
          {
            floatName = _Noise
            value = 3.03332901
          }
          FLOAT
          {
            floatName = _SpeedY
            value = 7
          }
          FLOAT
          {
            floatName = _TileX
            value = 2
          }
          FLOAT
          {
            floatName = _ExpandSquare
            value = 0
          }
          FLOAT
          {
            floatName = _TintFalloff
            value = 0.4044438
          }
        }
      }
      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 0.2 0 0
        }
      }
    }
    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 = 3.64588428
          lightType = Point
          color = 0.811764717,0.250980407,0.250980407,1
          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 = mpdtFXcore
      parentName = thrustTransform
      MODEL
      {
        path = Waterfall/FX/fx-cylinder
        positionOffset = 0,0,-0.200000003
        rotationOffset = -90,0,0
        scaleOffset = 0.0500000007,3,0.0500000007
        MATERIAL
        {
          transform = Cylinder
          shader = Waterfall/Additive (Dynamic)
          randomizeSeed = True
          TEXTURE
          {
            textureSlotName = _MainTex
            texturePath = Waterfall/FX/fx-noise-1
            textureScale = 1,1
            textureOffset = 0,0
          }
          COLOR
          {
            colorName = _StartTint
            colorValue = 0.858823538,0.858823538,0.858823538,1
          }
          COLOR
          {
            colorName = _EndTint
            colorValue = 0.905882359,0.0980392173,0.0980392173,1
          }
          FLOAT
          {
            floatName = _Fresnel
            value = 0.707776725
          }
          FLOAT
          {
            floatName = _Falloff
            value = 5.8644352
          }
          FLOAT
          {
            floatName = _FadeIn
            value = 0.0101110954
          }
          FLOAT
          {
            floatName = _FadeOut
            value = 0
          }
          FLOAT
          {
            floatName = _ExpandLinear
            value = 10
          }
          FLOAT
          {
            floatName = _Noise
            value = 3.03332901
          }
          FLOAT
          {
            floatName = _SpeedY
            value = 50
          }
          FLOAT
          {
            floatName = _TileX
            value = 1
          }
          FLOAT
          {
            floatName = _ExpandSquare
            value = 0
          }
          FLOAT
          {
            floatName = _TintFalloff
            value = 2.52777386
          }
        }
      }
      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 0.2 0 0
        }
      }
    }
    EFFECT
    {
      name = mpdtFXFlare
      parentName = thrustTransform
      MODEL
      {
        path = Waterfall/FX/fx-billboard-generic-1
        positionOffset = 0,0,-0.150000006
        rotationOffset = 0,0,0
        scaleOffset = 0.300000012,0.300000012,0.300000012
        MATERIAL
        {
          transform = Billboard
          shader = Waterfall/Billboard (Additive Directional)
          randomizeSeed = True
          TEXTURE
          {
            textureSlotName = _MainTex
            texturePath = Waterfall/FX/fx_flareglow-1
            textureScale = 1,1
            textureOffset = 0,0
          }
        }
      }
      FLOATMODIFIER
      {
        name = aBright
        controllerName = throttle
        transformName = Billboard
        combinationType = REPLACE
        useRandomness = False
        randomnessController = random
        randomnessScale = 1
        floatName = _Brightness
        floatCurve
        {
          key = 0 0 0 0
          key = 0.8 0 0 0
          key = 1 1 0 0
        }
      }
    }
  }

}

@PART[mpdt-125]:NEEDS[Waterfall]:FOR[NearFuturePropulsion]
{
  !MODULE[EngineLightEffect] {}
  !EFFECTS {}
  EFFECTS
  {
    engage
    {
      AUDIO
      {
        channel = Ship
        clip = NearFuturePropulsion/Sounds/MPDTOn
        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_ds02_core
    {
      AUDIO
      {
        channel = Ship
        clip = NearFuturePropulsion/Sounds/MPDTLoop01
        volume = 0.0 0.0
        volume = 0.01 0.1
