<?xml version="1.0"?>

<PropertyList>

	<nasal>
	  

		<load>
			<![CDATA[
			print("Loading Harrier GR.1", cmdarg().getPath());

			var nodeName = cmdarg().getPath(); 

			##checks whether it has been initialized already; if so, just return
			if ( bombable.check_overall_initialized (nodeName) ) return;

			
			

			############################################
			#Harrier GR.1 INITIALIZER
			var object_init = func() {
			# Datas of this object are under: cmdarg().getPath()
			var thisNodeName = cmdarg().getPath();
			var thisNode = props.globals.getNode(thisNodeName);
			# Add some useful nodes


				
			########################################################################
			########################################################################
			# INITIALIZE BOMBABLE
			# 
			# Initialize constants and main routines for maintaining altitude
			# relative to ground-level, relocating after file/reset, and 
			# creating bombable/shootable objects.
			# 
			# These routines are found in FG/nasal/bombable.nas
			#  
			########################################################################               
			# INITIALIZE BOMBABLE Object
			# This object will be slurped in the object's node as a child
			# node named "bombable".                 
			# All distances are specified in meters.
			# All altitudes are relative to current ground level at the object's 
			# location
			# 
         
			thisNodeName = cmdarg().getPath(); 

			var bombableObject = {  
          
          
			objectNodeName : thisNodeName,
			objectNode : props.globals.getNode(thisNodeName),
			updateTime_s : 1/3, #time, in seconds, between the updates that 
			#keep the object at its AGL. Tradeoff is high-speed updates look more
			#realistic but slow down the framerate/cause jerkiness.  Faster-moving
			#objects will need more frequent updates to look realistic.
			#update time faster than about 1/3 seems to have a noticeable effect
			#on frame rate                    

		                        
			#########################################                              
			# ALTITUDE DEFINITIONS
			#         
			altitudes : {	
			wheelsOnGroundAGL_m : 1 , #altitude correction to add to your aircraft or ship that is needed to put wheels on ground (or, for a ship, make it float in the water at the correct level).  For most objects this is 0 but some models need a small correction to place them exactly at ground level
            
			minimumAGL_m : 1, #minimum altitude above ground level this object is allowed to fly
			maximumAGL_m : 15600, #maximum altitude AGL this object is allowed to fly, ie, operational ceiling	    
			crashedAGL_m : 0.6, #altitude AGL when crashed.  Ships will sink to this level, aircraft or vehicles will sink into the ground as landing gear collapses or tires deflate. Should be negative, even just -0.001.
			},
			#  
			#########################################
			# VELOCITIES DEFINITIONS
			# 
			velocities : {               
			maxSpeedReduce_percent : 0.5, #max % to reduce speed, per step, when damaged
			minSpeed_kt : 60, #minimum speed to reduce to when damaged.  Ground vehicles and ships might stop completely when damaged but aircraft will need a minimum speed so they keep moving until they hit the ground.
			cruiseSpeed_kt : 300, #cruising speed, typical/optimal cruising speed, V C for aircraft
            
			attackSpeed_kt : 500, #typical/optimal speed when aggressively attacking or evading, in
			#level flight for aircraft
            
			maxSpeed_kt : 635 , #Maximum possible speed under dive or downhill conditions, V NE for aircraft
    
			damagedAltitudeChangeMaxRate_meterspersecond : 30, #max rate to sink or fly downwards when damaged, in meters/second
            
			#The terminal velocities are calculated by opening the 'real' AC 
			#in FG, level flight, full throttle, then putting
			#the AC at different angles of attack with the autopilot,
			#and noting the terminal airspeed & vertical speed velocities.
			#For best results, do it near sea level, under 5000 feet altitude.
			#One or two each of climb & dive velocities are probably sufficient.
			#However if you do more we may be able to use the more precise
			#data in the future.
			#
			#Note that these are intended to be true airspeed whereas FG's
			#/velocities/airspeed-kt reports indicated airspeed, so some 
			#conversion or reference to groundspeed-kt is needed.
			# 
			#In FG /velocities/groundspeed-kt is equal (or close 
			#to equal, except for wind . . .) true airspeed when pitch=0 
			#but as pitch increases or decreases that will change.
			#  
                                    
			diveTerminalVelocities: {
			point1: { airspeed_kt : 447.6, vertical_speed_fps : - 74.4},
			point2: { airspeed_kt : 498.4, vertical_speed_fps : - 167.1},
			point3: { airspeed_kt : 535, vertical_speed_fps : - 255.0},
			point4: { airspeed_kt : 556, vertical_speed_fps : - 343.9},
                
