; Comment
; upgrade=0 = default!!!
; upgrade=1 = second upgrade!!
; UpgradeName needs to be a unique name
; ATTATCHED:
; Type=visual : steady part (no offset !!!)
; Type=visual.afterburner : movable afterburner flame
; Type=visual.tailflaps : movable tailflaps
; Type=visual.TailRudder : movable tail rudder
; Type=visual.wingflaps : mavable wingflaps


{VEHICLE

;Body  
  {PART
    Name=Body
	Upgradable=False
    {UPGRADE
	  Upgrade=0
	  UpgradeCosts=0
	  UpgradeName=Body
	  {ATTATCHED
        Type=Visual
        Mesh=Vehicles\F16\Body.mesh
        Texture=Body.ntx
	  END_ATTACHED}
    END_UPGRADE}
  END_PART}
  
; Window
  {PART
    Name=Window
	Upgradable=False
    {UPGRADE
	  Upgrade=0
	  UpgradeCosts=0
	  UpgradeName=Window
	  {ATTATCHED
        Type=Visual
        Mesh=Vehicles\F16\Window.mesh
        Texture=Window.jpg
	  END_ATTACHED}
    END_UPGRADE}
  END_PART}  

;Bottom
  {PART
    Name=Bottom
	Upgradable=False
    {UPGRADE
	  Upgrade=0
	  UpgradeCosts=0
	  UpgradeName=Bottom
	  {ATTATCHED
        Type=Visual
        Mesh=Vehicles\F16\Bottom.mesh
        Texture=Bottom.ntx
	  END_ATTACHED}
    END_UPGRADE}
  END_PART}  
  
  
;Engine
  {PART
    Name=Engine
	Upgradable=False
    {UPGRADE
	  Upgrade=0
	  UpgradeCosts=0
	  UpgradeName=Engine
	  {ATTATCHED
        Type=Visual
        Mesh=Vehicles\F16\Engine.mesh
        Texture=Engine.ntx
	  END_ATTACHED}
    END_UPGRADE}
  END_PART}
  
;Guns
  {PART
    Name=Engine
	Upgradable=False
    {UPGRADE
	  Upgrade=0
	  UpgradeCosts=0
	  UpgradeName=Guns
	  {ATTATCHED
        Type=Visual
        Mesh=Vehicles\F16\Guns.mesh
        Texture=Engine.jpg
	  END_ATTACHED}
    END_UPGRADE}
  END_PART}
  
;Front
  {PART
    Name=Front
	Upgradable=True
    {UPGRADE
	  Upgrade=0
	  UpgradeCosts=0
	  UpgradeName=Front
	  {ATTATCHED
        Type=Visual
        Mesh=Vehicles\F16\Front.mesh
        Texture=Front.ntx
	  END_ATTACHED}
    END_UPGRADE}
  END_PART}  

;Wings
  {PART
    Name=Wings
	Upgradable=True
    {UPGRADE
      Upgrade=0
      upgradeCosts=0
      UpgradeName=Wings0
	  UpgradeDisciption=Default wings
      
      {ATTATCHED
        Type=Visual
        Mesh=Vehicles\F16\Wings.mesh
        Texture=Wings.ntx
      END_ATTACHED}
      {ATTATCHED
        Type=Visual.WingFlaps
        Mesh=Vehicles\F16\WingFlapRight.mesh
        Texture=Wings.ntx
		Offset=(1300000, 0, 0)
		MaxRotation=(0, 0, 70000)
      END_ATTACHED}
      {ATTATCHED
        Type=Visual.WingFlaps
        Mesh=Vehicles\F16\WingFlapLeft.mesh
        Texture=Wings.ntx
		Offset=(1300000, 0, 0)
		MaxRotation=(0, 0, -70000)
      END_ATTACHED}

