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

[Field]
cube_size = 1000
fill_dist = 5000
diffuse_color = 100, 100, 80
ambient_color = 255, 255, 255
ambient_increase = 20, 20, 30

[properties]
flag = Debris_objects
flag = Object_density_low

[DynamicAsteroids]
asteroid = debris_small1
count = 100
placement_radius = 1500.000000
placement_offset = 0.000000
max_velocity = 0.600000
max_angular_velocity = 0.300000
color_shift = 1.000000, 1.000000, 1.000000

[DynamicAsteroids]
asteroid = debris_med2
count = 100
placement_radius = 1500.000000
placement_offset = 0.000000
max_velocity = 0.600000
max_angular_velocity = 0.300000
color_shift = 1.000000, 1.000000, 1.000000

[DynamicAsteroids]
asteroid = debris_large1
count = 100
placement_radius = 1500.000000
placement_offset = 0.000000
max_velocity = 0.600000
max_angular_velocity = 0.300000
color_shift = 1.000000, 1.000000, 1.000000

[DynamicAsteroids]
asteroid = debris_small2
count = 100
placement_radius = 1500.000000
placement_offset = 0.000000
max_velocity = 0.600000
max_angular_velocity = 0.300000
color_shift = 1.000000, 1.000000, 1.000000

[Band]
render_parts = 10
shape = debris_belt_04
height = 6000
offset_dist = 2500
fade = 1.100000, 1.450000, 10, 11
texture_aspect = 1.000000
color_shift = 0.900000, 0.900000, 0.900000
ambient_intensity = 1.000000
vert_increase = 2

[AsteroidBillboards]
count = 1000
start_dist = 2500
fade_dist_percent = 0.500000
shape = debris_tri
color_shift = 1, 1, 1
ambient_intensity = 1.000000
size = 50, 130

[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 = 1, 30
dynamic_loot_count = 1, 30
asteroid_loot_difficulty = 9
dynamic_loot_difficulty = 9

[FlExplorer]
template = solar\asteroids\li01_detroit_debris_field_001.ini
