blueprints/Wavebreakers/[Loki] [Spine] Heli Module/bp.sbc

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<MyObjectBuilder_CubeBlock xsi:type="MyObjectBuilder_CubeBlock">
<SubtypeName>SmallBlockArmorBlock</SubtypeName>
<Min x="-6" y="16" z="-8" />
<ColorMaskHSV x="0.05" y="0.07" z="0.26" />
<SkinSubtypeId>CarbonFibre_Armor</SkinSubtypeId>
</MyObjectBuilder_CubeBlock>
<MyObjectBuilder_CubeBlock xsi:type="MyObjectBuilder_CubeBlock">
<SubtypeName>HalfArmorBlock</SubtypeName>
<Min x="-6" y="17" z="-9" />
<BlockOrientation Forward="Down" Up="Forward" />
<ColorMaskHSV x="0.05" y="0.07" z="0.26" />
<SkinSubtypeId>CarbonFibre_Armor</SkinSubtypeId>
</MyObjectBuilder_CubeBlock>
<MyObjectBuilder_CubeBlock xsi:type="MyObjectBuilder_CubeBlock">
<SubtypeName>HalfSlopeArmorBlock</SubtypeName>
<Min x="-7" y="15" z="-15" />
<BlockOrientation Forward="Up" Up="Left" />
<ColorMaskHSV x="0.05" y="0.07" z="0.26" />
<SkinSubtypeId>CarbonFibre_Armor</SkinSubtypeId>
</MyObjectBuilder_CubeBlock>
<MyObjectBuilder_CubeBlock xsi:type="MyObjectBuilder_CubeBlock">
<SubtypeName>HalfArmorBlock</SubtypeName>
<Min x="-7" y="16" z="-14" />
<BlockOrientation Forward="Right" Up="Down" />
<ColorMaskHSV x="0.05" y="0.07" z="0.26" />
<SkinSubtypeId>CarbonFibre_Armor</SkinSubtypeId>
</MyObjectBuilder_CubeBlock>
<MyObjectBuilder_CubeBlock xsi:type="MyObjectBuilder_CubeBlock">
<SubtypeName>HalfSlopeArmorBlock</SubtypeName>
<Min x="-7" y="17" z="-13" />
<BlockOrientation Forward="Down" Up="Left" />
<ColorMaskHSV x="0.05" y="0.07" z="0.26" />
<SkinSubtypeId>CarbonFibre_Armor</SkinSubtypeId>
</MyObjectBuilder_CubeBlock>
<MyObjectBuilder_CubeBlock xsi:type="MyObjectBuilder_CubeBlock">
<SubtypeName>HalfSlopeArmorBlock</SubtypeName>
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<BlockOrientation Forward="Up" Up="Right" />
<ColorMaskHSV x="0.05" y="0.07" z="0.26" />
<SkinSubtypeId>CarbonFibre_Armor</SkinSubtypeId>
</MyObjectBuilder_CubeBlock>
<MyObjectBuilder_CubeBlock xsi:type="MyObjectBuilder_CubeBlock">
<SubtypeName>HalfArmorBlock</SubtypeName>
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<BlockOrientation Forward="Left" Up="Up" />
<ColorMaskHSV x="0.05" y="0.07" z="0.26" />
<SkinSubtypeId>CarbonFibre_Armor</SkinSubtypeId>
</MyObjectBuilder_CubeBlock>
<MyObjectBuilder_CubeBlock xsi:type="MyObjectBuilder_CubeBlock">
<SubtypeName>HalfSlopeArmorBlock</SubtypeName>
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<BlockOrientation Forward="Down" Up="Right" />
<ColorMaskHSV x="0.05" y="0.07" z="0.26" />
<SkinSubtypeId>CarbonFibre_Armor</SkinSubtypeId>
</MyObjectBuilder_CubeBlock>
<MyObjectBuilder_CubeBlock xsi:type="MyObjectBuilder_BatteryBlock">
<SubtypeName>SmallBlockSmallBatteryBlock</SubtypeName>
<EntityId>127313373147323457</EntityId>
<Min x="-6" y="16" z="-15" />
<ColorMaskHSV x="0.05" y="0.07" z="0.26" />
<SkinSubtypeId>CarbonFibre_Armor</SkinSubtypeId>
<Owner>144115188075855895</Owner>
<ShareMode>Faction</ShareMode>
<CustomName>[Loki] [Spine] Small Battery</CustomName>
<ShowOnHUD>false</ShowOnHUD>
<ShowInTerminal>false</ShowInTerminal>
<ShowInToolbarConfig>false</ShowInToolbarConfig>
<ShowInInventory>true</ShowInInventory>
<NumberInGrid>5</NumberInGrid>
<Enabled>true</Enabled>
<CurrentStoredPower>0.006050876</CurrentStoredPower>
<ProducerEnabled>true</ProducerEnabled>
<MaxStoredPower>0</MaxStoredPower>
<SemiautoEnabled>false</SemiautoEnabled>
<OnlyDischargeEnabled>false</OnlyDischargeEnabled>
<ChargeMode>0</ChargeMode>
</MyObjectBuilder_CubeBlock>
<MyObjectBuilder_CubeBlock xsi:type="MyObjectBuilder_CubeBlock">
<SubtypeName>HalfArmorBlock</SubtypeName>
<Min x="-6" y="17" z="-14" />
<BlockOrientation Forward="Down" Up="Forward" />
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<SkinSubtypeId>CarbonFibre_Armor</SkinSubtypeId>
</MyObjectBuilder_CubeBlock>
<MyObjectBuilder_CubeBlock xsi:type="MyObjectBuilder_CubeBlock">
<SubtypeName>HalfArmorBlock</SubtypeName>
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<BlockOrientation Forward="Up" Up="Backward" />
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<SkinSubtypeId>CarbonFibre_Armor</SkinSubtypeId>
</MyObjectBuilder_CubeBlock>
<MyObjectBuilder_CubeBlock xsi:type="MyObjectBuilder_CubeBlock">
<SubtypeName>HalfSlopeArmorBlock</SubtypeName>
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<BlockOrientation Forward="Up" Up="Left" />
<ColorMaskHSV x="0.05" y="0.07" z="0.26" />
<SkinSubtypeId>CarbonFibre_Armor</SkinSubtypeId>
</MyObjectBuilder_CubeBlock>
<MyObjectBuilder_CubeBlock xsi:type="MyObjectBuilder_CubeBlock">
<SubtypeName>HalfArmorBlock</SubtypeName>
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<ColorMaskHSV x="0.05" y="0.07" z="0.26" />
<SkinSubtypeId>CarbonFibre_Armor</SkinSubtypeId>
</MyObjectBuilder_CubeBlock>
<MyObjectBuilder_CubeBlock xsi:type="MyObjectBuilder_CubeBlock">
<SubtypeName>HalfSlopeArmorBlock</SubtypeName>
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<BlockOrientation Forward="Down" Up="Left" />
<ColorMaskHSV x="0.05" y="0.07" z="0.26" />
<SkinSubtypeId>CarbonFibre_Armor</SkinSubtypeId>
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<MyObjectBuilder_CubeBlock xsi:type="MyObjectBuilder_CubeBlock">
<SubtypeName>HalfSlopeArmorBlock</SubtypeName>
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<BlockOrientation Forward="Up" Up="Right" />
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<SkinSubtypeId>CarbonFibre_Armor</SkinSubtypeId>
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<MyObjectBuilder_CubeBlock xsi:type="MyObjectBuilder_CubeBlock">
<SubtypeName>HalfArmorBlock</SubtypeName>
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<BlockOrientation Forward="Left" Up="Up" />
<ColorMaskHSV x="0.05" y="0.07" z="0.26" />
<SkinSubtypeId>CarbonFibre_Armor</SkinSubtypeId>
</MyObjectBuilder_CubeBlock>
<MyObjectBuilder_CubeBlock xsi:type="MyObjectBuilder_CubeBlock">
<SubtypeName>HalfSlopeArmorBlock</SubtypeName>
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<BlockOrientation Forward="Down" Up="Right" />
<ColorMaskHSV x="0.05" y="0.07" z="0.26" />
<SkinSubtypeId>CarbonFibre_Armor</SkinSubtypeId>
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<MyObjectBuilder_CubeBlock xsi:type="MyObjectBuilder_Gyro">
<SubtypeName>SmallBlockGyro</SubtypeName>
<EntityId>102930918334472131</EntityId>
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<SkinSubtypeId>CarbonFibre_Armor</SkinSubtypeId>
<Owner>144115188075855895</Owner>
<ShareMode>Faction</ShareMode>
<CustomName>[Loki] [Spine] Balanced Gyroscope</CustomName>
<ShowOnHUD>false</ShowOnHUD>
<ShowInTerminal>false</ShowInTerminal>
<ShowInToolbarConfig>false</ShowInToolbarConfig>
<ShowInInventory>true</ShowInInventory>
<NumberInGrid>6</NumberInGrid>
<Enabled>false</Enabled>
<GyroOverride>true</GyroOverride>
<TargetAngularVelocity x="0.00273563131" y="-4.36557457E-11" z="-0.00010497123" />
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<MyObjectBuilder_CubeBlock xsi:type="MyObjectBuilder_CubeBlock">
<SubtypeName>HalfArmorBlock</SubtypeName>
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<BlockOrientation Forward="Up" Up="Backward" />
<ColorMaskHSV x="0.05" y="0.07" z="0.26" />
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<MyObjectBuilder_CubeBlock xsi:type="MyObjectBuilder_CubeBlock">
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<MyObjectBuilder_CubeBlock xsi:type="MyObjectBuilder_CubeBlock">
<SubtypeName>HalfSlopeArmorBlock</SubtypeName>
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<ColorMaskHSV x="0.05" y="0.07" z="0.26" />
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<MyObjectBuilder_CubeBlock xsi:type="MyObjectBuilder_CubeBlock">
<SubtypeName>HalfSlopeArmorBlock</SubtypeName>
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<SkinSubtypeId>CarbonFibre_Armor</SkinSubtypeId>