      {ATTATCHED
        Type=Visual.Emitter
        Data=Emitter=Emitter 1;Pos=(0,0,200000);Rot=(0,0,0);Scale=(0,0,0);Enabled=-1;Offset=(0,0,0);MaxlifeTime=100000;MinlifeTime=100000;MinScale=(-100000,-100000,-100000);MaxScale=(-100000,-100000,-100000);MinRotation=(0,0,0);MaxRotation=(0,0,0);MaxVelocity=(100000,100000,100000);MinVelocity=(-100000,-100000,-100000);MaxRotVelocity=(0,0,0);MinRotVelocity=(0,0,0);MinScaleVelocity=(-100000,-100000,-100000);MaxScaleVelocity=(-100000,-100000,-100000);Gravity=(0,0,0);br=255;bg=255;bb=255;er=5;eg=5;eb=5;MaxParticles=50;TextureName=Textures\Effects\WingTipTrial.jpg;TextureColums=0;TextureRows=0;Sequence=-1;BlendMode=1;MeshName=;SpawnInterval=3000;PT=2;
		Offset=(1612000, 0, 2693100)
      END_ATTACHED}
      {ATTATCHED
        Type=Visual.Emitter
        Data=Emitter=Emitter 1;Pos=(0,0,200000);Rot=(0,0,0);Scale=(0,0,0);Enabled=-1;Offset=(0,0,0);MaxlifeTime=100000;MinlifeTime=100000;MinScale=(-100000,-100000,-100000);MaxScale=(-100000,-100000,-100000);MinRotation=(0,0,0);MaxRotation=(0,0,0);MaxVelocity=(100000,100000,100000);MinVelocity=(-100000,-100000,-100000);MaxRotVelocity=(0,0,0);MinRotVelocity=(0,0,0);MinScaleVelocity=(-100000,-100000,-100000);MaxScaleVelocity=(-100000,-100000,-100000);Gravity=(0,0,0);br=255;bg=255;bb=255;er=5;eg=5;eb=5;MaxParticles=50;TextureName=Textures\Effects\WingTipTrial.jpg;TextureColums=0;TextureRows=0;Sequence=-1;BlendMode=1;MeshName=;SpawnInterval=3000;PT=2;
		Offset=(1612000, 0, -2693100)
      END_ATTACHED}
	  
      {ATTATCHED
        Type=Powerup.Hardpoint
		Offset=(-1201800, 280800, 830000)
		FireRate=1000
		Weapon=0
                Mesh=Vehicles\F16\GunFire.mesh
                Texture=GunFire.ntx
      END_ATTACHED}
      {ATTATCHED
        Type=Powerup.Hardpoint
		Offset=(-1201800, 280800, -830000)
		FireRate=1000
		Weapon=0
                Mesh=Vehicles\F16\GunFire.mesh
                Texture=GunFire.ntx
      END_ATTACHED}
	  



    END_UPGRADE}
  END_PART}

;Tail Wings
  {PART
    Name=Wings
	Upgradable=True
    {UPGRADE
      Upgrade=0
      upgradeCosts=0
      UpgradeName=TailWings0
	  UpgradeDisciption=Default tail wings
      
      {ATTATCHED
        Type=Visual.TailFlaps
        Mesh=Vehicles\F16\TailWings.mesh
        Texture=TailWing.ntx
		Offset=(3400000, 0, 0)
		MaxRotation=(0, 0, 70000)
      END_ATTACHED}



    END_UPGRADE}
  END_PART}

  
  
  ;Tail
  {PART
    Name=Wings
	Upgradable=True
    {UPGRADE
      Upgrade=0
      upgradeCosts=0
      UpgradeName=TailWings0
	  UpgradeDisciption=Default tail
      
      {ATTATCHED
        Type=Visual
        Mesh=Vehicles\F16\Tail.mesh
        Texture=Tail.ntx
      END_ATTACHED}
      {ATTATCHED
        Type=Visual.TailRudder
        Mesh=Vehicles\F16\TailRudder.mesh
        Texture=Tail.ntx
		Offset=(3200000, -1098500, 0)
		MaxRotation=(75000, -50000, -15000)
      END_ATTACHED}


    END_UPGRADE}
  END_PART}

;Afterburner
  {PART
    Name=Afterburner
	Upgradable=True
    {UPGRADE
      Upgrade=0
      upgradeCosts=0
      UpgradeName=AfterburnerFlame
	  UpgradeDisciption=Default afterburner flame
      
      {ATTATCHED
        Type=Visual.Afterburner
        Mesh=Vehicles\F16\AfterburnerInner.mesh
        Texture=Afterburner.ntx
		Offset=(3700000, 0, 15000)
		MaxRotation=(0, 0, 0)
      END_ATTACHED}
      {ATTATCHED
        Type=Visual.Afterburner
        Mesh=Vehicles\F16\AfterburnerOuter.mesh
        Texture=Afterburner.ntx
		Offset=(3700000, 0, 15000)
		MaxRotation=(0, 0, 0)
      END_ATTACHED}



    END_UPGRADE}
  END_PART}


END_VEHICLE}