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313
overrides/config/mts.cfg
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313
overrides/config/mts.cfg
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# Configuration file
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clientconfig {
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# How long (in ticks) it takes before control surfaces try to return to their natural angle.
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# This is not used when using a joystick.
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I:ControlSurfaceCooldown=4
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# If enabled, MTS will re-load all resources every time the config key (P) is pressed.
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# This includes textures for vehicles and parts, JSON files, and OBJ models.
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# This is intended for use in pack creation with pack components
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# being placed in an un-zipped resource pack.
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# Note that every re-load will also re-load EVERY resource, not just MTS resources.
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# Make sure not to have lots of mods installed when you are doing this!
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B:DevMode=false
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# Render the insides of windows on vehicles?
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B:InnerWindows=true
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# Dead zone for joystick axis. NOT joystick specific.
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D:JoystickDeadZone=0.03
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# Should keyboard controls be overriden when a joystick control is mapped?
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# Leave true to free up the keyboard while using a joysick.
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B:KeyboardOverride=true
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# Enable mouse yoke for vehicles?
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# Prevents looking around unless unlocked. Think MCHeli controls.
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B:MouseYoke=false
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# Does altimiter read zero at average sea level instead of Y=0?
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B:SeaLevelOffset=false
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}
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controls_joystick {
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I:input.aircraft.brake_button=999
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S:input.aircraft.brake_joystick=
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I:input.aircraft.camlock_button=999
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S:input.aircraft.camlock_joystick=
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I:input.aircraft.changehud_button=999
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S:input.aircraft.changehud_joystick=
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I:input.aircraft.changeview_button=999
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S:input.aircraft.changeview_joystick=
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I:input.aircraft.flaps_d_button=999
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S:input.aircraft.flaps_d_joystick=
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I:input.aircraft.flaps_u_button=999
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S:input.aircraft.flaps_u_joystick=
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I:input.aircraft.look_a_button=999
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S:input.aircraft.look_a_joystick=
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I:input.aircraft.look_d_button=999
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S:input.aircraft.look_d_joystick=
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I:input.aircraft.look_l_button=999
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S:input.aircraft.look_l_joystick=
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I:input.aircraft.look_r_button=999
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S:input.aircraft.look_r_joystick=
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I:input.aircraft.look_u_button=999
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S:input.aircraft.look_u_joystick=
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I:input.aircraft.mod_button=999
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S:input.aircraft.mod_joystick=
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I:input.aircraft.panel_button=999
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S:input.aircraft.panel_joystick=
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I:input.aircraft.park_button=999
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S:input.aircraft.park_joystick=
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I:input.aircraft.pitch_button=999
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B:input.aircraft.pitch_inverted=false
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S:input.aircraft.pitch_joystick=
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D:input.aircraft.pitch_maxtravel=1.0
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D:input.aircraft.pitch_mintravel=-1.0
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I:input.aircraft.reverse_button=999
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S:input.aircraft.reverse_joystick=
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I:input.aircraft.roll_button=999
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B:input.aircraft.roll_inverted=false
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S:input.aircraft.roll_joystick=
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D:input.aircraft.roll_maxtravel=1.0
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D:input.aircraft.roll_mintravel=-1.0
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I:input.aircraft.throttle_button=999
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B:input.aircraft.throttle_inverted=false
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S:input.aircraft.throttle_joystick=
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D:input.aircraft.throttle_maxtravel=1.0
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D:input.aircraft.throttle_mintravel=-1.0
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I:input.aircraft.trim_pitch_d_button=999
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S:input.aircraft.trim_pitch_d_joystick=
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I:input.aircraft.trim_pitch_u_button=999
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S:input.aircraft.trim_pitch_u_joystick=
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I:input.aircraft.trim_roll_l_button=999
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S:input.aircraft.trim_roll_l_joystick=
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I:input.aircraft.trim_roll_r_button=999
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S:input.aircraft.trim_roll_r_joystick=
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I:input.aircraft.trim_yaw_l_button=999
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S:input.aircraft.trim_yaw_l_joystick=
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I:input.aircraft.trim_yaw_r_button=999
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S:input.aircraft.trim_yaw_r_joystick=
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I:input.aircraft.yaw_button=999