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<MyObjectBuilder_CubeBlock xsi:type="MyObjectBuilder_BatteryBlock">
<SubtypeName>SmallBlockSmallBatteryBlock</SubtypeName>
<EntityId>72704007175363914</EntityId>
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<ColorMaskHSV x="0.05" y="0.07" z="0.26" />
<SkinSubtypeId>CarbonFibre_Armor</SkinSubtypeId>
<Owner>144115188075855895</Owner>
<ShareMode>Faction</ShareMode>
<CustomName>[Loki] [Spine] Small Battery</CustomName>
<ShowOnHUD>false</ShowOnHUD>
<ShowInTerminal>false</ShowInTerminal>
<ShowInToolbarConfig>false</ShowInToolbarConfig>
<ShowInInventory>true</ShowInInventory>
<NumberInGrid>4</NumberInGrid>
<Enabled>true</Enabled>
<CurrentStoredPower>0.00604436547</CurrentStoredPower>
<ProducerEnabled>true</ProducerEnabled>
<MaxStoredPower>0</MaxStoredPower>
<SemiautoEnabled>false</SemiautoEnabled>
<OnlyDischargeEnabled>false</OnlyDischargeEnabled>
<ChargeMode>0</ChargeMode>
</MyObjectBuilder_CubeBlock>
<MyObjectBuilder_CubeBlock xsi:type="MyObjectBuilder_CubeBlock">
<SubtypeName>HalfArmorBlock</SubtypeName>
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<MyObjectBuilder_CubeBlock xsi:type="MyObjectBuilder_CubeBlock">
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<MyObjectBuilder_CubeBlock xsi:type="MyObjectBuilder_CubeBlock">
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<ColorMaskHSV x="0.05" y="0.07" z="0.26" />
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<MyObjectBuilder_CubeBlock xsi:type="MyObjectBuilder_CubeBlock">
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<MyObjectBuilder_CubeBlock xsi:type="MyObjectBuilder_CubeBlock">
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<MyObjectBuilder_CubeBlock xsi:type="MyObjectBuilder_CubeBlock">
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<MyObjectBuilder_CubeBlock xsi:type="MyObjectBuilder_BatteryBlock">
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<SkinSubtypeId>CarbonFibre_Armor</SkinSubtypeId>
<Owner>144115188075855895</Owner>
<ShareMode>Faction</ShareMode>
<CustomName>[Loki] [Spine] Small Battery</CustomName>
<ShowOnHUD>false</ShowOnHUD>
<ShowInTerminal>false</ShowInTerminal>
<ShowInToolbarConfig>false</ShowInToolbarConfig>
<ShowInInventory>true</ShowInInventory>
<NumberInGrid>3</NumberInGrid>
<Enabled>true</Enabled>
<CurrentStoredPower>0.00605095131</CurrentStoredPower>
<ProducerEnabled>true</ProducerEnabled>
<MaxStoredPower>0</MaxStoredPower>
<SemiautoEnabled>false</SemiautoEnabled>
<OnlyDischargeEnabled>false</OnlyDischargeEnabled>
<ChargeMode>0</ChargeMode>
</MyObjectBuilder_CubeBlock>
<MyObjectBuilder_CubeBlock xsi:type="MyObjectBuilder_CubeBlock">
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<MyObjectBuilder_CubeBlock xsi:type="MyObjectBuilder_CubeBlock">
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<BlockOrientation Forward="Down" Up="Forward" />
<ColorMaskHSV x="0.05" y="0.07" z="0.26" />
<SkinSubtypeId>CarbonFibre_Armor</SkinSubtypeId>
</MyObjectBuilder_CubeBlock>
<MyObjectBuilder_CubeBlock xsi:type="MyObjectBuilder_CubeBlock">
<SubtypeName>HalfSlopeArmorBlock</SubtypeName>
<Min x="-7" y="15" z="-18" />
<BlockOrientation Forward="Up" Up="Left" />
<ColorMaskHSV x="0.05" y="0.07" z="0.26" />
<SkinSubtypeId>CarbonFibre_Armor</SkinSubtypeId>
</MyObjectBuilder_CubeBlock>
<MyObjectBuilder_CubeBlock xsi:type="MyObjectBuilder_CubeBlock">
<SubtypeName>HalfArmorBlock</SubtypeName>
<Min x="-7" y="16" z="-17" />
<BlockOrientation Forward="Right" Up="Down" />
<ColorMaskHSV x="0.05" y="0.07" z="0.26" />
<SkinSubtypeId>CarbonFibre_Armor</SkinSubtypeId>
</MyObjectBuilder_CubeBlock>
<MyObjectBuilder_CubeBlock xsi:type="MyObjectBuilder_CubeBlock">
<SubtypeName>HalfSlopeArmorBlock</SubtypeName>
<Min x="-7" y="17" z="-16" />
<BlockOrientation Forward="Down" Up="Left" />
<ColorMaskHSV x="0.05" y="0.07" z="0.26" />
<SkinSubtypeId>CarbonFibre_Armor</SkinSubtypeId>
</MyObjectBuilder_CubeBlock>
<MyObjectBuilder_CubeBlock xsi:type="MyObjectBuilder_CubeBlock">
<SubtypeName>HalfSlopeArmorBlock</SubtypeName>
<Min x="-5" y="15" z="-18" />
<BlockOrientation Forward="Up" Up="Right" />
<ColorMaskHSV x="0.05" y="0.07" z="0.26" />
<SkinSubtypeId>CarbonFibre_Armor</SkinSubtypeId>
</MyObjectBuilder_CubeBlock>
<MyObjectBuilder_CubeBlock xsi:type="MyObjectBuilder_CubeBlock">
<SubtypeName>HalfArmorBlock</SubtypeName>
<Min x="-5" y="16" z="-17" />
<BlockOrientation Forward="Left" Up="Up" />
<ColorMaskHSV x="0.05" y="0.07" z="0.26" />
<SkinSubtypeId>CarbonFibre_Armor</SkinSubtypeId>
</MyObjectBuilder_CubeBlock>
<MyObjectBuilder_CubeBlock xsi:type="MyObjectBuilder_CubeBlock">
<SubtypeName>HalfSlopeArmorBlock</SubtypeName>
<Min x="-5" y="17" z="-16" />
<BlockOrientation Forward="Down" Up="Right" />
<ColorMaskHSV x="0.05" y="0.07" z="0.26" />
<SkinSubtypeId>CarbonFibre_Armor</SkinSubtypeId>
</MyObjectBuilder_CubeBlock>
<MyObjectBuilder_CubeBlock xsi:type="MyObjectBuilder_BatteryBlock">
<SubtypeName>SmallBlockSmallBatteryBlock</SubtypeName>
<EntityId>124926222140685907</EntityId>
<Min x="-6" y="16" z="-18" />
<ColorMaskHSV x="0.05" y="0.07" z="0.26" />
<SkinSubtypeId>CarbonFibre_Armor</SkinSubtypeId>
<Owner>144115188075855895</Owner>
<ShareMode>Faction</ShareMode>
<CustomName>[Loki] [Spine] Small Battery</CustomName>
<ShowOnHUD>false</ShowOnHUD>
<ShowInTerminal>false</ShowInTerminal>
<ShowInToolbarConfig>false</ShowInToolbarConfig>
<ShowInInventory>true</ShowInInventory>
<NumberInGrid>2</NumberInGrid>
<Enabled>true</Enabled>
<CurrentStoredPower>0.00604701228</CurrentStoredPower>
<ProducerEnabled>true</ProducerEnabled>
<MaxStoredPower>0</MaxStoredPower>
<SemiautoEnabled>false</SemiautoEnabled>
<OnlyDischargeEnabled>false</OnlyDischargeEnabled>
<ChargeMode>0</ChargeMode>
</MyObjectBuilder_CubeBlock>
<MyObjectBuilder_CubeBlock xsi:type="MyObjectBuilder_CubeBlock">
<SubtypeName>HalfArmorBlock</SubtypeName>
<Min x="-6" y="17" z="-17" />
<BlockOrientation Forward="Down" Up="Forward" />
<ColorMaskHSV x="0.05" y="0.07" z="0.26" />
<SkinSubtypeId>CarbonFibre_Armor</SkinSubtypeId>
</MyObjectBuilder_CubeBlock>
<MyObjectBuilder_CubeBlock xsi:type="MyObjectBuilder_CubeBlock">
<SubtypeName>HalfArmorBlock</SubtypeName>
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<BlockOrientation Forward="Up" Up="Backward" />
<ColorMaskHSV x="0.05" y="0.07" z="0.26" />
<SkinSubtypeId>CarbonFibre_Armor</SkinSubtypeId>
</MyObjectBuilder_CubeBlock>
<MyObjectBuilder_CubeBlock xsi:type="MyObjectBuilder_CubeBlock">
<SubtypeName>HalfSlopeArmorBlock</SubtypeName>
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<BlockOrientation Forward="Up" Up="Left" />
<ColorMaskHSV x="0.05" y="0.07" z="0.26" />
<SkinSubtypeId>CarbonFibre_Armor</SkinSubtypeId>
</MyObjectBuilder_CubeBlock>
<MyObjectBuilder_CubeBlock xsi:type="MyObjectBuilder_CubeBlock">
<SubtypeName>HalfArmorBlock</SubtypeName>
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<BlockOrientation Forward="Right" Up="Down" />
<ColorMaskHSV x="0.05" y="0.07" z="0.26" />
<SkinSubtypeId>CarbonFibre_Armor</SkinSubtypeId>
</MyObjectBuilder_CubeBlock>
<MyObjectBuilder_CubeBlock xsi:type="MyObjectBuilder_CubeBlock">
<SubtypeName>HalfSlopeArmorBlock</SubtypeName>
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<BlockOrientation Forward="Down" Up="Left" />
<ColorMaskHSV x="0.05" y="0.07" z="0.26" />
<SkinSubtypeId>CarbonFibre_Armor</SkinSubtypeId>
</MyObjectBuilder_CubeBlock>
<MyObjectBuilder_CubeBlock xsi:type="MyObjectBuilder_CubeBlock">
<SubtypeName>HalfSlopeArmorBlock</SubtypeName>
<Min x="-5" y="15" z="-4" />
<BlockOrientation Forward="Up" Up="Right" />
<ColorMaskHSV x="0.05" y="0.07" z="0.26" />
<SkinSubtypeId>CarbonFibre_Armor</SkinSubtypeId>
</MyObjectBuilder_CubeBlock>
<MyObjectBuilder_CubeBlock xsi:type="MyObjectBuilder_CubeBlock">