        volume = 0.5 0.2
        volume = 1.0 0.4
        pitch = 0.0 1.4
        pitch = 0.5 1.2
        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 = random
      range = -1,1
    }
    CONTROLLER
    {
      name = randomPerlin
      linkedTo = random
      noiseType = perlin
      scale = -0.100000001
      minimum = -0.200000003
      speed = 20
      seed = 1
    }
    EFFECT
    {
      name = mpdtFXreaction
      parentName = thrustTransform
      MODEL
      {
        path = Waterfall/FX/fx-cylinder
        positionOffset = 0,0,-0.400000006
        rotationOffset = -90,0,0
        scaleOffset = 0.0599999987,0.200000003,0.0599999987
        MATERIAL
        {
          transform = Cylinder
          shader = Waterfall/Additive (Dynamic)
          randomizeSeed = True
          TEXTURE
          {
            textureSlotName = _MainTex
            texturePath = Waterfall/FX/fx-noise-6
            textureScale = 1,1
            textureOffset = 0,0
          }
          COLOR
          {
            colorName = _StartTint
            colorValue = 0.588235319,0.847058833,0.847058833,1
          }
          COLOR
          {
            colorName = _EndTint
            colorValue = 0.905882359,0.0980392173,0.0980392173,1
          }
          FLOAT
          {
            floatName = _Fresnel
            value = 0.505554795
          }
          FLOAT
          {
            floatName = _Falloff
            value = 2.9322176
          }
          FLOAT
          {
            floatName = _FadeIn
            value = 0.444888204
          }
          FLOAT
          {
            floatName = _FadeOut
            value = 0.500499249
          }
          FLOAT
          {
            floatName = _ExpandLinear
            value = -6
          }
          FLOAT
          {
            floatName = _Noise
            value = 1.74416423
          }
          FLOAT
          {
            floatName = _SpeedY
            value = 50.9888916
          }
          FLOAT
          {
            floatName = _TileX
            value = 1
          }
          FLOAT
          {
            floatName = _ExpandSquare
            value = 0
          }
          FLOAT
          {
            floatName = _TintFalloff
            value = 0.859443069
          }
          FLOAT
          {
            floatName = _SpeedX
            value = 0
          }
          FLOAT
          {
            floatName = _ExpandBounded
            value = 0.60666573
          }
        }
      }
      FLOATMODIFIER
      {
        name = tBright
        controllerName = throttle
        transformName = Cylinder
        combinationType = REPLACE
        useRandomness = False
        randomnessController = random
        randomnessScale = 1
        floatName = _Brightness
        floatCurve
        {
          key = 0 0 0 0
          key = 0.2 1 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 0.2 0 0
        }
      }
    }
    EFFECT
    {
      name = mpdtFXPlume
      parentName = thrustTransform
      MODEL
      {
        path = Waterfall/FX/fx-cylinder
        positionOffset = 0,0,-0.5
        rotationOffset = -90,0,0
        scaleOffset = 0.200000003,8,0.200000003
        MATERIAL
        {
          transform = Cylinder
          shader = Waterfall/Additive (Dynamic)
          randomizeSeed = True
          TEXTURE
          {
            textureSlotName = _MainTex
            texturePath = Waterfall/FX/fx-noise-1
            textureScale = 1,1
            textureOffset = 0,0
          }
          COLOR
          {
            colorName = _StartTint
            colorValue = 1,0,0.173837855,1
          }
          COLOR
          {
            colorName = _EndTint
            colorValue = 0.905882359,0.0980392173,0.0980392173,1
          }
          FLOAT
          {
            floatName = _Fresnel
            value = 0.707776725
          }
          FLOAT
          {
            floatName = _Falloff
            value = 5.8644352
          }
          FLOAT
          {
            floatName = _FadeIn
            value = 0
          }
          FLOAT
          {
            floatName = _FadeOut
            value = 0
          }
          FLOAT
          {
            floatName = _ExpandLinear
            value = 15
          }
