Here is the odf:
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[GameObjectClass]
ClassLabel = "hover"
GeometryName = "all_fly_ywing.msh"
[Properties]
HUDModel = "hud_IFT_shape"
FLYERSECTION = "BODY"
VehicleType = "light"
AISizeType = "MEDIUM"
//AvailableForAnyTeam = 1
MapTexture = "y-wing_icon"
HealthTexture = "HUD_all_ywing_icon"
VehiclePosition = "common.vehiclepositions.pilot"
MapScale = 1.5
WaterEffect = "com_sfx_waterwake_lg"
GeometryName = "all_fly_ywing"
ExplosionName = "rep_hover_fightertank_exp"
AnimationName = "rep_hover_barcspeeder"
//FinAnimation = "rep_fightertank_9pose"
CollisionScale = 0.5
CollisionThreshold = 5.0
MaxHealth = 8000.0
TimeRequiredToEject = "7.5"
EjectResistance = "0.02"
TimeTilReboard = "5.0"
HealthType = "vehicle"
//FirstPerson = "REP\repftrtk;rep_1st_cockpit_fightertank"
FirstPersonFOV = "55"
SetAltitude = 0.5
GravityScale = 4.0
LiftSpring = 1.0 //Suspension tightness. High is a firm rugged ride, low is floaty and smooth
LiftDamp = 20.0 //Shock Absorber. High corrects quickly, low causes it to bounce and over correct alot.
Acceleration = 15.0
Deceleration = 5.5
Traction = 20.0
ForwardSpeed = 100.0
ReverseSpeed = 12.0
StrafeSpeed = 120.0
EnergyBar = 500
EnergyAutoRestore = 20
EnergyBoostDrain = 2
BoostSpeed = 150
BoostAcceleration = 1000.0
BoostFOV = 60
AddSpringBody = "-1.8 1.25 1.7 2.3"
BodySpringLength = 1.0
AddSpringBody = "1.8 1.25 1.7 2.3"
BodySpringLength = 1.0
AddSpringBody = "-1.4 1.25 -2.3 2.3"
BodySpringLength = 1.0
BodyOmegaXSpringFactor = 1.2
AddSpringBody = "1.4 1.25 -2.3 2.3"
BodySpringLength = 1.0
BodyOmegaXSpringFactor = 1.2
AddSpringBody = "2.4 1.0 -0.4 1.4"
AddSpringBody = "-2.4 1.0 -0.4 1.4"
VelocitySpring = 5
VelocityDamp = 2.5
OmegaXSpring = 3.0
OmegaXDamp = 3.0
OmegaZSpring = 5.0
OmegaZDamp = 1.5
CockpitTension = 20
SpinRate = 1.7
TurnRate = 1.7
TurnFilter = 10.0
PitchRate = 0.5
PitchFilter = 10.0
StrafeRollAngle = 0.01
ThrustPitchAngle = 0.0
BankAngle = -0.01
BankFilter = 3.0 //low is slow - How quickly the bank returns to level
LevelSpring = 2.0 //low is slow - the force the restores level
LevelDamp = 1.0 //low is slow - the force that reduces the momentum of the rotation
PCPitchRate = "15.0"
PCSpinRate = "25.0"
PCTurnRate = "30.0"
EyePointOffset = "0.0 2.0 0.0"
TrackCenter = "0.0 2.0 -5.0" //needs to be chenged back to 0.0 1.0 -5.0 when artists move center point
TrackOffset = "0.0 0.5 6"
TiltValue = "7.0"
PitchLimits = "-8.0 25.0"
YawLimits = "0.0 0.0"
TerrainCollision = "p_front_sphere1"
TerrainCollision = "p_front_sphere2"
TerrainCollision = "p_front_sphere3"
TerrainCollision = "p_left_sphere1"
TerrainCollision = "p_left_sphere2"
TerrainCollision = "p_left_sphere3"
TerrainCollision = "p_right_sphere1"
TerrainCollision = "p_right_sphere2"
TerrainCollision = "p_right_sphere3"
BuildingCollision = "p_front_sphere1"
BuildingCollision = "p_front_sphere2"
BuildingCollision = "p_front_sphere3"
BuildingCollision = "p_left_sphere1"
BuildingCollision = "p_left_sphere2"
BuildingCollision = "p_left_sphere3"
BuildingCollision = "p_right_sphere1"
BuildingCollision = "p_right_sphere2"
BuildingCollision = "p_right_sphere3"
VehicleCollision = "p_front_sphere1"
VehicleCollision = "p_front_sphere2"
VehicleCollision = "p_front_sphere3"
VehicleCollision = "p_left_sphere1"
VehicleCollision = "p_left_sphere2"
VehicleCollision = "p_left_sphere3"
VehicleCollision = "p_right_sphere1"
VehicleCollision = "p_right_sphere2"
VehicleCollision = "p_right_sphere3"
TargetableCollision = "p_front_sphere3"
WEAPONSECTION = 1
WeaponName = "rep_weap_hover_fightertank_cannon"
WeaponAmmo = 1
HierarchyLevel = 1
AimerNodeName = "hp_fire1"
AimerYawLimts = "-30 30"
AimerPitchLimts = "-30 30"
NextAimer = "-"