<SubtypeName>HalfArmorBlock</SubtypeName>
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<BlockOrientation Forward="Left" Up="Up" />
<ColorMaskHSV x="0.05" y="0.07" z="0.26" />
<SkinSubtypeId>CarbonFibre_Armor</SkinSubtypeId>
</MyObjectBuilder_CubeBlock>
<MyObjectBuilder_CubeBlock xsi:type="MyObjectBuilder_CubeBlock">
<SubtypeName>HalfSlopeArmorBlock</SubtypeName>
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<BlockOrientation Forward="Down" Up="Right" />
<ColorMaskHSV x="0.05" y="0.07" z="0.26" />
<SkinSubtypeId>CarbonFibre_Armor</SkinSubtypeId>
</MyObjectBuilder_CubeBlock>
<MyObjectBuilder_CubeBlock xsi:type="MyObjectBuilder_CubeBlock">
<SubtypeName>SmallBlockArmorSlope2Base</SubtypeName>
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<BlockOrientation Forward="Backward" Up="Down" />
<ColorMaskHSV x="0.05" y="0.07" z="0.26" />
<SkinSubtypeId>CarbonFibre_Armor</SkinSubtypeId>
</MyObjectBuilder_CubeBlock>
<MyObjectBuilder_CubeBlock xsi:type="MyObjectBuilder_CubeBlock">
<SubtypeName>SmallBlockArmorBlock</SubtypeName>
<Min x="-6" y="16" z="-4" />
<ColorMaskHSV x="0.05" y="0.07" z="0.26" />
<SkinSubtypeId>CarbonFibre_Armor</SkinSubtypeId>
</MyObjectBuilder_CubeBlock>
<MyObjectBuilder_CubeBlock xsi:type="MyObjectBuilder_CubeBlock">
<SubtypeName>HalfSlopeArmorBlock</SubtypeName>
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<BlockOrientation Forward="Down" Up="Backward" />
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<SkinSubtypeId>CarbonFibre_Armor</SkinSubtypeId>
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<MyObjectBuilder_CubeBlock xsi:type="MyObjectBuilder_CubeBlock">
<SubtypeName>HalfSlopeArmorBlock</SubtypeName>
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<BlockOrientation Forward="Up" Up="Left" />
<ColorMaskHSV x="0.05" y="0.07" z="0.26" />
<SkinSubtypeId>CarbonFibre_Armor</SkinSubtypeId>
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<MyObjectBuilder_CubeBlock xsi:type="MyObjectBuilder_CubeBlock">
<SubtypeName>HalfArmorBlock</SubtypeName>
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<BlockOrientation Forward="Right" Up="Down" />
<ColorMaskHSV x="0.05" y="0.07" z="0.26" />
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<MyObjectBuilder_CubeBlock xsi:type="MyObjectBuilder_CubeBlock">
<SubtypeName>HalfSlopeArmorBlock</SubtypeName>
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<BlockOrientation Forward="Down" Up="Left" />
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<SkinSubtypeId>CarbonFibre_Armor</SkinSubtypeId>
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<MyObjectBuilder_CubeBlock xsi:type="MyObjectBuilder_CubeBlock">
<SubtypeName>HalfSlopeArmorBlock</SubtypeName>
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<BlockOrientation Forward="Up" Up="Right" />
<ColorMaskHSV x="0.05" y="0.07" z="0.26" />
<SkinSubtypeId>CarbonFibre_Armor</SkinSubtypeId>
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<MyObjectBuilder_CubeBlock xsi:type="MyObjectBuilder_CubeBlock">
<SubtypeName>HalfArmorBlock</SubtypeName>
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<ColorMaskHSV x="0.05" y="0.07" z="0.26" />
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</MyObjectBuilder_CubeBlock>
<MyObjectBuilder_CubeBlock xsi:type="MyObjectBuilder_CubeBlock">
<SubtypeName>HalfSlopeArmorBlock</SubtypeName>
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<BlockOrientation Forward="Down" Up="Right" />
<ColorMaskHSV x="0.05" y="0.07" z="0.26" />
<SkinSubtypeId>CarbonFibre_Armor</SkinSubtypeId>
</MyObjectBuilder_CubeBlock>
<MyObjectBuilder_CubeBlock xsi:type="MyObjectBuilder_BatteryBlock">
<SubtypeName>SmallBlockSmallBatteryBlock</SubtypeName>
<EntityId>90649149436633627</EntityId>
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<ColorMaskHSV x="0.05" y="0.07" z="0.26" />
<SkinSubtypeId>CarbonFibre_Armor</SkinSubtypeId>
<Owner>144115188075855895</Owner>
<ShareMode>Faction</ShareMode>
<CustomName>[Loki] [Spine] Small Battery</CustomName>
<ShowOnHUD>false</ShowOnHUD>
<ShowInTerminal>false</ShowInTerminal>
<ShowInToolbarConfig>false</ShowInToolbarConfig>
<ShowInInventory>true</ShowInInventory>
<NumberInGrid>1</NumberInGrid>
<Enabled>true</Enabled>
<CurrentStoredPower>0.006048851</CurrentStoredPower>
<ProducerEnabled>true</ProducerEnabled>
<MaxStoredPower>0</MaxStoredPower>
<SemiautoEnabled>false</SemiautoEnabled>
<OnlyDischargeEnabled>false</OnlyDischargeEnabled>
<ChargeMode>0</ChargeMode>
</MyObjectBuilder_CubeBlock>
<MyObjectBuilder_CubeBlock xsi:type="MyObjectBuilder_CubeBlock">
<SubtypeName>HalfArmorBlock</SubtypeName>
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<BlockOrientation Forward="Down" Up="Forward" />
<ColorMaskHSV x="0.05" y="0.07" z="0.26" />
<SkinSubtypeId>CarbonFibre_Armor</SkinSubtypeId>
</MyObjectBuilder_CubeBlock>
<MyObjectBuilder_CubeBlock xsi:type="MyObjectBuilder_CubeBlock">
<SubtypeName>HalfArmorBlock</SubtypeName>
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<BlockOrientation Forward="Up" Up="Backward" />
<ColorMaskHSV x="0.05" y="0.07" z="0.26" />
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</MyObjectBuilder_CubeBlock>
<MyObjectBuilder_CubeBlock xsi:type="MyObjectBuilder_CubeBlock">
<SubtypeName>HalfSlopeArmorBlock</SubtypeName>
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<BlockOrientation Forward="Up" Up="Left" />
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<MyObjectBuilder_CubeBlock xsi:type="MyObjectBuilder_CubeBlock">
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<MyObjectBuilder_CubeBlock xsi:type="MyObjectBuilder_CubeBlock">
<SubtypeName>HalfSlopeArmorBlock</SubtypeName>
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<BlockOrientation Forward="Up" Up="Right" />
<ColorMaskHSV x="0.05" y="0.07" z="0.26" />
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<MyObjectBuilder_CubeBlock xsi:type="MyObjectBuilder_CubeBlock">
<SubtypeName>HalfArmorBlock</SubtypeName>
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<BlockOrientation Forward="Left" Up="Up" />
<ColorMaskHSV x="0.05" y="0.07" z="0.26" />
<SkinSubtypeId>CarbonFibre_Armor</SkinSubtypeId>
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<MyObjectBuilder_CubeBlock xsi:type="MyObjectBuilder_MergeBlock">
<SubtypeName>SmallShipSmallMergeBlock</SubtypeName>
<EntityId>108631583032828834</EntityId>
<Min x="-6" y="15" z="-2" />
<BlockOrientation Forward="Forward" Up="Down" />
<ColorMaskHSV x="0.05" y="0.07" z="0.26" />
<SkinSubtypeId>CarbonFibre_Armor</SkinSubtypeId>
<Owner>144115188075855895</Owner>
<ShareMode>Faction</ShareMode>
<CustomName>[Loki] [Spine] Small Merge Block</CustomName>
<ShowOnHUD>false</ShowOnHUD>
<ShowInTerminal>false</ShowInTerminal>
<ShowInToolbarConfig>false</ShowInToolbarConfig>
<ShowInInventory>true</ShowInInventory>
<NumberInGrid>37</NumberInGrid>
<Enabled>true</Enabled>
</MyObjectBuilder_CubeBlock>
<MyObjectBuilder_CubeBlock xsi:type="MyObjectBuilder_CubeBlock">
<SubtypeName>SmallBlockArmorBlock</SubtypeName>
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<ColorMaskHSV x="0.05" y="0.07" z="0.26" />
<SkinSubtypeId>CarbonFibre_Armor</SkinSubtypeId>
</MyObjectBuilder_CubeBlock>
<MyObjectBuilder_CubeBlock xsi:type="MyObjectBuilder_Thrust">
<SubtypeName>CAP_HeloProp_6Blade</SubtypeName>
<EntityId>141746236322665562</EntityId>
<Min x="-6" y="17" z="-4" />
<BlockOrientation Forward="Down" Up="Backward" />
<ColorMaskHSV x="0.05" y="0.07" z="0.26" />
<SkinSubtypeId>CarbonFibre_Armor</SkinSubtypeId>
<ComponentContainer>
<Components>
<ComponentData>
<TypeId>MyTimerComponent</TypeId>
<Component xsi:type="MyObjectBuilder_TimerComponent">
<Repeat>true</Repeat>
<TimeToEvent>0</TimeToEvent>
<SetTimeMinutes>0</SetTimeMinutes>