          FLOAT
          {
            floatName = _Noise
            value = 3.03332901
          }
          FLOAT
          {
            floatName = _SpeedY
            value = 7
          }
          FLOAT
          {
            floatName = _TileX
            value = 2
          }
          FLOAT
          {
            floatName = _ExpandSquare
            value = 0
          }
          FLOAT
          {
            floatName = _TintFalloff
            value = 0.4044438
          }
        }
      }
      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 0.2 0 0
        }
      }
    }
    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 = 3
          lightType = Point
          color = 0.87843138,0.145098045,0.145098045,1
          angle = 0
        }
      }
      LIGHTFLOATMODIFIER
      {
        name = lightIntensity
        controllerName = throttle
        transformName = Light
        combinationType = REPLACE
        useRandomness = True
        randomnessController = randomPerlin
        randomnessScale = 1
        floatName = Intensity
        floatCurve
        {
          key = 0 0 0 0
          key = 1 1 0 0
        }
      }
    }
    EFFECT
    {
      name = mpdtFXcore
      parentName = thrustTransform
      MODEL
      {
        path = Waterfall/FX/fx-cylinder
        positionOffset = 0,0,-0.200000003
        rotationOffset = -90,0,0
        scaleOffset = 0.0500000007,8,0.0500000007
        MATERIAL
        {
          transform = Cylinder
          shader = Waterfall/Additive (Dynamic)
          randomizeSeed = True
          TEXTURE
          {
            textureSlotName = _MainTex
            texturePath = Waterfall/FX/fx-noise-1
            textureScale = 1,1
            textureOffset = 0,0
          }
          COLOR
          {
            colorName = _StartTint
            colorValue = 0.858823538,0.858823538,0.858823538,1
          }
          COLOR
          {
            colorName = _EndTint
            colorValue = 0.905882359,0.0980392173,0.0980392173,1
          }
          FLOAT
          {
            floatName = _Fresnel
            value = 0.707776725
          }
          FLOAT
          {
            floatName = _Falloff
            value = 5.8644352
          }
          FLOAT
          {
            floatName = _FadeIn
            value = 0.0303332862
          }
          FLOAT
          {
            floatName = _FadeOut
            value = 0
          }
          FLOAT
          {
            floatName = _ExpandLinear
            value = 15
          }
          FLOAT
          {
            floatName = _Noise
            value = 5.23249245
          }
          FLOAT
          {
            floatName = _SpeedY
            value = 50
          }
          FLOAT
          {
            floatName = _TileX
            value = 1
          }
          FLOAT
          {
            floatName = _ExpandSquare
            value = 0
          }
          FLOAT
          {
            floatName = _TintFalloff
            value = 2.52777386
          }
        }
      }
      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 0.2 0 0
        }
      }
    }
    EFFECT
    {
      name = mpdtFXFlare
      parentName = thrustTransform
      MODEL
      {
        path = Waterfall/FX/fx-billboard-generic-1
        positionOffset = 0,0,-0.25
        rotationOffset = 0,0,0
        scaleOffset = 0.5,0.5,0.5
        MATERIAL
        {
          transform = Billboard
          shader = Waterfall/Billboard (Additive Directional)
          randomizeSeed = True
          TEXTURE
          {
            textureSlotName = _MainTex
            texturePath = Waterfall/FX/fx_flareglow-1
            textureScale = 1,1
            textureOffset = 0,0
          }
        }
      }
      FLOATMODIFIER
      {
        name = aBright
        controllerName = throttle
        transformName = Billboard
        combinationType = REPLACE
        useRandomness = False
        randomnessController = random
        randomnessScale = 1
        floatName = _Brightness
        floatCurve
        {
          key = 0 0 0 0
          key = 0.8 0 0 0
          key = 1 1 0 0
        }
      }
    }
  }
}


@PART[mpdt-25]:NEEDS[Waterfall]:FOR[NearFuturePropulsion]
{
  !MODULE[EngineLightEffect] {}
