[TexturePanels]
file = solar\asteroids\debris_shapes.ini

[Field]
cube_size = 400
fill_dist = 1800
diffuse_color = 220, 220, 180
ambient_color = 120, 120, 120
ambient_increase = 70, 40, 30
empty_cube_frequency = 0.800000

[properties]
flag = debris_objects
flag = Object_density_med

[Cube]
asteroid = debris_med1, -0.700000, 0.300000, 0.200000, 0, 20, 190
asteroid = debris_large1, 0.200000, 0.800000, 0.300000, 45, 20, 0
asteroid = debris_large3, 0.400000, -0.700000, -0.200000, 15, 90, 120
asteroid = debris_med2, -0.300000, -0.300000, 0.800000, 85, 0, 185
asteroid = debris_large1, -0.200000, -0.100000, -0.600000, 105, 160, 25
asteroid = debris_small2, 0.000000, -0.900000, -0.800000, 35, 110, 60

[Band]
render_parts = 10
shape = debris_belt_04
height = 5000
offset_dist = 2500
fade = 1.100000, 1.450000, 10, 11
texture_aspect = 1.000000
color_shift = 0.800000, 0.800000, 0.800000
ambient_intensity = 1.000000
vert_increase = 2

[AsteroidBillboards]
count = 200
start_dist = 1000
fade_dist_percent = 0.300000
shape = debris_tri
color_shift = 1.000000, 1.000000, 1.000000
ambient_intensity = 1.000000
size = 50, 160

[DynamicAsteroids]
asteroid = dasteroid_debris_small1
count = 20
placement_radius = 150.000000
placement_offset = 90.000000
max_velocity = 5
max_angular_velocity = 2.000000
color_shift = 0.900000, 0.900000, 1.000000

[LootableZone]
asteroid_loot_container = lootcrate_ast_loot_metal
asteroid_loot_commodity = commodity_scrap_metal
dynamic_loot_container = lootcrate_ast_loot_metal
dynamic_loot_commodity = commodity_scrap_metal
asteroid_loot_count = 0, 0
dynamic_loot_count = 1, 1
asteroid_loot_difficulty = 30
dynamic_loot_difficulty = 2

[FlExplorer]
template = solar\asteroids\br01_southampton_debris_field.ini