<TimerEnabled>false</TimerEnabled>
<RemoveEntityOnTimer>false</RemoveEntityOnTimer>
<TimerType>Frame100</TimerType>
<FramesFromLastTrigger>0</FramesFromLastTrigger>
<TimerTickInFrames>100</TimerTickInFrames>
<IsSessionUpdateEnabled>false</IsSessionUpdateEnabled>
</Component>
</ComponentData>
</Components>
</ComponentContainer>
<CustomName>[Loki] [Spine] 6 Bladed Helicopter Rotor (30t)</CustomName>
<ShowOnHUD>false</ShowOnHUD>
<ShowInTerminal>false</ShowInTerminal>
<ShowInToolbarConfig>false</ShowInToolbarConfig>
<ShowInInventory>true</ShowInInventory>
<NumberInGrid>3</NumberInGrid>
<Enabled>false</Enabled>
</MyObjectBuilder_CubeBlock>
<MyObjectBuilder_CubeBlock xsi:type="MyObjectBuilder_CubeBlock">
<SubtypeName>HalfSlopeArmorBlock</SubtypeName>
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<BlockOrientation Forward="Up" Up="Left" />
<ColorMaskHSV x="0.05" y="0.07" z="0.26" />
<SkinSubtypeId>CarbonFibre_Armor</SkinSubtypeId>
</MyObjectBuilder_CubeBlock>
<MyObjectBuilder_CubeBlock xsi:type="MyObjectBuilder_CubeBlock">
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<BlockOrientation Forward="Right" Up="Down" />
<ColorMaskHSV x="0.05" y="0.07" z="0.26" />
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</MyObjectBuilder_CubeBlock>
<MyObjectBuilder_CubeBlock xsi:type="MyObjectBuilder_CubeBlock">
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<BlockOrientation Forward="Down" Up="Left" />
<ColorMaskHSV x="0.05" y="0.07" z="0.26" />
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</MyObjectBuilder_CubeBlock>
<MyObjectBuilder_CubeBlock xsi:type="MyObjectBuilder_CubeBlock">
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<MyObjectBuilder_CubeBlock xsi:type="MyObjectBuilder_CubeBlock">
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<BlockOrientation Forward="Left" Up="Up" />
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<MyObjectBuilder_CubeBlock xsi:type="MyObjectBuilder_CubeBlock">
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<BlockOrientation Forward="Down" Up="Right" />
<ColorMaskHSV x="0.05" y="0.07" z="0.26" />
<SkinSubtypeId>CarbonFibre_Armor</SkinSubtypeId>
</MyObjectBuilder_CubeBlock>
<MyObjectBuilder_CubeBlock xsi:type="MyObjectBuilder_CubeBlock">
<SubtypeName>SmallBlockArmorBlock</SubtypeName>
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<ColorMaskHSV x="0.05" y="0.07" z="0.26" />
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<MyObjectBuilder_CubeBlock xsi:type="MyObjectBuilder_CubeBlock">
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<BlockOrientation Forward="Down" Up="Forward" />
<ColorMaskHSV x="0.05" y="0.07" z="0.26" />
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<MyObjectBuilder_CubeBlock xsi:type="MyObjectBuilder_CubeBlock">
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<MyObjectBuilder_CubeBlock xsi:type="MyObjectBuilder_CubeBlock">
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<ColorMaskHSV x="0.05" y="0.07" z="0.26" />
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</MyObjectBuilder_CubeBlock>
<MyObjectBuilder_CubeBlock xsi:type="MyObjectBuilder_CubeBlock">
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<BlockOrientation Forward="Forward" Up="Left" />
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<MyObjectBuilder_CubeBlock xsi:type="MyObjectBuilder_CubeBlock">
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</MyObjectBuilder_CubeBlock>
<MyObjectBuilder_CubeBlock xsi:type="MyObjectBuilder_CubeBlock">
<SubtypeName>SmallBlockArmorSlope2Tip</SubtypeName>
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<ColorMaskHSV x="0.05" y="0.07" z="0.26" />
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<MyObjectBuilder_CubeBlock xsi:type="MyObjectBuilder_CubeBlock">
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<MyObjectBuilder_CubeBlock xsi:type="MyObjectBuilder_CubeBlock">
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<BlockOrientation Forward="Up" Up="Left" />
<ColorMaskHSV x="0.05" y="0.07" z="0.26" />
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</MyObjectBuilder_CubeBlock>
<MyObjectBuilder_CubeBlock xsi:type="MyObjectBuilder_CubeBlock">
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<ColorMaskHSV x="0.05" y="0.07" z="0.26" />
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<MyObjectBuilder_CubeBlock xsi:type="MyObjectBuilder_CubeBlock">
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<BlockOrientation Forward="Down" Up="Left" />
<ColorMaskHSV x="0.05" y="0.07" z="0.26" />
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</MyObjectBuilder_CubeBlock>
<MyObjectBuilder_CubeBlock xsi:type="MyObjectBuilder_CubeBlock">
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<BlockOrientation Forward="Up" Up="Right" />
<ColorMaskHSV x="0.05" y="0.07" z="0.26" />
<SkinSubtypeId>CarbonFibre_Armor</SkinSubtypeId>
</MyObjectBuilder_CubeBlock>
<MyObjectBuilder_CubeBlock xsi:type="MyObjectBuilder_CubeBlock">
<SubtypeName>HalfArmorBlock</SubtypeName>
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<BlockOrientation Forward="Left" Up="Up" />
<ColorMaskHSV x="0.05" y="0.07" z="0.26" />
<SkinSubtypeId>CarbonFibre_Armor</SkinSubtypeId>
</MyObjectBuilder_CubeBlock>
<MyObjectBuilder_CubeBlock xsi:type="MyObjectBuilder_CubeBlock">
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<MyObjectBuilder_CubeBlock xsi:type="MyObjectBuilder_RemoteControl">
<SubtypeName>SmallBlockRemoteControl</SubtypeName>
<EntityId>133621291824677149</EntityId>
<Min x="-6" y="16" z="-21" />
<BlockOrientation Forward="Backward" Up="Up" />
<ColorMaskHSV x="0.05" y="0.07" z="0.26" />
<SkinSubtypeId>CarbonFibre_Armor</SkinSubtypeId>
<Owner>144115188075855895</Owner>
<ShareMode>Faction</ShareMode>
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<Components>
<ComponentData>
<TypeId>MyAutopilotComponent</TypeId>
<Component xsi:type="MyObjectBuilder_AutopilotComponent">
<AutoPilotEnabled>false</AutoPilotEnabled>
<FlightMode>0</FlightMode>
<CurrentWaypointIndex>-1</CurrentWaypointIndex>
<Waypoints />
<DockingModeEnabled>false</DockingModeEnabled>
<CollisionAvoidance>false</CollisionAvoidance>
<Direction>0</Direction>
<AutopilotSpeedLimit>100</AutopilotSpeedLimit>
<WaitForFreeWay>false</WaitForFreeWay>
<WaypointThresholdDistance>0</WaypointThresholdDistance>
<Coords />
<Names />
<LookAtPosition xsi:nil="true" />
<FacingDirection>Forward</FacingDirection>
<AlignToGravity>true</AlignToGravity>
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<CustomName>[Loki] [Spine] Remote Control</CustomName>
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<ShowInTerminal>true</ShowInTerminal>
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<ShowInInventory>true</ShowInInventory>
<NumberInGrid>1</NumberInGrid>
<UseSingleWeaponMode>false</UseSingleWeaponMode>
<ControlGyros>false</ControlGyros>
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<Parameters>
<MyObjectBuilder_ToolbarItemActionParameter>
<TypeCode>String</TypeCode>
<Value>toggle_landing</Value>
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<CustomIconTitle>Landing</CustomIconTitle>
<BlockEntityId>133756617201896098</BlockEntityId>
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<Item />
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<TypeCode>String</TypeCode>
<Value>toggle_standby</Value>
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<Index>8</Index>
<Item />
<Data xsi:type="MyObjectBuilder_ToolbarItemTerminalBlock">
<Action>Run</Action>
<Parameters>
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<TypeCode>String</TypeCode>
<Value>toggle_shutdown</Value>
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<Item />
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<MyObjectBuilder_ToolbarItemActionParameter>