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B:input.aircraft.yaw_inverted=false
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S:input.aircraft.yaw_joystick=
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D:input.aircraft.yaw_maxtravel=1.0
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D:input.aircraft.yaw_mintravel=-1.0
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I:input.aircraft.zoom_i_button=999
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S:input.aircraft.zoom_i_joystick=
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I:input.aircraft.zoom_o_button=999
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S:input.aircraft.zoom_o_joystick=
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I:input.car.brake_button=999
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S:input.car.brake_joystick=
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I:input.car.camlock_button=999
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S:input.car.camlock_joystick=
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I:input.car.changehud_button=999
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S:input.car.changehud_joystick=
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I:input.car.changeview_button=999
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S:input.car.changeview_joystick=
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I:input.car.gas_button=999
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B:input.car.gas_inverted=false
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S:input.car.gas_joystick=
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D:input.car.gas_maxtravel=1.0
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D:input.car.gas_mintravel=-1.0
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I:input.car.horn_button=999
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S:input.car.horn_joystick=
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I:input.car.lights_button=999
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S:input.car.lights_joystick=
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I:input.car.lights_special_button=999
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S:input.car.lights_special_joystick=
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I:input.car.look_a_button=999
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S:input.car.look_a_joystick=
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I:input.car.look_d_button=999
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S:input.car.look_d_joystick=
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I:input.car.look_l_button=999
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S:input.car.look_l_joystick=
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I:input.car.look_r_button=999
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S:input.car.look_r_joystick=
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I:input.car.look_u_button=999
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S:input.car.look_u_joystick=
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I:input.car.mod_button=999
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S:input.car.mod_joystick=
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I:input.car.park_button=999
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S:input.car.park_joystick=
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I:input.car.shift_d_button=999
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S:input.car.shift_d_joystick=
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I:input.car.shift_u_button=999
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S:input.car.shift_u_joystick=
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I:input.car.start_button=999
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S:input.car.start_joystick=
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I:input.car.stop_button=999
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S:input.car.stop_joystick=
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I:input.car.turn_button=999
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B:input.car.turn_inverted=false
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S:input.car.turn_joystick=
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D:input.car.turn_maxtravel=1.0
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D:input.car.turn_mintravel=-1.0
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I:input.car.zoom_i_button=999
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S:input.car.zoom_i_joystick=
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I:input.car.zoom_o_button=999
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S:input.car.zoom_o_joystick=
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}
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controls_keyboard {
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I:input.aircraft.brake=48
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I:input.aircraft.camlock=157
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I:input.aircraft.flaps_d=35
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I:input.aircraft.flaps_u=21
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I:input.aircraft.mod=54
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I:input.aircraft.panel=22
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I:input.aircraft.pitch_d=17
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I:input.aircraft.pitch_u=31
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I:input.aircraft.roll_l=30
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I:input.aircraft.roll_r=32
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I:input.aircraft.throttle_d=37
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I:input.aircraft.throttle_u=23
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I:input.aircraft.yaw_l=36
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I:input.aircraft.yaw_r=38
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I:input.aircraft.zoom_i=201
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I:input.aircraft.zoom_o=209
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I:input.car.brake=31
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I:input.car.camlock=157
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I:input.car.gas=17
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I:input.car.horn=46
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I:input.car.lights=45
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I:input.car.lights_special=47
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I:input.car.mod=54
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I:input.car.shift_d=33
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I:input.car.shift_u=19
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I:input.car.start=44
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I:input.car.turn_l=30
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I:input.car.turn_r=32
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I:input.car.zoom_i=201
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I:input.car.zoom_o=209
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}
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damage {
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# Whether or not vehicles can break blocks when they hit them. If false, vehicles will simply stop when they hit blocks.
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B:BlockBreakage=true
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# Factor for damage caused by crashes.
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D:CrashDamageFactor=1.0
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# Chance an engine will spring a leak if hit.
