#Whether or not disassembly is permitted
allowDisassembly = true
#Allows ships without a helm (passive ships) to use floaters and balloons
allowFloatersAndBalloonsOnNonEurekaShips = true
#How much inertia affects Eureka ships. Max 10 = full inertia
antiVelocityMassRelevance = 0.8
#Weight of ballast when highest redstone power
ballastNoWeight = 1000.0
#Weight of ballast when lowest redstone power
ballastWeight = 10000.0
#The max elevation speed boost gained by having extra extra balloons
balloonElevationMaxSpeed = 5.5
#Vertical sensitivity when descending
baseImpulseDescendRate = 4.0
#Vertical sensitivity when ascending
baseImpulseElevationRate = 2.0
#Whether the ship helm assembles diagonally connected blocks or not
diagonals = true
#Allow Eureka controlled ships to be affected by fluid drag
doFluidDrag = false
#Ascend and descend acceleration
elevationSnappiness = 1.0
#Extra engine power for when having multiple engines per engine
engineBoost = 0.2
#The final linear boost will be raised to the power of 2, and the result of the delta is multiple by this value
engineBoostExponentialPower = 1.0E-6
#At what amount of engines the boost will start taking effect
engineBoostOffset = 2.5
#Fuel burn time multiplier
engineFuelMultiplier = 2.0
#Avoids consuming fuel when heat is 100%
engineFuelSaving = false
#Increases heat gained at low heat level, and increased heat decreases when at high heat and not consuming fuel
engineHeatChangeExponent = 0.10000000149011612
#The amount of heat a gain per tick (when burning)
engineHeatGain = 0.029999999329447746
#The amount of heat a engine loses per tick
engineHeatLoss = 0.009999999776482582
#Increasing this varue will result in more items being able to converted to fuel
engineMinCapacity = 2000
#Turning power per engine when heated fully
enginePowerAngular = 1.0
#Turning power per engine when minimal heat
enginePowerAngularMin = 0.0
#Movement power per engine when heated fully
enginePowerLinear = 500000.0
#Movement power per engine with minimal heat
enginePowerLinearMin = 10000.0
#Pause fuel consumption and power when block is powered
engineRedstoneBehaviorPause = false
#How how much force is Kg each floater supports
floaterBuoyantLift = 2000.0
#Base mass for linear acceleration in Kg.
linearBaseMass = 50.0
#Max unscaled speed in m/s without engines.
linearBaseSpeed = 3.0
#How fast a ship will stop and accelerate.
linearMassScaling = 2.0E-4
#Max mass for the linear stabilisation, will smooth out before reaching max value.
linearMaxMass = 10000.0
#How fast a ship will stop. 1 = fast stop, 0 = slow stop
linearStabilizeMaxAntiVelocity = 1.0
#Amount of mass in kg a balloon can lift
massPerBalloon = 5000.0
#Number of Balloons a single engine can power. 0 disables the feature
maxBalloonsPerEngine = 0
#The maximum amount extra each floater will multiply the buoyant force by, irrespective of mass
maxFloaterBuoyantFactor = 0.1
#Max reverse speed of a ship with engines
maxReverseSpeedFromEngines = 5.0
#Maximum number of blocks allowed in a ship. Set to 0 for no limit
maxShipBlocks = 32768
#The maximum distance from center of mass to one end of the ship considered by the turn speed. At it's default of 16, it ensures that really large ships will turn at the same speed as a ship with a center of mass only 16 blocks away from the farthest point in the ship. That way, large ships do not turn painfully slowly
maxSizeForTurnSpeedPenalty = 16.0
#Max speed of a ship with engines (actual max speed varies with engines and mass.)
maxSpeedFromEngines = 12.0
#The height where balloons effectiveness is zero on ships without a helm
passiveBalloonMaxHeight = 400.0
#The height where balloons starts to loose effectiveness on ships without a helm
passiveBalloonMinHeight = 64.0
#Chance for popped balloons to pop adjacent balloons, per side
popSideBalloonChance = 0.3
#Stronger stabilization with higher mass, less at higher speeds.
scaledInstability = 70.0
#how much the mass decreases the speed.
speedMassScale = 1.0
#The speed at which the ship stabilizes
stabilizationSpeed = 10.0
#How much torque a ship will apply to try and keep level
stabilizationTorqueConstant = 15.0
#The maximum linear acceleration at any point on the ship caused by helm torque
turnAcceleration = 10.0
#The maximum linear velocity at any point on the ship caused by helm torque
turnSpeed = 3.0
#Less stabilization at higher speed.
unscaledInstability = 0.1