<TypeCode>String</TypeCode>
<Value>toggle_manual</Value>
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<CustomIconTitle>Manual</CustomIconTitle>
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<Names />
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<MyObjectBuilder_CubeBlock xsi:type="MyObjectBuilder_Thrust">
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<ComponentContainer>
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<CustomName>[Loki] [Spine] 6 Bladed Helicopter Rotor (30t)</CustomName>
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<Key>74de02b3-27f9-4960-b1c4-27351f2b06d1</Key>
<Value>[main]
block_group_name=[Loki] [Spine] Heli-Control
start_mode=flight
remember_mode=True
max_pitch=30
max_roll=30
max_landing_pitch=10
max_landing_roll=10
precision=16
mouse_speed=0.5
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<CustomName>[Loki] [Spine] Heli Assist Script</CustomName>
<ShowOnHUD>false</ShowOnHUD>
<ShowInTerminal>true</ShowInTerminal>
<ShowInToolbarConfig>true</ShowInToolbarConfig>
<ShowInInventory>true</ShowInInventory>
<NumberInGrid>1</NumberInGrid>
<Enabled>true</Enabled>
<Program>/*
* Heli Assist
* -----------
*
* Credits:
* This script uses modified components from existing open source projects. You
* can find the source code of these projects along with license information below.
*
* Project: Flight Assist (https://github.com/Naosyth/FlightAssist)
* Copyright: Copyright (c) 2017 Brandon Worl
* Licence: MIT Licence (https://github.com/Naosyth/FlightAssist/blob/master/LICENSE)
*
* Licence:
* MIT License
*
* Copyright (c) 2019 Sean Campbell
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*
* Installation:
* 1. Create a group labeled 'heli assist' (or whatever you have configured the
* Heli-Assist group to be called) containing the gyroscopes, thrusters and
* cockpits you wish to use with Heli-Assist.
* 2. Load the Heli-Assist script into a programmable block.
* 3. (optionally) configure the Heli-Assist config as described in the configuration
* section.
*
* Usage:
* Once installed, Heli-Assist will align the craft with natural gravity. Using the
* WASD keys will result in the craft pitching and rolling in the appropriate direction
* as to result in forwarding or lateral motion. Additionally, it will regulate thrust
* accordingly to maintain altitude.
*
* Using the mouse or up down left and right keys will orientate the craft accordingly
* in addition to any pitch or roll already applied to move. Activation of the inertial
* dampeners will result in the craft pitching and rolling in the appropriate direction
* to slow the craft.
*
* Flight Modes:
* For ease of use, Heli-Assist provides different flight modes for multiple situations.
* * Flight mode will make the craft behave as described above and is activated by
* running the program with the argument 'flight'. The 'toggle_flight' argument
* will toggle between flight mode and manual mode.
* * Landing mode behaves almost identically to flight mode, except that the maximum
* pitch and roll (and thereby rate of acceleration) will be reduced to allow for more
* precise movement. Additionally, the inertial dampeners will automatically activate.
* Landing mode is activated by running the program with the argument 'landing'. The
* 'toggle_landing' argument will toggle between landing mode and flight mode.
* * Manual mode will disable the WASD keys and inertial dampening affecting pitch and roll
* but will still regulate thrust in order to maintain altitude. Manual mode is useful for
* aiming at targets or ignoring the limits of Heli-Assist's other flight modes, without the
* Heli-Assist automatically correcting. Manual mode is activated by running the program with
* the argument 'manual'. The 'toggle_manual' argument will toggle between manual mode and
* flight mode.
* * Standby mode will cause Heli-Assist to relinquish control of all gyroscopes and thrusters,
* allowing the pilot or another script to control them. It is helpful for switching between
* different craft configurations (such as shifting from hovering configuration to a high-speed
* configuration like a modern VTOL aircraft such as a harrier) or allowing for another script
* such as Vector Thrust to take control. Standby mode is activated by running the program with
* the argument 'standby'. The 'toggle_standby' argument will toggle between standby mode and
* flight mode.
* * Shutdown mode will power off all thrusters and gyroscopes associated with Heli-Assist.
* Shutdown mode is activated by running the program with the argument 'shutdown'. The
* 'toggle_shutdown' argument will toggle between shutdown mode and flight mode.
*
* Parameters:
* Heli-Assist provides multiple flight parameters in addition to its modes for customizability.
* * The Precision Aim parameter can be used in flight, landing and manual mode, reducing the
* sensitivity of the mouse/joystick to make aiming easier. It is toggled on/off by running
* the program with the 'toggle_precision' argument.
* * The Lateral Override parameter can be used in flight and landing mode and overrides inertial
* dampening on the lateral axis, meaning that disabling the inertial dampeners will only
* disable forward and backwards dampening, to make cruising easier. It is toggled on/off
* by running the program with the 'toggle_lateral_override' argument ('toggle_lateral_dampening'
* does the same and is retained for compatibility reasons).
*
* Configuration:
* Heli Assist is configured by editing the Custom Data of the programmable block and is automatically
* generated on first use.
* * block_group_name - This allows for the setting of a custom group name for blocks associated
* with Heli Assist. By default, it is 'Heli Assist' (without quotes).
* * start_mode - This sets the mode that Heli Assist will be in when it is first started, as
* described above. By default is 'flight'.
* * remember_mode - This setting determines whether Heli Assist should attempt to remember the
* mode it was last in when the script is restarted. By default, it is 'true'.
* * max_pitch - This sets the maximum allowed pitch in degrees for both the WASD keys and the
* motion dampeners. By default, it is 45.
* * max_roll - This sets the maximum allowed roll in degrees for both the WASD keys and the motion
* dampeners. By default, it is 45.
* * max_landing_pitch - This sets the maximum allowed pitch in degrees for both the WASD keys and
* the motion dampeners while in landing mode. By default, it is 10.
* * max_landing_roll - This sets the maximum allowed roll in degrees for both the WASD keys and
* the motion dampeners while in landing mode. By default, it is 10.
* * precision - This sets the reduction in movement from gyroscopes when in precision aim mode.
* By default, it is 16.
* * mouse_speed - This sets the mouse sensitivity in all modes. By default, it is 10.
*
* Change Log:
* v1.15:
* * Fixed a bug where craft would gradually drift up due to incorrect craft mass being used.
* v1.14:
* * Fixed a bug where high pitch and roll config settings would cause craft to pitch and roll indefinitely.
* * Fixed a bug where script config is not auto-generated when left blank.
* * Added mouse sensitivity setting to config.
* v1.13:
* * Fixed a bug that prevented lateral dampening override from working.
* * Added proportional dampening to inertial dampening.
* * Changed lateral dampening to lateral override for less ambiguity
* * Updated readme.
* v1.12:
* * Fixed a bug where control seats facing specific directions would make craft uncontrollable.
* v1.11:
* * Added automatic detection of new gyroscopes, thrusters and cockpits, updating every 10 seconds.
* * Fixed a bug where specific gyroscope configurations would make craft uncontrollable.