AimerNodeName = "hp_fire2"
AimerYawLimts = "-30 30"
AimerPitchLimts = "-30 30"
WEAPONSECTION = 2
WeaponName = "rep_weap_hover_fightertank_missile"
WeaponAmmo = 0
FirePointName = "hp_fire1"
FLYERSECTION = "TURRET1"
VehiclePosition = "common.vehiclepositions.gunner"
//PilotPosition = "hp_active"
//Pilot9Pose = "minigun_9pose"
//FirstPerson = "rep\repsccam;rep_1st_cockpit_securitycam"
EyePointOffset = "0.0 2.5 4.0"
TrackCenter = "0.0 0.7 2.0" // 0 2 -3
TrackOffset = "0.0 0.0 3.0"
TiltValue = "5.0"
FirstPersonFOV = "50"
ForceMode = "1"
PitchLimits = "-45.0 10.0" // -20 10
YawLimits = "-180.0 180.0"
PitchTurnFactor = "0.0"
TurretNodeName ="turret_base"
AimerNodeName = "turret_back"
AimerPitchLimits = "-10.0 90.0"
AimerYawLimits = "0.0 0.0"
BarrelNodeName = "cannon_R"
BarrelRecoil = 0.15
FirePointName = "hp_cannon2"
NextBarrel = "-"
BarrelNodeName = "cannon_L"
BarrelRecoil = 0.15
FirePointName = "hp_cannon1"
PitchRate = 4.0
//PitchFilter = 2.75
TurnRate = 4.0
//TurnFilter = 2.75
//Camera Placement
//--------------
//EyePointOffset = "0.0 0.0 3.0"
TiltValue = "5.0"
TurretYawSound = "turret_whir_yaw_lp"
TurretYawSoundPitch = "0.7"
TurretPitchSound = "turret_whir_pitch_lp"
TurretPitchSoundPitch = "0.7"
TurretAmbientSound = ""
TurretActivateSound = "vehicle_equip"
TurretDeactivateSound = ""
TurretStartSound = ""
TurretStopSound = ""
WeaponName = "tur_weap_spa_chaingun"
WeaponAmmo = 0
CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "all_fly_ywing_chunk1"
ChunkNodeName = ""
ChunkTerrainCollisions = "0"
ChunkTerrainEffect = "com_sfx_explosion_lg"
ChunkPhysics = "FULL"
ChunkOmega = "3.0 1.0 4.5"
ChunkSpeed = "14.0"
ChunkUpFactor = "4.00"
ChunkGravity = "0.0 0.0 0.0"
ChunkVelocityFactor = "0.15"
CHUNKSECTION = "CHUNK2"
ChunkGeometryName = "all_fly_ywing_chunk2"
ChunkNodeName = ""
ChunkTerrainCollisions = "0"
ChunkTerrainEffect = "com_sfx_explosion_lg"
ChunkPhysics = "FULL"
ChunkOmega = "4.0 0.5 3.0"
ChunkSpeed = "15.0"
ChunkUpFactor = "3.00"
ChunkGravity = "0.0 0.0 0.0"
ChunkVelocityFactor = "0.15"
CHUNKSECTION = "CHUNK3"
ChunkGeometryName = "all_fly_ywing_chunk3"
ChunkNodeName = ""
ChunkTerrainCollisions = "0"
ChunkTerrainEffect = "com_sfx_explosion_lg"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 0.5 3.0"
ChunkSpeed = "15.0"
ChunkUpFactor = "3.00"
ChunkGravity = "0.0 0.0 0.0"
ChunkVelocityFactor = "0.15"
VOUnitType = 124
EngineSound = "interceptorTank_engine_parameterized"
HurtSound = ""
DeathSound = "imp_weap_ord_exp_lg"
VehicleCollisionSound ="com_veh_collision_lg"
TurnOnSound = ""
TurnOffSound = ""
CisMusic = "cis_vehicle"
RepMusic = "rep_vehicle"
MusicSpeed = ".15"
MusicDelay = "3.0"
GroundedSound = ""
GroundedHeight = ""
FoleyFXGroup = "metal_foley"
ClassLabel = "hover"
GeometryName = "all_fly_ywing.msh"
[Properties]
HUDModel = "hud_IFT_shape"
FLYERSECTION = "BODY"
VehicleType = "light"
AISizeType = "MEDIUM"
//AvailableForAnyTeam = 1
MapTexture = "y-wing_icon"
HealthTexture = "HUD_all_ywing_icon"
VehiclePosition = "common.vehiclepositions.pilot"
MapScale = 1.5
WaterEffect = "com_sfx_waterwake_lg"
GeometryName = "all_fly_ywing"
ExplosionName = "rep_hover_fightertank_exp"
AnimationName = "rep_hover_barcspeeder"
//FinAnimation = "rep_fightertank_9pose"
CollisionScale = 0.5
CollisionThreshold = 5.0
MaxHealth = 8000.0
TimeRequiredToEject = "7.5"
EjectResistance = "0.02"
TimeTilReboard = "5.0"
HealthType = "vehicle"
//FirstPerson = "REP\repftrtk;rep_1st_cockpit_fightertank"
FirstPersonFOV = "55"
SetAltitude = 0.5
GravityScale = 4.0
LiftSpring = 1.0 //Suspension tightness. High is a firm rugged ride, low is floaty and smooth
LiftDamp = 20.0 //Shock Absorber. High corrects quickly, low causes it to bounce and over correct alot.