  !EFFECTS {}
  EFFECTS
  {
    engage
    {
      AUDIO
      {
        channel = Ship
        clip = NearFuturePropulsion/Sounds/MPDTOn
        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_ds02_core
    {
      AUDIO
      {
        channel = Ship
        clip = NearFuturePropulsion/Sounds/MPDTLoop01
        volume = 0.0 0.0
        volume = 0.01 0.1
        volume = 0.5 0.2
        volume = 1.0 0.4
        pitch = 0.0 1.4
        pitch = 0.5 1.2
        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 = random
      range = -1,1
    }
    CONTROLLER
    {
      name = randomPerlin
      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 = 11.5141268
          lightType = Point
          color = 0.905882359,0.215686277,0.215686277,1
          angle = 0
        }
      }
      LIGHTFLOATMODIFIER
      {
        name = lightIntensity
        controllerName = throttle
        transformName = Light
        combinationType = REPLACE
        useRandomness = True
        randomnessController = randomPerlin
        randomnessScale = 1
        floatName = Intensity
        floatCurve
        {
          key = 0 0 0 0
          key = 1 1 0 0
        }
      }
    }
    EFFECT
    {
      name = mpdtFXreaction
      parentName = thrustTransform
      MODEL
      {
        path = Waterfall/FX/fx-cylinder
        positionOffset = 0,0,-0.800000012
        rotationOffset = -90,0,0
        scaleOffset = 0.100000001,0.5,0.100000001
        MATERIAL
        {
          transform = Cylinder
          shader = Waterfall/Additive (Dynamic)
          randomizeSeed = True
          TEXTURE
          {
            textureSlotName = _MainTex
            texturePath = Waterfall/FX/fx-noise-1
            textureScale = 1,1
            textureOffset = 0,0
          }
          COLOR
          {
            colorName = _StartTint
            colorValue = 0.588235319,0.847058833,0.847058833,1
          }
          COLOR
          {
            colorName = _EndTint
            colorValue = 0.905882359,0.0980392173,0.0980392173,1
          }
          FLOAT
          {
            floatName = _Fresnel
            value = 0.505554795
          }
          FLOAT
          {
            floatName = _Falloff
            value = 2.52777386
          }
          FLOAT
          {
            floatName = _FadeIn
            value = 0.444888204
          }
          FLOAT
          {
            floatName = _FadeOut
            value = 0.500499249
          }
          FLOAT
          {
            floatName = _ExpandLinear
            value = 6.47110128
          }
          FLOAT
          {
            floatName = _Noise
            value = 5.30832529
          }
          FLOAT
          {
            floatName = _SpeedY
            value = 0
          }
          FLOAT
          {
            floatName = _TileX
            value = 2
          }
          FLOAT
          {
            floatName = _ExpandSquare
            value = -3.84221625
          }
          FLOAT
          {
            floatName = _TintFalloff
            value = 0.859443069
          }
          FLOAT
          {
            floatName = _SpeedX
            value = 0
          }
        }
      }
      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 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
        }
      }
    }
    EFFECT
    {
      name = mpdtFXPlume
      parentName = thrustTransform
      MODEL
      {
        path = Waterfall/FX/fx-cylinder
        positionOffset = 0,0,-0.400000006
        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-1
            textureScale = 1,1
            textureOffset = 0,0
          }
          COLOR
          {
            colorName = _StartTint
            colorValue = 1,0,0.173837855,1
          }
          COLOR
          {
            colorName = _EndTint
            colorValue = 0.905882359,0.0980392173,0.0980392173,1
          }
          FLOAT
          {
            floatName = _Fresnel
            value = 0.707776725
          }
          FLOAT
          {
            floatName = _Falloff
            value = 5.8644352
          }
          FLOAT
          {
            floatName = _FadeIn
            value = 0
          }
          FLOAT
          {
            floatName = _FadeOut