* v1.10:
* * Added precision aim.
* * Added lateral only dampening.
* * Added standby mode.
* * Changed landing mode so it will no longer force the use of dampeners.
* v1.01:
* * Fixed a bug where gyroscopes would fail to respond when placed in specific directions.
*/
IMyShipController controller;
GyroController gyroController;
ThrusterController thrustController;
//Runtime Variables
TimeSpan timeSinceLastUpdate;
bool updateFinished = false;
bool isFirstUpdate = true;
//State Variables;
string mode;
bool enableLateralOverride;
bool enablePrecisionAim;
//Config Variables
string blockGroupName;
string start_mode;
bool rememberLastMode;
float maxFlightPitch;
float maxFlightRoll;
float maxLandingPitch;
float maxLandingRoll;
float precisionAimFactor;
float mouseSpeed;
//Cache Variables
List&lt;IMyShipController&gt; controllerCache;
List&lt;IMyGyro&gt; gyroCache;
List&lt;IMyThrust&gt; thrustCache;
string configCache;
static Program program;
public Program()
{
controllerCache = new List&lt;IMyShipController&gt;();
gyroCache = new List&lt;IMyGyro&gt;();
thrustCache = new List&lt;IMyThrust&gt;();
timeSinceLastUpdate = TimeSpan.FromSeconds(0);
Runtime.UpdateFrequency = UpdateFrequency.Update1;
try { this.Update(); }
catch (Exception e) { Echo("Error: " + e.Message); }
program = this;
}
public void Save()
{
Storage = mode;
}
public void Main(string argument, UpdateType updateSource)
{
timeSinceLastUpdate += Runtime.TimeSinceLastRun;
if (isFirstUpdate || !updateFinished || timeSinceLastUpdate &gt; TimeSpan.FromSeconds(10))
{
try { this.Update(); }
catch (Exception e) { Echo("Error: " + e.Message); }
timeSinceLastUpdate = TimeSpan.FromSeconds(0);
return;
}
Echo("Script running, next update: " + (10 - (uint)timeSinceLastUpdate.TotalSeconds).ToString());
Echo("Current Mode: " + mode);
Echo("Precision Aim: " + (enablePrecisionAim ? "enabled" : "disabled"));
Echo("Lateral Override: " + (enableLateralOverride ? "enabled" : "disabled"));
if (IsValidMode(argument))
SwitchToMode(argument);
else if (argument == "toggle_manual") SwitchToMode(mode == "manual" ? "flight" : "manual");
else if (argument == "toggle_landing") SwitchToMode(mode == "landing" ? "flight" : "landing");
else if (argument == "toggle_shutdown") SwitchToMode(mode == "shutdown" ? "flight" : "shutdown");
else if (argument == "toggle_standby") SwitchToMode(mode == "standby" ? "flight" : "standby");
else if (argument == "toggle_precision") enablePrecisionAim = !enablePrecisionAim;
else if (argument == "toggle_lateral_dampening") enableLateralOverride = !enableLateralOverride;
else if (argument == "toggle_lateral_override") enableLateralOverride = !enableLateralOverride;
else if (argument == "update")
{
updateFinished = false;
return;
}
var wasd = controller.MoveIndicator;
var mouse = new Vector3(controller.RotationIndicator, controller.RollIndicator * 9);
var dampeningRotation = gyroController.CalculatePitchRollToAchiveVelocity(Vector3.Zero);
var autoStop = controller.DampenersOverride;
if (enablePrecisionAim) mouse *= 1 / precisionAimFactor;
else mouse *= mouseSpeed;
switch (mode)
{
case "flight":
{
var pitch = wasd.Z * maxFlightPitch * degToRad;
var roll = wasd.X * maxFlightRoll * degToRad;
dampeningRotation = Vector2.Min(dampeningRotation, new Vector2(maxFlightRoll, maxFlightPitch) * degToRad);
if ((autoStop || enableLateralOverride) &amp;&amp; IsEqual(0, roll)) roll = MinAbs(dampeningRotation.X, maxFlightRoll * degToRad);
if (autoStop &amp;&amp; IsEqual(0, pitch)) pitch = MinAbs(dampeningRotation.Y, maxFlightPitch * degToRad);
gyroController.SetAngularVelocity(gyroController.CalculateVelocityToAlign(pitch, roll) + mouse);
thrustController.SetYAxisThrust(wasd.Y != 0 ? 0 : thrustController.CalculateThrustToHover());
break;
}
case "landing":
{
var pitch = wasd.Z * maxLandingPitch * degToRad;
var roll = wasd.X * maxLandingRoll * degToRad;
dampeningRotation = Vector2.Min(dampeningRotation, new Vector2(maxLandingRoll, maxLandingPitch) * degToRad);
if ((autoStop || enableLateralOverride) &amp;&amp; IsEqual(0, roll)) roll = MinAbs(dampeningRotation.X, maxLandingRoll);
if (autoStop &amp;&amp; IsEqual(0, pitch)) pitch = MinAbs(dampeningRotation.Y, maxLandingPitch);
gyroController.SetAngularVelocity(gyroController.CalculateVelocityToAlign(pitch, roll) + mouse);
thrustController.SetYAxisThrust(wasd.Y != 0 ? 0 : thrustController.CalculateThrustToHover());
break;
}
case "manual":
gyroController.SetAngularVelocity(mouse); thrustController.SetYAxisThrust(wasd.Y != 0 ? 0 : thrustController.CalculateThrustToHover());
break;
case "shutdown":
break;
case "standby":
break;
}
}
void SwitchToMode(string mode)
{
if (!IsValidMode(mode)) return;
switch (mode)
{
case "flight":
gyroController.SetEnabled(true);
thrustController.SetEnabled(true);
gyroController.SetOverride(true);
break;
case "landing":
gyroController.SetEnabled(true);
thrustController.SetEnabled(true);
gyroController.SetOverride(true);
controller.DampenersOverride = true;
break;
case "manual":
gyroController.SetEnabled(true);
thrustController.SetEnabled(true);
gyroController.SetOverride(true);
break;
case "shutdown":
gyroController.SetEnabled(false);
thrustController.SetEnabled(false);
break;
case "standby":
gyroController.SetEnabled(true);
thrustController.SetEnabled(true);
gyroController.SetOverride(false);
thrustController.SetYAxisThrust(0);
break;
}
this.mode = mode;
enablePrecisionAim = false;
enableLateralOverride = false;
}
bool IsValidMode(string mode)
{
return mode == "flight" || mode == "landing" || mode == "manual" || mode == "shutdown" || mode == "standby";
}
public void Update()
{
if (isFirstUpdate || configCache != Me.CustomData || Me.CustomData == "")
{
var config = new ConfigSection("main");
config.Read(Me.CustomData);
blockGroupName = config.Get&lt;string&gt;("block_group_name", "Heli Assist");
start_mode = config.Get&lt;string&gt;("start_mode", "flight");
rememberLastMode = config.Get&lt;bool&gt;("remember_mode", true);
maxFlightPitch = config.Get&lt;float&gt;("max_pitch", 40.0f);
maxFlightRoll = config.Get&lt;float&gt;("max_roll", 40.0f);
maxLandingPitch = config.Get&lt;float&gt;("max_landing_pitch", 15.0f);
maxLandingRoll = config.Get&lt;float&gt;("max_landing_roll", 15.0f);
precisionAimFactor = config.Get&lt;float&gt;("precision", 16.0f);
mouseSpeed = config.Get&lt;float&gt;("mouse_speed", 0.5f);
if (Me.CustomData == "") Me.CustomData = configCache = config.write();
else configCache = Me.CustomData;
}
var blockGroup = GridTerminalSystem.GetBlockGroupWithName(blockGroupName);
if (blockGroup == null) throw new Exception("Could not find block group with name '" + blockGroupName + "'");
controllerCache.Clear();
blockGroup.GetBlocksOfType&lt;IMyShipController&gt;(controllerCache);
if (!controllerCache.Any()) throw new Exception("Ship must have at least one ship controller");
controller = null;
foreach (var controller in controllerCache)
{
if (controller.IsUnderControl || (controller.IsMainCockpit &amp;&amp; this.controller == null))
this.controller = controller;
}
if (this.controller == null) this.controller = controllerCache.First();
gyroCache.Clear();
blockGroup.GetBlocksOfType&lt;IMyGyro&gt;(gyroCache);
if (!gyroCache.Any()) throw new Exception("Ship must have atleast one gyroscope");
thrustCache.Clear();
blockGroup.GetBlocksOfType&lt;IMyThrust&gt;(thrustCache);
if (!thrustCache.Any()) throw new Exception("Ship must have atleast one thruster");
if (thrustController == null) thrustController = new ThrusterController(controller, thrustCache);
else thrustController.Update(controller, thrustCache);
if (gyroController == null) gyroController = new GyroController(controller, gyroCache);
else gyroController.Update(controller, gyroCache);
if (isFirstUpdate &amp;&amp; rememberLastMode &amp;&amp; IsValidMode(Storage)) SwitchToMode(Storage);
else if (isFirstUpdate) SwitchToMode(start_mode);
isFirstUpdate = false;
updateFinished = true;
}
//The GyroController module is based on Flight Assist's GyroController and HoverModule, sharing code in places.
