[Tweak]
cmFloatRefundRatio              1.0         ; ie. 0.5 would refund half RUs spent on calcelled buildman jobs

shipsRetaliate                  TRUE        ; normally set this to TRUE
singleMachineNumPlayers         2
DefaultScenario                 Talas Crossroads (2-5)
useMission                      OneBigRing
RETALIATE_ZONE                  7000.0      ; set this to 0.0 if you don't want ships to retaliate based soley on proximity
R1BulletColor                   255,180,0
R2BulletColor                   100,184,255

AUTOSTABILIZE_FRAME_KICK_IN     8           ; number of univupdate frames to wait before kicking in autostabilization
                                            ; must be <= 255.  16 == 1 second

BLAST_RADIUS_MULTIPLE_DEFAULT   3.0         ; multiple of collision sphere size
BLAST_CONSTANT                  959500.0   ; determines strength of force of explosion for blowing ships away
BLAST_DAMAGE_MAX_PERCENT        1.0         ; max percentage of damage that can be taken from explosion (0 - 1.0)

BLAST_RADIUS_SCUTTLE_BONUS          4.0    ; blast radius gets even bigger by being multiplied by this number
BLAST_CONSTANT_SCUTTLE              959500.0    ; determines strength of force of explosion for blowing ships away (scuttle)
BLAST_DAMAGE_MAX_PERCENT_SCUTTLE    1.5     ; max percentage of damage that can be taken from explosion (0 - 1.0) (scuttle)

YAWEXPLOSIONROCKLO              -50.0
YAWEXPLOSIONROCKHI              50.0
PITCHEXPLOSIONROCKLO            -50.0
PITCHEXPLOSIONROCKHI            50.0
ROLLEXPLOSIONROCKLO             -200.0
ROLLEXPLOSIONROCKHI             200.0

YAWROCKLO                     -100.0
YAWROCKHI                     100.0
PITCHROCKLO                   -100.0
PITCHROCKHI                   100.0
ROLLROCKLO                    -300.0
ROLLROCKHI                    300.0

YAWCAREENLO                     -800.0
YAWCAREENHI                     800.0
PITCHCAREENLO                   -800.0
PITCHCAREENHI                   800.0
ROLLCAREENLO                    -400.0
ROLLCAREENHI                    400.0

YAWCRAZYLO                     -2.0
YAWCRAZYHI                     2.0
PITCHCRAZYLO                   -1.0
PITCHCRAZYHI                   1.0
ROLLCRAZYLO                    -5.0
ROLLCRAZYHI                    5.0

;these next 2 tweakables are still used for objects
;and large objects that aren't ships
RENDER_VIEWABLE_DISTANCE_SQR    18000.0
RENDER_MAXVIEWABLE_DISTANCE_SQR 28000.0
RENDER_VIEWABLE_FADE            11700.0
RENDER_MAXVIEWABLE_FADE         11500.0
BG_RADIUS                       100000.0

;these next 2 tweakables are still used for objects
;and large objects that aren't ships
RENDER_LIMIT_MOTHERSHIP         33000.0
RENDER_FADE_MOTHERSHIP          16000.0
RENDER_LIMIT_HEAVYCRUISER       30000.0
RENDER_FADE_HEAVYCRUISER        15000.0
RENDER_LIMIT_CARRIER            30000.0
RENDER_FADE_CARRIER             15000.0
RENDER_LIMIT_DESTROYER          27000.0
RENDER_FADE_DESTROYER           13500.0
RENDER_LIMIT_FRIGATE            24000.0
RENDER_FADE_FRIGATE             12000.0
RENDER_LIMIT_CORVETTE           20000.0
RENDER_FADE_CORVETTE            12000.0
RENDER_LIMIT_FIGHTER            18000.0
RENDER_FADE_FIGHTER             12000.0
RENDER_LIMIT_RESOURCE           24000.0
RENDER_FADE_RESOURCE            12000.0
RENDER_LIMIT_NONCOMBAT          24000.0
RENDER_FADE_NONCOMBAT           12000.0

VERYBIGSHIP_SIZE                15000.0

OUT_OF_FUEL_FRICTION            0.0
SHIP_CRAZY_FRICTION             0.0
DONT_DRIFT_FRICTION             0.0         ; used for asteroids, derelicts, ships
;CONSIDERED_STILL_LO             -0.01
;CONSIDERED_STILL_HI             0.01