                
                
			},

			climbTerminalVelocities: {
			point1: { airspeed_kt : 331.2, vertical_speed_fps : 34.3},
			point2: { airspeed_kt : 266.7, vertical_speed_fps : 59.4},
			point3: { airspeed_kt : 169.7, vertical_speed_fps : 73.1},
               
			},

            
			},
			#  
			#########################################
			# EVASION DEFINITIONS
			# 
			# The evasion system makes the AI aircraft dodge when they come under
			# fire. 
			evasions : {               
			dodgeDelayMax_sec : 15, #max time to delay/wait between dodges
			dodgeDelayMin_sec : 5, #minimum time to delay/wait between dodges
			dodgeMax_deg : 75, #Max amount to turn when dodging
			#90 degrees = instant turn, unrealistic
			#up to 80 is usually OK, somewhere in 80-85 starts to be unrealistically fast
			#>85 is usually very unrealistic.  You must test this in your scenario, however.
            
			dodgeMin_deg : 57, #minimum amount to turn when dodging
			rollRateMax_degpersec : 110, #you can figure this out by rolling the corresponding FG aircraft and timing a 180 or 360 deg roll                                                      
			dodgeROverLPreference_percent : 50, # Preference for right turns vs. left when dodging.  90% means 90% right turns, 50% means 50% right turns.
			dodgeAltMin_m : -5000, #Aircraft will begin to move up or down 
			dodgeAltMax_m : 5000, #Max & Min are relative to current alt 
			dodgeVertSpeedClimb_mps : 100, #Max speed to climb when evading
			dodgeVertSpeedDive_mps : 200, #Max speed to dive when evading 
			},
			#  
			#########################################
			# ATTACK DEFINITIONS
			# 
			# The attack system makes the AI aircraft turn and fly towards 
			# other aircraft 
			attacks : {               
			maxDistance_m : 14000, #max distance to turn & attack main aircraft
			minDistance_m : 2500, #min distance to turn & attack main aircraft, ie, fly away this far before turning to attack again
			continueAttackAngle_deg : 20, #when within minDistance_m, the aircraft will continue to turn towards the main aircraft and attack *if* if the angle is less than this amount from dead ahead
			altitudeHigherCutoff_m : 13000, # will attack the main aircraft unless this amount higher than it or more
			altitudeLowerCutoff_m : 5000, # will attack the main aircraft unless this amount lower than it or more
			climbPower : 6000, # How powerful the aircraft is when climbing during an attack; 4000 would be typical for, say a Zero--scale accordingly for others; higher is stronger
			divePower : 9000, # How powerful the aircraft is when diving during and attack; 6000 typical of a Zero--could be much more than climbPower if the aircraft is a weak climber but a strong diver              
			rollMin_deg : 58, #when turning on attack, roll to this angle min
			rollMax_deg : 75, #when turning on attack, roll to this angle max
			#90 degrees = instant turn, unrealistic
			#up to 80 might be OK, depending on aircraft & speed; somewhere in 80-85 starts to be unrealistically fast
			#>85 is usually very unrealistic.  You must test this in your scenario, however.
			rollRateMax_degpersec : 110, #you can figure this out by rolling the corresponding FG aircraft and timing a 180 or 360 deg roll                                                                  
			attackCheckTime_sec : 10, # check for need to attack/correct course this often  
			attackCheckTimeEngaged_sec : 0.7, # once engaged with enemy, check/update course this frequently
                
			},
          
			#  
			#########################################
			# WEAPONS DEFINITIONS
			# 
			# The weapons system makes the AI aircraft fire on the main aircraft 
			# You can define any number of weapons--just enclose each in curly brackets
			# and separate with commas (,).           
			weapons : {
			front_gun :  #internal name - this can be any name you want; must be a valid nasal variable name
			{               
			name : "ADEN", # name presented to users, ie in on-screen messages
			maxDamage_percent : 30, # maximum percentage damage one hit from the aircraft's main weapon/machine guns will do to an opponent
			maxDamageDistance_m : 700, # maximum distance at which the aircrafts main weapon/maching guns will be able to damage an opponent
			weaponAngle_deg  :  { heading: 0, elevation: 0 }, # direction the aircraft's main weapon is aimed.   
			# 0,0 = straight ahead, 90,0=directly right, 0,90=directly up, 0,180=directly back, etc.
			weaponOffset_m : {x:2.5, y:0, z:0}, # Offset of the weapon from the main aircraft center
			weaponSize_m : {start:.30, end:.30}, # Visual size of the weapon's projectile, in meters, at start & end of its path