public class GyroController
{
const float dampeningFactor = 25.0f;
private IMyShipController controller;
private List&lt;IMyGyro&gt; gyroscopes;
public GyroController(IMyShipController controller, List&lt;IMyGyro&gt; gyroscopes)
{
this.controller = controller;
this.gyroscopes = new List&lt;IMyGyro&gt;(gyroscopes);
}
public void Update(IMyShipController controller, List&lt;IMyGyro&gt; gyroscopes)
{
SetController(controller);
AddGyroscopes(gyroscopes);
}
public void AddGyroscopes(List&lt;IMyGyro&gt; gyroscopes)
{
this.gyroscopes.AddList(gyroscopes);
this.gyroscopes = this.gyroscopes.Distinct().ToList();
}
public void SetController(IMyShipController controller)
{
this.controller = controller;
}
public void SetEnabled(bool setEnabled)
{
foreach (var gyroscope in gyroscopes)
{
gyroscope.Enabled = setEnabled;
}
}
public void SetOverride(bool setOverride)
{
foreach (var gyroscope in gyroscopes)
{
gyroscope.GyroOverride = setOverride;
}
}
public Vector2 CalculatePitchRollToAchiveVelocity(Vector3 targetVelocity)
{
Vector3 diffrence = Vector3.Normalize(controller.GetShipVelocities().LinearVelocity - targetVelocity);
Vector3 gravity = -Vector3.Normalize(controller.GetNaturalGravity());
float velocity = (float)controller.GetShipSpeed();
float proportionalModifier = (float)Math.Pow(Math.Abs(diffrence.Length()), 2);
float pitch = NotNaN(Vector3.Dot(diffrence, Vector3.Cross(gravity, controller.WorldMatrix.Right)) * velocity) * proportionalModifier / dampeningFactor;
float roll = NotNaN(Vector3.Dot(diffrence, Vector3.Cross(gravity, controller.WorldMatrix.Forward)) * velocity) * proportionalModifier / dampeningFactor;
pitch = MinAbs(pitch, 90.0f * degToRad);
roll = MinAbs(roll, 90.0f * degToRad);
return new Vector2(roll, pitch);
}
public Vector3 CalculateVelocityToAlign(float offsetPitch = 0.0f, float offsetRoll = 0.0f)
{
var gravity = -Vector3.Normalize(Vector3.TransformNormal(controller.GetNaturalGravity(), Matrix.Transpose(controller.WorldMatrix)));
var target = Vector3.Normalize(Vector3.Transform(gravity, Matrix.CreateFromAxisAngle(Vector3.Right, offsetPitch) * Matrix.CreateFromAxisAngle(Vector3.Forward, offsetRoll)));
var pitch = Vector3.Dot(Vector3.Forward, target);
var roll = Vector3.Dot(Vector3.Right, target);
return new Vector3(pitch, 0, roll);
}
public void SetAngularVelocity(Vector3 velocity)
{
var cockpitLocalVelocity = Vector3.TransformNormal(velocity, controller.WorldMatrix);
foreach (var gyro in gyroscopes)
{
var gyroLocalVelocity = Vector3.TransformNormal(cockpitLocalVelocity, Matrix.Transpose(gyro.WorldMatrix));
gyro.Pitch = gyroLocalVelocity.X;
gyro.Yaw = gyroLocalVelocity.Y;
gyro.Roll = gyroLocalVelocity.Z;
}
}
}
public class ThrusterController
{
private IMyShipController controller;
private List&lt;IMyThrust&gt; allThrusters;
private List&lt;IMyThrust&gt; upThrusters, downThrusters, leftThrusters, rightThrusters, forwardThrusters, backwardThrusters;
public ThrusterController(IMyShipController controller, List&lt;IMyThrust&gt; thrusters)
{
upThrusters = new List&lt;IMyThrust&gt;();
downThrusters = new List&lt;IMyThrust&gt;();
leftThrusters = new List&lt;IMyThrust&gt;();
rightThrusters = new List&lt;IMyThrust&gt;();
forwardThrusters = new List&lt;IMyThrust&gt;();
backwardThrusters = new List&lt;IMyThrust&gt;();
Update(controller, thrusters);
}
public void Update(IMyShipController controller, List&lt;IMyThrust&gt; thrusters)
{
this.controller = controller;
this.allThrusters = thrusters.Distinct().ToList();
foreach (var thruster in thrusters)
{
if (thruster.GridThrustDirection.Z &lt; 0) forwardThrusters.Add(thruster);
if (thruster.GridThrustDirection.Z &gt; 0) backwardThrusters.Add(thruster);
if (thruster.GridThrustDirection.Y &lt; 0) upThrusters.Add(thruster);
if (thruster.GridThrustDirection.Y &gt; 0) downThrusters.Add(thruster);
if (thruster.GridThrustDirection.X &lt; 0) leftThrusters.Add(thruster);
if (thruster.GridThrustDirection.X &gt; 0) rightThrusters.Add(thruster);
thruster.ThrustOverride = 0;
}
forwardThrusters = forwardThrusters.Distinct().ToList();
backwardThrusters = backwardThrusters.Distinct().ToList();
upThrusters = upThrusters.Distinct().ToList();
downThrusters = downThrusters.Distinct().ToList();
leftThrusters = leftThrusters.Distinct().ToList();
rightThrusters = rightThrusters.Distinct().ToList();
}
public void SetEnabled(bool enabled)
{
foreach (var thruster in allThrusters)
{
thruster.Enabled = enabled;
}
}
public float SetZAxisThrust(float thrust)
{
return setAxisThrust(thrust, ref forwardThrusters, ref backwardThrusters);
}
public float SetYAxisThrust(float thrust)
{
return setAxisThrust(thrust, ref upThrusters, ref downThrusters);
}
public float SetXAxisThrust(float thrust)
{
return setAxisThrust(thrust, ref leftThrusters, ref rightThrusters);
}
public float CalculateMaxEffectiveForwardThrust()
{
return calculateMaxAxisThrust(ref forwardThrusters);
}
public float CalculateMaxEffectiveBackwardThrust()
{
return calculateMaxAxisThrust(ref backwardThrusters);
}
public float CalculateMaxEffectiveLeftThrust()
{
return calculateMaxAxisThrust(ref leftThrusters);
}
public float CalculateMaxEffectiveRightThrust()
{
return calculateMaxAxisThrust(ref rightThrusters);
}
public float CalculateMaxEffectiveUpThrust()
{
return calculateMaxAxisThrust(ref upThrusters);
}
public float CalculateMaxEffectiveDownThrust()
{
return calculateMaxAxisThrust(ref downThrusters);
}
public float CalculateThrustToHover()
{
var gravityDir = controller.GetNaturalGravity();
var weight = controller.CalculateShipMass().PhysicalMass * gravityDir.Length();
var velocity = controller.GetShipVelocities().LinearVelocity;
gravityDir.Normalize();
var gravityMatrix = Matrix.Invert(Matrix.CreateFromDir(gravityDir));
velocity = Vector3D.Transform(velocity, gravityMatrix);
if (Vector3.Transform(controller.WorldMatrix.GetOrientation().Down, gravityMatrix).Z &lt; 0)
return (float)(weight + weight * -velocity.Z);
else
return -(float)(weight + weight * -velocity.Z);
}
private float calculateMaxAxisThrust(ref List&lt;IMyThrust&gt; thrusters)
{
float thrust = 0;
foreach (var thruster in thrusters)
{
thrust += thruster.MaxEffectiveThrust;
}
return thrust;
}
private float calculateEffectiveThustRatio(IMyThrust thruster)
{
return thruster.MaxThrust / thruster.MaxEffectiveThrust;
}
private float setAxisThrust(float thrust, ref List&lt;IMyThrust&gt; thrustersPos, ref List&lt;IMyThrust&gt; thrustersNeg)
{
List&lt;IMyThrust&gt; thrusters, backThrusters;
if (thrust &gt;= 0)
{
thrusters = thrustersPos;
backThrusters = thrustersNeg;
}
else
{
thrusters = thrustersNeg;
backThrusters = thrustersPos;
}
thrust = Math.Abs(thrust);
foreach (var thruster in backThrusters)
{
thruster.ThrustOverride = 0.0f;
}
foreach (var thruster in thrusters)
{
//TODO: replace with smart thruster thrust allocation code.