; colors of pie plate movement mechanism
TW_MOVE_SPOKE_COLOR                6,191,113      ; pizza dish spokes
TW_MOVE_HEADING_COLOR              255,255,22     ; pizza dish heading spoke
TW_MOVE_PIZZA_COLOR                6,191,113      ; pizza dish
TW_MOVE_ENEMY_COLOR                220, 30, 0     ; enemy blob feet
TW_MOVE_POINT_LINE_COLOR           9,143,202      ; line between origin and goal
TW_MOVE_ORIGIN_COLOR               245,58,58      ; origin and goal of move
TW_SELECT_BOX_COLOR                100,150,150    ; color of select box
TW_SHIP_LINE_COLOR                 233,114,41     ; color of ship lines when pie plate activated
TW_SHIP_LINE_CLOSEST_COLOR         255,255,22     ; color of ship line when goal touches it
TW_DISTANCE_READOUT_COLOR          245,58,58      ; color of the distance readout
TW_DISTANCE_READOUT_FONT           HW_EuroseCond_11.hff  ;font of the distance readout
TW_MOVE_ATTACK_POINT_LINE_COLOR_IN_RANGE  9,143,202  ;color of movement line/circle when moving while attacking and destination is in gun range of target
TW_MOVE_ATTACK_POINT_LINE_COLOR_NOT_IN_RANGE  255,10,10  ;color of movement line/circle when moving while attacking and destination is NOT in gun range of target
TW_MOVE_ATTACK_PIE_COLOR           255,255,22     ;color of pie plate when attacking move pie plate is up
TW_MOVE_ATTACK_SPOKE_COLOR         255,255,22

TW_MOVE_HYPERSPACE_COLOUR            198,51,191               ;pizza dish - hyperspace
TW_MOVE_POINT_HYPERSPACE_LINE_COLOR  61,231,18             ; line between origin and goal - hyperspace
TW_MOVE_SPOKE_HYPERSPACE_COLOR       154,44,163              ; pizza dish spokes - hyperspace
TW_MOVE_HEADING_HYPERSPACE_COLOR     255,20,20             ;heading line - hyperspace
TW_RU_READOUT_COLOR_GOOD             20,255,20             ;readout if player CAN afford it
TW_RU_READOUT_COLOR_BAD              255,20,20              ;readout if player CAN'T afford it

TW_MULTIPLAYER_HYPERSPACE_WAIT_IN_ETHER_TIME   20.0        ;minimum time spent in ether..

;cost tweaks for hyperspaceing    shipname mincost mindistance RUperMeter maxcost
;must space below things EXACTLY 1 space appart!

hyperspace                      AdvanceSupportFrigate 150.0 5000.0 0.0002 4500.0
hyperspace                      Carrier 850.0 5000.0 0.0005 5500.0
;hyperspace                      Cloakedfighter 17.0 5000.0 0.0001 4500.0
hyperspace                      CloakGenerator 150.0 5000.0 0.0002 4500.0
hyperspace                      DDDFrigate 150.0 5000.0 0.0002 4500.0
hyperspace                      DFGFrigate 150.0 5000.0 0.0002 4500.0
hyperspace                      GravWellGenerator 150.0 5000.0 0.0002 4500.0
hyperspace                      HeavyCorvette 60.0 5000.0 0.0001 4500.0
hyperspace                      HeavyCruiser 700.0 5000.0 0.0005 8000.0
;hyperspace                      HeavyInterceptor 23.0 5000.0 0.0001 4500.0
hyperspace                      IonCannonFrigate 150.0 5000.0 0.0002 4500.0
;hyperspace                      LightInterceptor 13.0 5000.0 0.0001 4500.0
hyperspace                      LightCorvette 37.0 5000.0 0.0001 4500.0
hyperspace                      MissileDestroyer 300.0 5000.0 0.0004 5500.0
hyperspace                      MultiGunCorvette 60.0 5000.0 0.0001 4500.0
;hyperspace                      ResourceCollector 150.0 5000.0 0.0002 4500.0
hyperspace                      ResourceController 150.0 5000.0 0.0002 4500.0
;hyperspace                      SensorArray 150.0 5000.0 0.0002 4500.0
hyperspace                      StandardDestroyer 300.0 5000.0 0.0004 5500.0
hyperspace                      StandardFrigate 150.0 5000.0 0.0002 4500.0
hyperspace                      Mothership 1300.0 8000.0 0.001 40000.0

TW_PING_MAX_DISPERSAL           5.0             ;it will take x seconds for all the pings of a group of incoming/outgoing ships to appear

TW_HW_PING_COLOUR_IN            198,51,191      ;hyperspacing IN ping colour
TW_HW_PING_RATE_IN              0.8
TW_HW_PING_MIN_SIZE_IN          0.0
TW_HW_PING_MAX_SIZE_IN          5000.0


TW_HW_PING_COLOUR_OUT           198,51,191      ;hyperspacing OUT ping colour
TW_HW_PING_RATE_OUT             0.8
TW_HW_PING_MIN_SIZE_OUT         5000.0
TW_HW_PING_MAX_SIZE_OUT         0.0