			},    
			},  
          
			#  
			#########################################
			# DIMENSION DEFINITIONS
			#           
			dimensions : {                  
			width_m : 7.70,  #width of your object, ie, for aircraft, wingspan
			length_m : 14.27, #length of your object, ie, for aircraft, distance nose to tail
			height_m : 3.63, #height of your object, ie, for aircraft ground to highest point when sitting on runway
            
			damageRadius_m : 7, #typically 1/2 the longest dimension of the object. Hits within this distance of the 
			#center of object have some possibility of damage
			vitalDamageRadius_m : 2, #typically the radius of the fuselage or cockpit or other most 
			# vital area at the center of the object.  Always smaller than damageRadius_m
                                    
			crashRadius_m : 6, #It's a crash if the main aircraft hits in this area.
                                
			},
			#
			#########################################
			# VULNERABILITIES DEFINITIONS        
			#
			vulnerabilities : {                   
			damageVulnerability : 8, #Vulnerability to damage from armament, 1=normal M1 tank; higher to make objects easier to kill and lower to make them more difficult.  This is a multiplier, so 5 means 5X easier to kill than an M1, 1/5 means 5X harder to kill. 
            
			engineDamageVulnerability_percent : 8, #Chance that a small-caliber machine-gun round will damage the engine.       
            
			fireVulnerability_percent : 7, #Vulnerability to catching on fire. 100% means even the slightest impact will set it on fire; 20% means quite difficult to set on fire; 0% means set on fire only when completely damaged; -1% means never set on fire.                          
            
			fireDamageRate_percentpersecond : .5, #Amount of damage to add, per second, when on fire.  100%=completely damaged. Warthog is relatively damage-resistant.
            
			fireExtinguishMaxTime_seconds : 80, #Once a fire starts, for this many seconds there is a chance to put out the fire; fires lasting longer than this won't be put out until the object burns out.
            
			fireExtinguishSuccess_percentage : 50, #Chance of the crew putting out the fire within the MaxTime above. Warthoge is relatively damage-resistant.
            
			explosiveMass_kg : 15000 , #mass of the object in KG, but give at least a 2-10X bonus to anything carrying flammables or high explosives.
			},
			#
			#########################################
			# LIVERY DEFINITIONS
			#
			# Path to livery files to use at different damage levels.
			# Path is relative to the AI aircraft's directory.
			# The object will start with the first livery listed and 
			# change to succeeding liveries as the damage
			# level increases. The final livery should indicate full damage/
			# object destroyed.        
			# 
			# If you don't want to specify any special liveries simply set 
			# damageLivery : nil and the object's normal livery will be used.  
			#                                                            
			damageLiveries : {
			damageLivery : [  ]                        
			},
                            
			};

			#########################################
			# INITIALIZE ROUTINES
			# 
			# OVERALL INITIALIZER: Needed to make all the others work
			bombable.initialize ( bombableObject );
			#
			# LOCATION: Relocate object to maintain its position after file/reset       
			# (best not used for airplanes)
			# bombable.location_init ( thisNodeName );
			#
			# GROUND: Keep object at altitude relative to ground level
			bombable.ground_init ( thisNodeName );
			#
			# ATTACK: Make the object attack the main aircraft        
			bombable.attack_init ( thisNodeName );
			#
			# WEAPONS: Make the object shoot the main aircraft        
			bombable.weapons_init ( thisNodeName );                
			#
			# BOMBABLE: Make the object bombable/damageable        
			bombable.bombable_init ( thisNodeName );
			#
			# SMOKE/CONTRAIL: Start a flare, contrail, smoke trail, or exhaust 
			# trail for the object.
			# Smoke types available: flare, jetcontrail, pistonexhaust, smoketrail,
			# damagedengine                        
			bombable.startSmoke("jetcontrail", thisNodeName );
			#
			# END INITIALIZE BOMBABLE
			########################################################################
			########################################################################                
	      

				
			}
			
			object_init();
			]]>
		</load>
		<unload>
			<![CDATA[
			print("Unload Harrier GR.1");
			var nodeName= cmdarg().getPath();  
			bombable.de_overall_initialize( nodeName );
			bombable.initialize_del( nodeName );
			bombable.ground_del( nodeName );
			bombable.location_del (nodeName);
			bombable.bombable_del( nodeName );
			bombable.attack_del( nodeName );
			bombable.weapons_del (nodeName);      
			#  </unload>

			]]>
		</unload>
	</nasal>  

</PropertyList>
