Problems with editing a class from the editor

Hello
I’m toying around with a class called turbine and, say i wanna make different turbine models, and edit the values of those from the editor. I’ve managed to figure out a solution like in the code, but somehow the values i give doesn’t stick once i run the program/script. it seems that the values return to zero/default when i run.

Initially i just wanted to make it a struct, but i read something about those not being able to being set from the editor. If anyone can provide a workaround for this it would be appreciated.

using UnityEngine;

using System.Collections;
//using System.Serializable;

public class turbines : MonoBehaviour {

[System.Serializable]
public class turbine{
	public string model;
	public int lifetime;
	public float height;
	public int ratedWind;
	public int cutinWind;
	public int cutoutWind;
}
/*
public struct turbine{
	public string model;
	public int lifetime;
	public float height;
	public int ratedWind;
	public int cutinWind;
	public int cutoutWind;
}*/
public turbine V10018MW;

// Use this for initialization
void Start () {
	V10018MW = new turbine();
	Debug.Log(V10018MW);
}

// Update is called once per frame
void Update () {

}

}

My guess is that it’s resetting because in start you say V10018MW = new turbine and then don’t give it any values???
It already has it’s values when you declare public turbine V10018MW.

give this a run->

void Start () {
   turbine X1 =  new turbine() ;
   X1.model = "X1 : TEST new Turbine model Value = this string" ;
   Debug.Log(X1.model) ;
   turbine X2 = V10018MW ;
   Debug.Log("X2 turbine model value = " + X2.model + " : Which is the same as V10018MW model value of = " + V10018MW.model) ;
   Debug.Log("---V10018MW---");
   Debug.Log(V10018MW.model);
   Debug.Log(V10018MW.lifetime);
   Debug.Log(V10018MW.height) ;
   Debug.Log(V10018MW.ratedWind) ;
   Debug.Log(V10018MW.cutinWind) ;
   Debug.Log(V10018MW.cutoutWind) ;
}