TW_HYPERSPACE_TELEGRAPH_WAIT_TIME       5.0     ;time that the HS window will pop up and stay up before revealing the hs'ed ship


; cursor text tweaks
TW_CURSORTEXT_COLOR                0,128,255
TW_CURSORTEXT_DELAY_TIME           1.0            ; in seconds
TW_CURSORTEXT_X                    5
TW_CURSORTEXT_Y                    25
TW_CURSORTEXT_FONT         HW_EuroseCond_11.hff

;SELECTION OVERLAY colours
selShipHealthSolidGreen            0,255,64
selShipHealthSolidYellow           255,255,0
selShipHealthSolidRed              255,0,0


;Here are some other selection overlay colours which haven't been tweaked yet and are using
;the defaults in code:
;
;selShipResourceColor      - color of resourcer bar
;selShipDarkResourceColor  - unfilled part of the bar
;selSelectingColor         - color of the boxes drawn around things when dragging the
;                            selection bandbox
selShipHealthGreen                 0, 255,64
selShipHealthYellow                255,255,0
selShipHealthRed                   255,0,0
;selShipHealthDarkGreen    - rest of the healh bar (the empty part)
;selShipHealthDarkYellow
;selShipHealthDarkRed
;selFuelColorGreen                 0,0,255
;selFuelColorRed           - fuel is low
;selFuelColorDarkGreen     - the rest of the fuel bar (the empty part)
;selFuelColorDarkRed
selDepthSelectMultiplier            0.5



; moveto line tweaks
TW_MOVETO_LINE_COLOR               30,30,160      ;color of the moveto line
TW_MOVETO_PULSE_COLOR              255,200,0      ;color of the pulse on the moveto line
TW_ATTMOVETO_LINE_COLOR            255,30,30      ;color of the moveto line when ship is attacking
TW_ATTMOVETO_PULSE_COLOR           250,237,119    ;color of the pulse on the moveto line when ship is attacking
TW_MOVETO_CIRCLE_RADIUS            1.2            ;size of circle (multiple of ship size)
TW_MOVETO_PULSE_SPEED_SCALE        2.0            ;higher number, slower pulse
TW_MOVETO_ENDCIRCLE_RADIUS         160.0          ;radius of the destination circle

;special ship TO sphere tweaks
TO_SPHERE_COLOR                    70,60,140      ;color of circles forming sphere

TO_PULSE1_COLOR                    10,200,10      ;color of proximity sensor ALL CLEAR pulse
TO_PULSE2_COLOR                    250,10,10      ;color of proximity sensor WARNING pulse
TO_CROSS_COLOR1                    25,25,245    ;ALL CLEAR cross colors
TO_CROSS_COLOR2                    175,25,25       ;WARNING CROSS color
TO_CROSS_HALF_SIZE                 300.0          ;Half the size (in m) of the crosses forming the sphere
TO_PULSE1_SPEED                    1000.0         ;ALL Clear pulse speed  (m/s)
TO_PULSE2_SPEED                    4000.0         ;WARNING pulse speed  (m/s)
TO_DELAY_PULSE1                    4.0            ; delay (s) for pulse to restart after it has stoped
TO_DELAY_PULSE2                    0.5            ; same but for warning mode
TO_PULSE1_SIZE                     150.0          ; ALL CLEAR pulse size
TO_PULSE2_SIZE                     175.0          ; warning pulse size


;tweakables for collision - don't change or collision may not work
univBobDensityLow                   2.0e-012        ; range of mass densites for blobs in the sensors manager, tonnes/m^3
univBobDensityHigh                  4.0e-012
univBobSmallestRadius               6000
univBobBiggestRadius                15000   ; increased from 10000 to 15000 to fix collision bug with blobs.  Please don't change unless you talk to Gary first.
univBobOverlapFactor                1.3     ; I bumped this from 1 to 1.3 to fix a collision bug with blobs.  Please don't change unless you talk to Gary first.
univBobRadiusCombineMargin          2000
univBobStartSphereSize              3000
univBobDoingCollisionBobs           TRUE       ; make sure this is always TRUE, or collisions won't work

;length of time command feedback messages stay on the screen
TW_MESSAGE_DELAY_TIME           4                ; in seconds

;number of frames to flash ships on selection
FLASH_TIMER                     0.3

; scale factor for determining collision damage.  The bigger, the smaller the damage
COLLDAMAGE_VELOCITY_TANGENT_SCALE       1000.0

COLLDAMAGE_DEFAULTMIN_FRACTION          0.1     ; min collision damage default (as % of health)
COLLDAMAGE_DEFAULTMAX_FRACTION          0.9     ; max collision damage default (as % of health)