            value = 0
          }
          FLOAT
          {
            floatName = _ExpandLinear
            value = 10
          }
          FLOAT
          {
            floatName = _Noise
            value = 4.32249355
          }
          FLOAT
          {
            floatName = _SpeedY
            value = 22
          }
          FLOAT
          {
            floatName = _TileX
            value = 2
          }
          FLOAT
          {
            floatName = _ExpandSquare
            value = 0
          }
          FLOAT
          {
            floatName = _TintFalloff
            value = 0.4044438
          }
        }
      }
      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 0.2 0 0
        }
      }
    }
    EFFECT
    {
      name = mpdtFXcore
      parentName = thrustTransform
      MODEL
      {
        path = Waterfall/FX/fx-cylinder
        positionOffset = 0,0,-1.20000005
        rotationOffset = -90,0,0
        scaleOffset = 0.100000001,12,0.100000001
        MATERIAL
        {
          transform = Cylinder
          shader = Waterfall/Additive (Dynamic)
          randomizeSeed = True
          TEXTURE
          {
            textureSlotName = _MainTex
            texturePath = Waterfall/FX/fx-noise-1
            textureScale = 1,1
            textureOffset = 0,0
          }
          COLOR
          {
            colorName = _StartTint
            colorValue = 0.858823538,0.858823538,0.858823538,1
          }
          COLOR
          {
            colorName = _EndTint
            colorValue = 0.905882359,0.0980392173,0.0980392173,1
          }
          FLOAT
          {
            floatName = _Fresnel
            value = 0.707776725
          }
          FLOAT
          {
            floatName = _Falloff
            value = 5.8644352
          }
          FLOAT
          {
            floatName = _FadeIn
            value = 0
          }
          FLOAT
          {
            floatName = _FadeOut
            value = 0
          }
          FLOAT
          {
            floatName = _ExpandLinear
            value = 10
          }
          FLOAT
          {
            floatName = _Noise
            value = 3.03332901
          }
          FLOAT
          {
            floatName = _SpeedY
            value = 28.2333012
          }
          FLOAT
          {
            floatName = _TileX
            value = 1
          }
          FLOAT
          {
            floatName = _ExpandSquare
            value = 0
          }
          FLOAT
          {
            floatName = _TintFalloff
            value = 2.52777386
          }
        }
      }
      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
        }
      }
    }
    EFFECT
    {
      name = mpdtFXFlare
      parentName = thrustTransform
      MODEL
      {
        path = Waterfall/FX/fx-billboard-generic-1
        positionOffset = 0,0,-1.5
        rotationOffset = 0,0,0
        scaleOffset = 1,0.5,1
        MATERIAL
        {
          transform = Billboard
          shader = Waterfall/Billboard (Additive Directional)
          randomizeSeed = True
          TEXTURE
          {
            textureSlotName = _MainTex
            texturePath = Waterfall/FX/fx_flarelamp-1
            textureScale = 1,1
            textureOffset = 0,0
          }
          COLOR
          {
            colorName = _StartTint
            colorValue = 0.905882359,0.447058827,0.447058827,1
          }
        }
      }
      FLOATMODIFIER
      {
        name = aBright
        controllerName = throttle
        transformName = Billboard
        combinationType = REPLACE
        useRandomness = False
        randomnessController = random
        randomnessScale = 0.200000003
        floatName = _Brightness
        floatCurve
        {
          key = 0 -1 0 0
          key = 0.8 0 0 0
          key = 1 1 0 0
        }
      }
      FLOATMODIFIER
      {
        name = aMult
        controllerName = atmosphereDepth
        transformName = Billboard
        combinationType = MULTIPLY
        useRandomness = True
        randomnessController = random
        randomnessScale = 0.200000003
        floatName = _Brightness
        floatCurve
        {
          key = 0 1 0 0
          key = 1 1 0 0
        }
      }
    }
  }


}