{
	"id":"eis_arbalest",  # this id must match what's in the spreadsheet
	"specClass":"projectile",
	"type":"BALLISTIC",
	"size":"MEDIUM",
	#"turretUnderSprite":"graphics/weapons/arbalest_turret_under.png",
	"turretSprite":"graphics/weapons/arbalest_turret_base.png",
	"turretGunSprite":"graphics/weapons/arbalest_turret_recoil.png",
	#"hardpointUnderSprite":"graphics/weapons/arbalest_hardpoint_under.png",
	"hardpointSprite":"graphics/weapons/arbalest_hardpoint_base.png",
	"hardpointGunSprite":"graphics/weapons/arbalest_hardpoint_recoil.png",	
	"visualRecoil":6.0,  # the gun sprites are only used if this is non-0
	"renderHints":[RENDER_BARREL_BELOW],
	"turretOffsets":[13, 0],
	"turretAngleOffsets":[0],
	"hardpointOffsets":[28, 0],
	"hardpointAngleOffsets":[0],
	"barrelMode":"ALTERNATING", # or LINKED.  whether barrels fire at the same time or alternate.
	"animationType":"MUZZLE_FLASH",  # NONE, GLOW, MUZZLE_FLASH, SMOKE
	"muzzleFlashSpec":{"length":20.0,   # cut in ahlf for muzzleflash only used if animationType = MUZZLE_FLASH
					   "spread":10.0,
					   "particleSizeMin":8.0,
					   "particleSizeRange":9.0,
					   "particleDuration":0.5,
					   "particleCount":10,
					  "particleColor":[255,225,225,235]},
	"projectileSpecId":"eis_arbalest_shot",  # projectile that will be fired	
	"fireSoundTwo":"autocannon_fire",
}