PLAYERLOSE_SHIPDEATHTIMEMIN             20.0    ; min seconds which ships will have before self-destructing after player dies
PLAYERLOSE_SHIPDEATHTIMEMAX             120.0   ; max seconds which ships will have before self-destructing after player dies

SCUTTLE_SHIPDEATHTIMEMIN                0.0     ; min seconds which ships will have before self-destructing (scuttle)
SCUTTLE_SHIPDEATHTIMEMAX                1.0     ; max seconds which ships will have before self-destructing (scuttle)

WAIT_TIME_TO_QUIT                       20.0     ; time game waits before quitting when there is a victor
WAIT_TIME_TO_WIN                        10.0      ; time game waits before declaring winner

;color of on screen map sphere
MM_SPHERE_COLOR                         30,30,160
MM_SELECTED_FLASH_SPEED                 0.8      ;flash speed in seconds
MM_CAMERA_DISTANCE                      35000.0  ;camera distance
MM_MESH_SCALE_FACTOR                    0.6f     ;how much textures are scaled in mission map

; stats gathering stuff
MIN_SHIPS_TO_FIGHT                      5
FACEOFF_DISTANCE                        5000.0
STATFIGHT_TIMEOUT_TIME                  1800.0


; Selection overlay minimum size
selMinSelectionRadius                   0.01875


; Adjusts how fast the gun meshes turn in gun tuning mode
GUNTUNE_SPEED                           0.4

pieMaxMoveVertical                      16000.0
pieMaxMoveHorizontal                    16000.0


; Specifies the font for the shiplist in the Build Manager
cmShipListFontName                      HW_EuroseCond_11.hff

; Specifies position adjustment for the selection rectangles in the Build Manager shiplist.
; negative values are OK
cmSelectTopAdjust                       0
cmSelectBottomAdjust                    2
cmSelectLeftAdjust                      0
cmSelectRightAdjust                     -1


; Specifies the font for the ship stats in the Ship View screen
;svShipStatFontName                      HW_EuroseCond_11.hff
svShipStatFontName                      HW_EuroseCond_11.hff



; Build manager text colours

cmClassHeadingTextColor                 255,200,0   ;rich yellow

cmStandardTextColor                     0,100,160   ;standard text blue

cmSelectionTextColor                    255,255,105 ;pale yellow - ORIGINAL

cmBuildingTextColor                     0,255,0     ;bright green - ORIGINAL

cmProgressShipColor                     100,100,55  ;olive green - ORIGINAL

cmProgressTotalColor                    180,180,80  ;greyish yellow - ORIGINAL

cmCapsExceededTextColor                 255,25,25   ;bright red

; Launch manager tunables, colors and fonts

lmShipListFontName                      HW_EuroseCond_11.hff
lmShipListTextColor                     0,100,160
lmShipSelectedTextColor                 255,255,105
lmUsedColor                             180,5,5
lmAvailableColor                        40,180,0

; Research manager tunables, colors and fonts

rmTechListFontName                      HW_EuroseCond_11.hff
rmTechInfoFontName                      HW_EuroseCond_11.hff
rmSelectionTextColor                    255,255,105
rmResearchingTextColor                  0,139,0
rmCantResearchTextColor                 100,100,100
rmStandardTextColor                     0,100,160
rmClassHeadingTextColor                 255,200,0
rmProgressToGoColor                     180,180,80
rmProgressDoneColor0                    50,50,27      ; Shade value (dark)
rmProgressDoneColor1                    160,160,115   ; Shade value (light)
rmLabActiveColor                        0,160,20
rmPulseColor                            20,20,255
rmNoResearchItemColor                   0,50,100
rmMarqueeOnColor                        255,255,0
rmMarqueeSemiOnColor                    175,175,0
rmMarqueeOffColor                       100,100,0

; Info Overlay tunables, colors and font

ioShipListFontName                      HW_EuroseCond_11.hff
ioListTextColor                         0,160,200
ioSelectedTextColor                     255,255,255

; Fleet Intelligence tunables
poHeadingFontName                       SimplixSSK_13.hff
poTextFontName                          Arial_b12.hff


; Dist max for move etc..
; distance is 14,000 meters squared
MAX_MOVE_DISTANCE                       2560000000       ;changed for daly's new camera distances
MAX_HARVEST_DISTANCE                    196000000       ;not used...