var localThrust = (thrust / thrusters.Count) * calculateEffectiveThustRatio(thruster);
thruster.ThrustOverride = (float.IsNaN(localThrust) || float.IsInfinity(localThrust)) ? 0 : localThrust;
}
return 0.0f;
}
}
const float degToRad = (float)Math.PI / 180;
const float radToDeg = 180.0f / (float)Math.PI;
public static bool IsEqual(float value1, float value2, float epsilon = 0.0001f)
{
return Math.Abs(NotNaN(value1 - value2)) &lt;= epsilon;
}
public static float NotNaN(float value)
{
return float.IsNaN(value) ? 0 : value;
}
public static float MinAbs(float value1, float value2)
{
return Math.Min(Math.Abs(value1), Math.Abs(value2)) * (value1 &lt; 0 ? -1 : 1);
}
class ConfigSection
{
Dictionary&lt;string, string&gt; config;
string name;
public ConfigSection(string name)
{
this.config = new Dictionary&lt;string, string&gt;();
this.name = name;
}
public void Read(string text)
{
config.Clear();
var ini = new MyIni();
MyIniParseResult parseResult;
if (!ini.TryParse(text, out parseResult))
throw new Exception("Failed To Read Config: " + parseResult.Error + " on line" + parseResult.LineNo.ToString());
var keys = new List&lt;MyIniKey&gt;();
ini.GetKeys(name, keys);
foreach (var key in keys)
{
config.Add(key.Name, ini.Get(key).ToString());
}
}
public string write()
{
MyIni ini = new MyIni();
ini.AddSection(name);
foreach (var kv in config) { ini.Set(name, kv.Key, kv.Value); }
return ini.ToString();
}
public T Get&lt;T&gt;(string key, T value)
{
if (!config.ContainsKey(key))
{
config.Add(key, value.ToString());
return value;
}
string result; config.TryGetValue(key, out result);
return (T)Convert.ChangeType(result, typeof(T));
}
}</Program>
<Storage>shutdown</Storage>
</MyObjectBuilder_CubeBlock>
<MyObjectBuilder_CubeBlock xsi:type="MyObjectBuilder_CubeBlock">
<SubtypeName>HalfSlopeArmorBlock</SubtypeName>
<Min x="-6" y="15" z="-24" />
<BlockOrientation Forward="Up" Up="Forward" />
<ColorMaskHSV x="0.05" y="0.07" z="0.26" />
<SkinSubtypeId>CarbonFibre_Armor</SkinSubtypeId>
</MyObjectBuilder_CubeBlock>
<MyObjectBuilder_CubeBlock xsi:type="MyObjectBuilder_CubeBlock">
<SubtypeName>SmallBlockArmorSlope2Tip</SubtypeName>
<Min x="-7" y="16" z="-23" />
<BlockOrientation Forward="Down" Up="Left" />
<ColorMaskHSV x="0.05" y="0.07" z="0.26" />
<SkinSubtypeId>CarbonFibre_Armor</SkinSubtypeId>
</MyObjectBuilder_CubeBlock>
<MyObjectBuilder_CubeBlock xsi:type="MyObjectBuilder_CubeBlock">
<SubtypeName>SmallBlockArmorHalfSlopeCorner</SubtypeName>
<Min x="-7" y="15" z="-24" />
<BlockOrientation Forward="Left" Up="Down" />
<ColorMaskHSV x="0.05" y="0.07" z="0.26" />
<SkinSubtypeId>CarbonFibre_Armor</SkinSubtypeId>
</MyObjectBuilder_CubeBlock>
<MyObjectBuilder_CubeBlock xsi:type="MyObjectBuilder_CubeBlock">
<SubtypeName>SmallBlockArmorSlope2Tip</SubtypeName>
<Min x="-5" y="16" z="-23" />
<BlockOrientation Forward="Down" Up="Right" />
<ColorMaskHSV x="0.05" y="0.07" z="0.26" />
<SkinSubtypeId>CarbonFibre_Armor</SkinSubtypeId>
</MyObjectBuilder_CubeBlock>
<MyObjectBuilder_CubeBlock xsi:type="MyObjectBuilder_CubeBlock">
<SubtypeName>SmallBlockArmorHalfSlopeCorner</SubtypeName>
<Min x="-5" y="15" z="-24" />
<BlockOrientation Forward="Forward" Up="Down" />
<ColorMaskHSV x="0.05" y="0.07" z="0.26" />
<SkinSubtypeId>CarbonFibre_Armor</SkinSubtypeId>
</MyObjectBuilder_CubeBlock>
<MyObjectBuilder_CubeBlock xsi:type="MyObjectBuilder_CubeBlock">
<SubtypeName>HalfSlopeArmorBlock</SubtypeName>
<Min x="-6" y="17" z="-23" />
<BlockOrientation Forward="Backward" Up="Up" />
<ColorMaskHSV x="0.05" y="0.07" z="0.26" />
<SkinSubtypeId>CarbonFibre_Armor</SkinSubtypeId>
</MyObjectBuilder_CubeBlock>
<MyObjectBuilder_CubeBlock xsi:type="MyObjectBuilder_CubeBlock">
<SubtypeName>SmallBlockArmorCorner2Tip</SubtypeName>
<Min x="-7" y="16" z="-24" />
<BlockOrientation Forward="Down" Up="Forward" />
<ColorMaskHSV x="0.05" y="0.07" z="0.26" />
<SkinSubtypeId>CarbonFibre_Armor</SkinSubtypeId>
</MyObjectBuilder_CubeBlock>
<MyObjectBuilder_CubeBlock xsi:type="MyObjectBuilder_CubeBlock">
<SubtypeName>SmallBlockArmorCorner2Tip</SubtypeName>
<Min x="-5" y="16" z="-24" />
<BlockOrientation Forward="Down" Up="Right" />
<ColorMaskHSV x="0.05" y="0.07" z="0.26" />
<SkinSubtypeId>CarbonFibre_Armor</SkinSubtypeId>
</MyObjectBuilder_CubeBlock>
<MyObjectBuilder_CubeBlock xsi:type="MyObjectBuilder_CubeBlock">
<SubtypeName>SmallBlockArmorCorner2Tip</SubtypeName>
<Min x="-5" y="17" z="-22" />
<BlockOrientation Forward="Backward" Up="Up" />
<ColorMaskHSV x="0.05" y="0.07" z="0.26" />
<SkinSubtypeId>CarbonFibre_Armor</SkinSubtypeId>
</MyObjectBuilder_CubeBlock>
<MyObjectBuilder_CubeBlock xsi:type="MyObjectBuilder_CubeBlock">
<SubtypeName>SmallBlockArmorCorner2Tip</SubtypeName>
<Min x="-7" y="17" z="-22" />
<BlockOrientation Forward="Backward" Up="Left" />
<ColorMaskHSV x="0.05" y="0.07" z="0.26" />
<SkinSubtypeId>CarbonFibre_Armor</SkinSubtypeId>
</MyObjectBuilder_CubeBlock>
<MyObjectBuilder_CubeBlock xsi:type="MyObjectBuilder_CubeBlock">
<SubtypeName>SmallBlockArmorCorner2Tip</SubtypeName>
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<BlockOrientation Forward="Forward" Up="Right" />
<ColorMaskHSV x="0.05" y="0.07" z="0.26" />
<SkinSubtypeId>CarbonFibre_Armor</SkinSubtypeId>
</MyObjectBuilder_CubeBlock>
<MyObjectBuilder_CubeBlock xsi:type="MyObjectBuilder_CubeBlock">
<SubtypeName>SmallBlockArmorCorner2Tip</SubtypeName>
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</MyObjectBuilder_CubeBlock>
<MyObjectBuilder_CubeBlock xsi:type="MyObjectBuilder_CubeBlock">
<SubtypeName>SmallBlockArmorCorner2Tip</SubtypeName>
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</MyObjectBuilder_CubeBlock>
<MyObjectBuilder_CubeBlock xsi:type="MyObjectBuilder_CubeBlock">
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</MyObjectBuilder_CubeBlock>
</CubeBlocks>
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<BlockGroups>
<MyObjectBuilder_BlockGroup>
<Name>[Loki] [Spine] Batteries</Name>
<Blocks>
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<Z>-19</Z>
</Vector3I>
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</Vector3I>
</Blocks>
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<MyObjectBuilder_BlockGroup>
<Name>[Loki] [Spine] Merge Blocks</Name>
<Blocks>
<Vector3I>
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<Z>-11</Z>
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<Vector3I>
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</Vector3I>
</Blocks>
</MyObjectBuilder_BlockGroup>
<MyObjectBuilder_BlockGroup>
<Name>[Loki] [Spine] Heli-Control</Name>
<Blocks>
<Vector3I>
<X>-6</X>
<Y>17</Y>
<Z>-4</Z>
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</Vector3I>
</Blocks>
</MyObjectBuilder_BlockGroup>
</BlockGroups>
<DisplayName>[Loki] [Spine] Heli Module</DisplayName>
<DestructibleBlocks>true</DestructibleBlocks>
<CreatePhysics>false</CreatePhysics>
<EnableSmallToLargeConnections>false</EnableSmallToLargeConnections>
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<LocalCoordSys>0</LocalCoordSys>
<TargetingTargets />
<NPCGridClaimElapsed xsi:nil="true" />
</CubeGrid>
</CubeGrids>
<EnvironmentType>None</EnvironmentType>
<WorkshopId>0</WorkshopId>
<OwnerSteamId>76561198406231217</OwnerSteamId>
<Points>0</Points>
</ShipBlueprint>
</ShipBlueprints>
</Definitions>