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# Explosions cause 10x this chance.
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D:EngineLeakProbability=0.01
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# Whether or not vehicles explode when crashed or shot down.
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B:Explosions=true
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# Factor for damage caused by a propeller.
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D:PropellerDamageFactor=1.0
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# Factor for damage caused by wheels on vehicles.
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D:WheelDamageFactor=1.0
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}
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fuels {
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D:argon=0.0
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D:atmosphericgases=0.0
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D:bacterialsludge=0.0
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D:biofuel=0.0
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D:blaze_juice=0.0
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D:brine=0.0
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D:carbondioxide=0.0
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D:cheese_of_milk_fluid=0.0
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D:cheese_of_milk_gas=0.0
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D:clean_water_fluid=0.0
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D:crystalfloe=0.0
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D:crystallize_lava_fluid=0.0
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D:crystallize_water_fluid=0.0
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D:ender_sap=0.0
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D:essence=0.0
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D:frozen_water_fluid=0.0
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D:fuel=0.0
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D:fuelgc=0.0
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D:fuelium=0.0
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D:glowstone_fluid=0.0
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D:heavywater=0.0
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D:helium=0.0
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D:helium_gas=0.0
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D:hydrogen=0.0
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D:if.ore_fluid_fermented=0.0
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D:if.ore_fluid_raw=0.0
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D:if.pink_slime=0.0
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D:if.protein=0.0
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D:infected_water_fluid=0.0
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D:latex=0.0
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D:lava=1.0
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D:liquid_caramel_fluid=0.0
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D:liquid_chocolate_fluid=0.0
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D:liquid_hydrocarbon_fluid=0.0
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D:liquid_nitrogen=0.0
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D:liquidargon=0.0
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D:liquidchlorine=0.0
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D:liquiddeuterium=0.0
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D:liquidethene=0.0
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D:liquidfusionfuel=0.0
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D:liquidhydrogen=0.0
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D:liquidhydrogenchloride=0.0
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D:liquidlithium=0.0
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D:liquidmethane=0.0
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D:liquidnitrogen=0.0
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D:liquidoxygen=0.0
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D:liquidsodium=0.0
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D:liquidsulfurdioxide=0.0
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D:liquidsulfurtrioxide=0.0
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D:liquidtritium=0.0
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D:magma_fluid=0.0
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D:matter_plasma=0.0
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D:meat=0.0
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D:methane=0.0
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D:methane_fluid=0.0
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D:milk=0.0
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D:molten_tritanium=0.0
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D:nitrogen=0.0
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D:nitrogen_fluid=0.0
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D:nitrogen_ice_fluid=0.0
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D:nuclear_waste_fluid=0.0
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D:oil=0.0
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D:oilgc=0.0
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D:oxygen=0.0
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D:purify_water_fluid=0.0
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D:radioactive_water_fluid=0.0
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D:salt_fluid=0.0
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D:sewage=0.0
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D:sludge=0.0
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D:steam=0.0
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D:sulfuricacid=0.0
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D:sulphuricacid=0.0
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D:water=0.0
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D:witchwater=0.0
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D:xpjuice=0.0
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}
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general {
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# Speed (in BLK/S) at which players start to slide off vehicles due to wind.
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# Does not affect collision boxes set as interior in the vehicle JSON.
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D:ClingSpeed=0.25
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# Factor times which engines use fuel.
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# Change this if you think engines use fuel too fast or slow.
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D:FuelUsageFactor=1.0
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# Any item that contains these words will be counted as heavy (double mass) when considering plane mass.
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# Change and tweak to your liking.
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S:HeavyItems=diamond, iron, gold, coal, ore, stone
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# When riding in a vehicle above this height MTS will reduce the render distance to 1.
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# This provides a significant speedup for worldgen and render lag.
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# Note that this is only active on Singleplayer.
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I:RenderReductionHeight=250
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# Factor to apply to vehicle movement.
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# 1 is the realistic value, but this makes vehicles move too fast for Minecraft. Adjust with caution.
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D:SpeedFactor=0.35
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}
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