; DeCloaking Attack Time Variables

TW_NOONE_SEE_TIME                       3.5             ;number of seconds after a ship decloaks that
                                                        ;it won't be 'passive' attacked by ships
TW_FIRST_SEE_TIME                       3.5             ;Between previous and this time, a big group of ships
                                                        ;starts to see decloaked ships
TW_SECOND_SEE_TIME                      7.0             ;between previous time and this time, a larger
                                                        ;group of ships will start to see the decloaked ships
                                                        ;after this time, ALL ships will see decloaked ships

TW_FIRST_SEE_PERCENTAGE                 40              ;between NOONE and FIRST times above, this percentage of ships
                                                        ;should see the decloaked ships
TW_SECOND_SEE_PERCENTAGE                70              ;between first and second times above, this percentage of ships
                                                        ;will see the decloaked ships (additional 20% in this case)

; All of the tweakables from the Multiplayer game interface
; fonts and colors for evrything you would want to change

; font used to print the list of available games in the listwindow
mgListOfGamesFontName                   Small_Fonts_8.hff

; font used to print the chat in the room chatting listwindow
mgChatWindowFontName                    Small_Fonts_8.hff

; font used to print the users in the current room listwindow
mgUserNameFontName                      Small_Fonts_8.hff

; font used to print the name of the current room
mgCurrentChannelFontName                Arial_b17.hff

; font used to print the titles in the list of rooms listwindow
mgChannelListTitleFontName              Small_Fonts_8.hff

; font used to print the rooms in the list of rooms listwindow
mgChannelListFontName                   Small_Fonts_8.hff

; font used to print the titles in the title bar for the list of games listwindow
mgGameListTitleFontName                 Small_Fonts_8.hff

; font used to print the chat in the pre-game chat listwindow
mgGameChatFontName                      Small_Fonts_8.hff

; font used to print the users in the game users screen
mgGameUserNameFontName                  Small_Fonts_8.hff

; font used to print the current game the user has joined
mgCurrentGameFontName                   Arial_b17.hff

; font used to print the number of humans and computers playing the current scenario
mgOptionsFontName                       SimplixSSK_13.hff ;HW_EuroseCond_11.hff

; font used to print the status lines in the connecting screen listwindow
mgConnectingFontName                    Small_Fonts_8.hff

; font used to print the message in the message box window
mgMessageBoxFontName                    Small_Fonts_8.hff

lgProtocalFontName      EuroseWideHeavy_i17.hff
;old font below...
;lgProtocalFontName                      EyeChartDisplayCapsSSK_bi11.hff

; all of the colors for the different things in the screens

; color of the (whispered) text in the game chat window
mgGameWhisperedColor                    255,0,255

; color of the text for a private chat message in the game chat window
mgGamePrivateChatColor                  20,255,50

; color of normal text in the game chat window
mgGameNormalChatColor                   180,180,180

; color of the text for when players leave and enter a game
mgGameMessageChatColor                  255,255,0

; color of the (whispered) text in the room chat window
mgWhisperedColor                        255,0,255

; color of the text for a private chat message in the room chat window
mgPrivateChatColor                      255,0,255

; color of normal text in the room chat window
mgNormalChatColor                       180,180,180

; color of the text for messages when players join and leave a room
mgMessageChatColor                      255,255,0

; color of the user names printed in the room chat window
mgUserNameColor                         180,180,180

; color used to print the current room the user is in
mgCurrentChannelColor                   20,200,20

; color used to print the titles in the list of rooms window
mgChannelTitleColor                     50,255,50

; color used to print the unselected items in the room list window
mgChannelListNormalColor                0,160,200

; color used to print the selected items in the room list window
mgChannelListSelectedColor              255,255,255

; color used to indicate a user has clicked on the title in the game list window
mgTitleFlashColor                       255,255,50

; normal color for the title in the game list window
mgGameListTitleColor                    50,255,50

; normal color for items in the game list window
mgGameListNormalColor                   0,160,200

; selected color for items in the game list window
mgGameListSelectedColor                 255,255,255

; color for games that are in progress in the game list window
mgGameListStartedColor                  100,100,100

; color for games that are a different version in the game list window (and you therefore can't join them)
mgGameListDiffVersionColor              155,155,0

; color used to print the name of the current game
mgCurrentGameColor                      20,200,20

; color used to print the number of humans in the option screens
mgNumberOfHumansColor                   20,200,20

; color used to print the number of computers in the option screens
;mgNumberOfComputersColor                20,200,20
mgNumberOfComputersColor                255,255,105 ;pale yellow

; color used to print the status lines in the connecting window
mgConnectingStatusColor                 180,180,180

; color used to print the text in the message box window
mgMessageBoxColor                       180,180,180

lgProtocalFontColor                     255,200,0

; X, and Y margins for the player list in the tactical overlay
TO_PLAYERLIST_Y         30
TO_PLAYERLIST_X         2
alliescolor             255,255,0