Acceleration = 15.0
Deceleration = 5.5
Traction = 20.0
ForwardSpeed = 100.0
ReverseSpeed = 12.0
StrafeSpeed = 120.0
EnergyBar = 500
EnergyAutoRestore = 20
EnergyBoostDrain = 2
BoostSpeed = 150
BoostAcceleration = 1000.0
BoostFOV = 60
AddSpringBody = "-1.8 1.25 1.7 2.3"
BodySpringLength = 1.0
AddSpringBody = "1.8 1.25 1.7 2.3"
BodySpringLength = 1.0
AddSpringBody = "-1.4 1.25 -2.3 2.3"
BodySpringLength = 1.0
BodyOmegaXSpringFactor = 1.2
AddSpringBody = "1.4 1.25 -2.3 2.3"
BodySpringLength = 1.0
BodyOmegaXSpringFactor = 1.2
AddSpringBody = "2.4 1.0 -0.4 1.4"
AddSpringBody = "-2.4 1.0 -0.4 1.4"
VelocitySpring = 5
VelocityDamp = 2.5
OmegaXSpring = 3.0
OmegaXDamp = 3.0
OmegaZSpring = 5.0
OmegaZDamp = 1.5
CockpitTension = 20
SpinRate = 1.7
TurnRate = 1.7
TurnFilter = 10.0
PitchRate = 0.5
PitchFilter = 10.0
StrafeRollAngle = 0.01
ThrustPitchAngle = 0.0
BankAngle = -0.01
BankFilter = 3.0 //low is slow - How quickly the bank returns to level
LevelSpring = 2.0 //low is slow - the force the restores level
LevelDamp = 1.0 //low is slow - the force that reduces the momentum of the rotation
PCPitchRate = "15.0"
PCSpinRate = "25.0"
PCTurnRate = "30.0"
EyePointOffset = "0.0 2.0 0.0"
TrackCenter = "0.0 2.0 -5.0" //needs to be chenged back to 0.0 1.0 -5.0 when artists move center point
TrackOffset = "0.0 0.5 6"
TiltValue = "7.0"
PitchLimits = "-8.0 25.0"
YawLimits = "0.0 0.0"
TerrainCollision = "p_front_sphere1"
TerrainCollision = "p_front_sphere2"
TerrainCollision = "p_front_sphere3"
TerrainCollision = "p_left_sphere1"
TerrainCollision = "p_left_sphere2"
TerrainCollision = "p_left_sphere3"
TerrainCollision = "p_right_sphere1"
TerrainCollision = "p_right_sphere2"
TerrainCollision = "p_right_sphere3"
BuildingCollision = "p_front_sphere1"
BuildingCollision = "p_front_sphere2"
BuildingCollision = "p_front_sphere3"
BuildingCollision = "p_left_sphere1"
BuildingCollision = "p_left_sphere2"
BuildingCollision = "p_left_sphere3"
BuildingCollision = "p_right_sphere1"
BuildingCollision = "p_right_sphere2"
BuildingCollision = "p_right_sphere3"
VehicleCollision = "p_front_sphere1"
VehicleCollision = "p_front_sphere2"
VehicleCollision = "p_front_sphere3"
VehicleCollision = "p_left_sphere1"
VehicleCollision = "p_left_sphere2"
VehicleCollision = "p_left_sphere3"
VehicleCollision = "p_right_sphere1"
VehicleCollision = "p_right_sphere2"
VehicleCollision = "p_right_sphere3"
TargetableCollision = "p_front_sphere3"
WEAPONSECTION = 1
WeaponName = "rep_weap_hover_fightertank_cannon"
WeaponAmmo = 1
HierarchyLevel = 1
AimerNodeName = "hp_fire1"
AimerYawLimts = "-30 30"
AimerPitchLimts = "-30 30"
NextAimer = "-"
AimerNodeName = "hp_fire2"
AimerYawLimts = "-30 30"