; Starting resource amounts for multiplayer games.
resourceStartSmall                      0
resourceStartMedium                     2500
resourceStartLarge                      4000

resourceStartTutorial                   1700

; tweakables from the in game chatting system
gcGamePrivateChatColor                  255,0,0
gcGameWhisperedColor                    0,139,0
gcGameNormalChatColor                   200,200,200
maxlines                                3


;Horse Race Tweakables
;

horseTotalNumBars   5   0.05,0.25,0.05,0.05,0.60

;;render every Xth milliseconds (i.e. 500 = 2frames per second)
horseRaceRenderTime                     500.0

;missile target loss tweakables

tweakCheckMissileTargetLossRate         3       ;0,1,3,7,15,31,...game frames that missile is checked for target loss
tweakNumTimesCheck                      1       ;number of times missile gets checked for target loss
tweakMinDistBeforeTargetLoss         1000.0     ;missile must be X m or closer before it is considered for target loss


tweakRandomNess[Evasive]              0.30     ;X*100% of missile miss in this setting
tweakRandomNess[Neutral]              0.20     ;X*100% of missile miss in this setting
tweakRandomNess[Aggressive]              0.10     ;X*100% of missile miss in this setting
tweakBoostIfDodging                     0.15    ;X*100% added to missing probability if dodgeing at the time
tweakBoostIfFlightMan                   0.08    ;X*100% added to missing probability if preforming a flight maneuver

;
; The next set of tweakables are for the initilization of the multiplayer game settings.
; the first one is for all of the checkboxes here is a list of what bit sets what checkbox
;
;#define MG_LastMotherShip       BIT1
;#define MG_CaptureCapitalShip   BIT2
;#define MG_ResearchEnabled      BIT3
//#define MG_BountiesEnabled      BIT4      obsolete, check instead tpGameCreated.bountySize == MG_BountiesOff
;#define MG_HarvestinEnabled     BIT5
;#define MG_ResourceInjections   BIT6
;#define MG_ResourceLumpSum      BIT7
;#define MG_PasswordProtected    BIT8
;#define MG_UnitCapsEnabled      BIT9
;#define MG_FuelBurnEnabled      BIT10
;#define MG_AlliedVictory        BIT11
;#define MG_CratesEnabled        BIT12
;#define MG_CarrierIsMothership  BIT13
;#define MG_Hyperspace           BIT14
;
;tpGameCreated.flag                      BIT1
;tpGameCreated.flag                      BIT5
;tpGameCreated.flag                      BIT3
;tpGameCreated.flag                      BIT9
;tpGameCreated.flag                      BIT10
;tpGameCreated.flag                      BIT12
;tpGameCreated.flag                      BIT14

; this is the number of computers in the game
;tpGameCreated.numComputers              0
; the following three are for the radio buttons, 0 Low, 1 Medium, 2 High
;tpGameCreated.startingFleet             1
;tpGameCreated.bountySize                3       ; 3 indicates off
;tpGameCreated.startingResources         1
; this is the interval for resource injections
; take the time in minutes and multiply by 960
;tpGameCreated.resourceInjectionInterval 14400
; this is the amount of the resource injection in RU's
;tpGameCreated.resourceInjectionsAmount  2000
; this is the time for the lump sum injection
; take the time in minutes and multiply by 960
;tpGameCreated.resourceLumpSumTime       19200
; this is the amount of the lump sum injection in RU's
;tpGameCreated.resourceLumpSumAmount     2000

; must be 0..100 inclusive, 0..33 beginner, 34..66 intermediate, 67+ advanced
tpGameCreated.aiplayerDifficultyLevel   50
; must be 0..100 inclusive, 100 always attacks humans
tpGameCreated.aiplayerBigotry           50

; Scrolling time for game chat messages
GC_SCROLL_TIME                          4.0


; general attributes stuff
attrVELOCITY_TOWARDS                        125.0
attrVELOCITY_TOWARDS_DEVIATION              0.1
attrKillerCollDamage                        20000.0
attrRING_WIDTH_SCALE                        0.5         ; 0 indicates no ring (sphere), 1 indicates infinitely thin ring
attrHEADSHOTKillerCollDamage                60000.0
attrHEADSHOTVELOCITY_TOWARDS                  340.0
attrHEADSHOTVELOCITY_TOWARDS_DEVIATION        0

capitalSideModifiers[TRANS_UP]              1.3         ; vulnerable from above
capitalSideModifiers[TRANS_DOWN]            1.3         ; vulnerable from below
capitalSideModifiers[TRANS_RIGHT]           1.3
capitalSideModifiers[TRANS_LEFT]            1.3
capitalSideModifiers[TRANS_FORWARD]         0.9         ; good armor in front
capitalSideModifiers[TRANS_BACK]            2.0         ; watch out for the engine!

friendlyFireModifier                        1

TW_RETIRE_MONEYBACK_RATIO                   0.6         ; When a ship is retired, player is credited with #of RU's equal to ships original buildcost multipled by this ratio.

;duration of double-pressing numbers keys in order to focus on them
mrNumberDoublePressTime                     0.5

;tolerance thresholds for missing the click on a ship, both temporal and spatial
mrFastMoveShipClickTime                     0.5         ; you can be 1/2 second late
mrFastMoveShipClickX                        5           ; you can have moved the mouse 5 pixels
mrFastMoveShipClickY                        5

TW_ScuttleReconfirmTime                     3.0         ; if you try to scuttle, you must reconfirm the order within X seconds or else it won't scuttle them :)

;BOUNTY CALCULATION TWEAKABLES

;weight each one carries
TW_Bounty_ResourcesCollected                0.02
TW_Bounty_ResourcesInPossesion              0.35
TW_Bounty_CurrentShipWorth                  0.70
TW_Bounty_AllyStrength                      0.05
TW_Bounty_ResourcesKilled                   0.05

//Damage Done By Harvestor Beam to other ships PER SECOND
TW_HARVESTER_DAMAGE_PER_SECOND              50.0

;Targets travelling above this speed will require the class of ship
;to assend to the same plane within the next variable
;0.0 = no lieflatingeneral behavior

;only valid for capital ships and defenders or anything that uses
;attackStraightForward(...)


;This variable sets the minimum speed for each ship class that the TARGET must be traveling
;for the attacker to move up or down instead of pointing directly at the target
capShipLieFlatInGeneralSpeedSqrTolerance[CLASS_Mothership]    0.0
capShipLieFlatInGeneralSpeedSqrTolerance[CLASS_HeavyCruiser]  350.0
capShipLieFlatInGeneralSpeedSqrTolerance[CLASS_Carrier]       350.0
capShipLieFlatInGeneralSpeedSqrTolerance[CLASS_Destroyer]     350.0
capShipLieFlatInGeneralSpeedSqrTolerance[CLASS_Frigate]       350.0
capShipLieFlatInGeneralSpeedSqrTolerance[CLASS_Corvette]      0.0
capShipLieFlatInGeneralSpeedSqrTolerance[CLASS_Fighter]       0.0
capShipLieFlatInGeneralSpeedSqrTolerance[CLASS_Resource]      0.0
capShipLieFlatInGeneralSpeedSqrTolerance[CLASS_NonCombat]     0.0

;vertical distance tolerance
capShipLieFlatInGeneralDistanceTolerance[CLASS_Mothership]    0.0
capShipLieFlatInGeneralDistanceTolerance[CLASS_HeavyCruiser]  150.0
capShipLieFlatInGeneralDistanceTolerance[CLASS_Carrier]       150.0
capShipLieFlatInGeneralDistanceTolerance[CLASS_Destroyer]     150.0
capShipLieFlatInGeneralDistanceTolerance[CLASS_Frigate]       150.0
capShipLieFlatInGeneralDistanceTolerance[CLASS_Corvette]      0.0
capShipLieFlatInGeneralDistanceTolerance[CLASS_Fighter]       0.0
capShipLieFlatInGeneralDistanceTolerance[CLASS_Resource]      0.0
capShipLieFlatInGeneralDistanceTolerance[CLASS_NonCombat]     0.0


TW_HOLDING_PATTERN_NUM_TURNS                    12.0     ;number of turns to make during holding pattern
TW_HOLDING_PATTERN_PATHTIME                     4.0     ;seconds spent travelling along segment of holding pattern before each turn
TW_HOLDING_PATTERN_PATH_DISTANCE                4000.0  ;distance from pivot point (turn point) ship tries to travel to.
TW_HOLDING_PATTERN_PATH_MAX_SPEED               350.0   ;maximum speed ships travel at in holding pattern (don't want too high..but want consistent among classes and ships)
TW_HOLDING_PATTERN_HEADING_COEFFICIENT          1.0     ;Holding patterns heading multiplier
TW_HOLDING_PATTERN_RIGHT_COEFFICIENT            0.3     ;Holding patterns right vector multipler; if both this and above one are equal, formatin will turn 45 degrees each turn..adjust acordinly

MINING_BASE_ROTATION_SPEED        0.035         (rad/s)
MINING_BASE_VERTICAL_DIST_HACK    0         ; distance it is from pie plane in lightwave scene file

selShipHealthGreenFactor                        0.5     ;if Greater than this, health is green in selection
selShipHealthYellowFactor                       0.25    ; if greater, health is yellow (uptil green value)..if beloiw, health is red

COLLISION_CLEAR_TIME                            5.0
GLANCE_COLLISION_VEL_RATIO                      2.0
COLLISION_REPULSE_FACTOR                        50.0