AimerPitchLimts = "-30 30"
WEAPONSECTION = 2
WeaponName = "rep_weap_hover_fightertank_missile"
WeaponAmmo = 0
FirePointName = "hp_fire1"
FLYERSECTION = "TURRET1"
VehiclePosition = "common.vehiclepositions.gunner"
//PilotPosition = "hp_active"
//Pilot9Pose = "minigun_9pose"
//FirstPerson = "rep\repsccam;rep_1st_cockpit_securitycam"
EyePointOffset = "0.0 2.5 4.0"
TrackCenter = "0.0 0.7 2.0" // 0 2 -3
TrackOffset = "0.0 0.0 3.0"
TiltValue = "5.0"
FirstPersonFOV = "50"
ForceMode = "1"
PitchLimits = "-45.0 10.0" // -20 10
YawLimits = "-180.0 180.0"
PitchTurnFactor = "0.0"
TurretNodeName ="turret_base"
AimerNodeName = "turret_back"
AimerPitchLimits = "-10.0 90.0"
AimerYawLimits = "0.0 0.0"
BarrelNodeName = "cannon_R"
BarrelRecoil = 0.15
FirePointName = "hp_cannon2"
NextBarrel = "-"
BarrelNodeName = "cannon_L"
BarrelRecoil = 0.15
FirePointName = "hp_cannon1"
PitchRate = 4.0
//PitchFilter = 2.75
TurnRate = 4.0
//TurnFilter = 2.75
//Camera Placement
//--------------
//EyePointOffset = "0.0 0.0 3.0"
TiltValue = "5.0"
TurretYawSound = "turret_whir_yaw_lp"
TurretYawSoundPitch = "0.7"
TurretPitchSound = "turret_whir_pitch_lp"
TurretPitchSoundPitch = "0.7"
TurretAmbientSound = ""
TurretActivateSound = "vehicle_equip"
TurretDeactivateSound = ""
TurretStartSound = ""
TurretStopSound = ""
WeaponName = "tur_weap_spa_chaingun"
WeaponAmmo = 0
CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "all_fly_ywing_chunk1"
ChunkNodeName = ""
ChunkTerrainCollisions = "0"
ChunkTerrainEffect = "com_sfx_explosion_lg"
ChunkPhysics = "FULL"
ChunkOmega = "3.0 1.0 4.5"
ChunkSpeed = "14.0"
ChunkUpFactor = "4.00"
ChunkGravity = "0.0 0.0 0.0"
ChunkVelocityFactor = "0.15"
CHUNKSECTION = "CHUNK2"
ChunkGeometryName = "all_fly_ywing_chunk2"
ChunkNodeName = ""
ChunkTerrainCollisions = "0"
ChunkTerrainEffect = "com_sfx_explosion_lg"
ChunkPhysics = "FULL"
ChunkOmega = "4.0 0.5 3.0"
ChunkSpeed = "15.0"
ChunkUpFactor = "3.00"
ChunkGravity = "0.0 0.0 0.0"
ChunkVelocityFactor = "0.15"
CHUNKSECTION = "CHUNK3"
ChunkGeometryName = "all_fly_ywing_chunk3"
ChunkNodeName = ""
ChunkTerrainCollisions = "0"
ChunkTerrainEffect = "com_sfx_explosion_lg"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 0.5 3.0"
ChunkSpeed = "15.0"
ChunkUpFactor = "3.00"
ChunkGravity = "0.0 0.0 0.0"
ChunkVelocityFactor = "0.15"
VOUnitType = 124
EngineSound = "interceptorTank_engine_parameterized"
HurtSound = ""
DeathSound = "imp_weap_ord_exp_lg"
VehicleCollisionSound ="com_veh_collision_lg"
TurnOnSound = ""
TurnOffSound = ""
CisMusic = "cis_vehicle"
RepMusic = "rep_vehicle"
MusicSpeed = ".15"
MusicDelay = "3.0"
GroundedSound = ""
GroundedHeight = ""
FoleyFXGroup = "metal_foley"