;Bounty sizes 0=small, 1= medium, 2 = large
TW_BountySizes[0]                       15
TW_BountySizes[1]                       40
TW_BountySizes[2]                       90

versionColor                                    100,100,250

;Bounty sizes 0=small, 1= medium, 2 = large
TW_BountySizes[0]                       15
TW_BountySizes[1]                       40
TW_BountySizes[2]                       90

;scarred scaffold rotation tweaks
; NOTE: no longer used.  Now defined in Mission03.kas.
SCAFFOLD_SCARRED_ROTX                   -0.007
SCAFFOLD_SCARRED_ROTY                   0.02
SCAFFOLD_SCARRED_ROTZ                   0.0
SCAFFOLDFINGERA_SCARRED_ROTX            -0.007
SCAFFOLDFINGERA_SCARRED_ROTY            0.02
SCAFFOLDFINGERA_SCARRED_ROTZ            0.0 ;0.005
SCAFFOLDFINGERB_SCARRED_ROTX            0.028
SCAFFOLDFINGERB_SCARRED_ROTY            -0.015
SCAFFOLDFINGERB_SCARRED_ROTZ            0.0

;minimum RETROFITing time for a captured ship
SALVAGE_MIN_RETROFIT_TIME                    10.0f
;maximum retrofitting time..multiplied by 1-shiphealth/shipmaxhealth
;hence, a heavily damaged ship would be (1-0.1) ==> close to MAX time
;lightly damaged would reduce to minimum time.
SALVAGE_MAX_RETROFIT_TIME                    100.0f


;This variable will tweak the distance that ALL ships reside
;from on the R1 Mothership door.  A more positive modifier
;will make a ship sit further off of the door...
;negative will have opositve effect obviously
TW_R1_MOTHERSHIP_DOOR_OFFSET_MODIFIER        0.0f

TW_SCUTTLE_CONFIRM_TIME  7.0

demAutoDemoWaitTime                          300.0

TM_TechListFont                         HW_EuroseCond_11.hff
TM_Font                                 HW_EuroseCond_11.hff
TM_StandardTextColor                    0,100,160
TM_CantAffordTextColor                  255,25,25
TM_SelectionTextColor                   255,255,105
TM_SelectionRectColor                   50,120,20

;these are compared to the sum of the turnspeeds of a particular ship
TW_SV_MAN_VERY_LOW                      1.0     ;      //below this number it will register as VERYLOW
TW_SV_MAN_LOW                           4.0     ;           //below this, but above previouw == LOW
TW_SV_MAN_MEDIUM                        5.0     ;        //below this, but above previouw == MEDIUM
TW_SV_MAN_HIGH                          7.0     ;          //below this, but above previouw == HIGH
                                                        //Above previous == VERY_HIGH
selFontName0                            TO_0.hff ;actual font --> Arial 12pt
selFontName1                            TO_1.hff ;actual font --> Arial 9pt
selFontName2                            TO_2.hff ;actual font --> Arial 7pt
selFontName3                            TO_3.hff ;actual font --> Arial 6pt

TW_R1_DOOR_DOCK_TOLERANCE               20.0            ;tolerance of ship attaching to door before it sNAPS into position..higher is faster but less acurate, lower is more acurate, but slower

;Sphere TO colour tuning
TW_GRAVWELL_SPHERE_COLOUR               139,50,133
TW_CLOAKGENERATOR_SPHERE_COLOUR         60,60,130
TW_DFGF_SPHERE_COLOUR                   29,155,182
TW_PROXIMITY_SPHERE_COLOUR              80,80,150
;colour the sphere turns when an enemy is in it
TW_PROXIMITY_SPHERE_COLOUR_FOUND        180,80,80
TW_PROXIMITY_RING_COLOUR                255,0,0

lagSlowCompX                            10              // X location of slow computer icon lag
lagSlowCompY                            42              // Y location of slow computer icon lag
lagSlowIntX                             10              // X location of slow internet icon lag
lagSlowIntY                             75              // X location of slow internet icon lag
SLOW_INTERNETPRINTTIME                  5.0             // lag amount before internet icon is displayed



TUTORIAL_KAS_UPDATE_MASK                1
TUTORIAL_KAS_UPDATE_FRAME               0

SP_KAS_UPDATE_FRAME                     0

MINE_DO_SEARCH_MASK                     15

CHECKBOGEY_FRAME                        1

SPHERE_CHECK_TARGET_MASK                31
SPHERE_CHECK_TARGET_FRAME               21

CHECK_ATTACKMOVE_TO_MOVE_RATE           31
CHECK_ATTACKMOVE_TO_MOVE_FRAME          22

FORMATION_ERROR_CALCULATE_RATE          7
FORMATION_ERROR_CALCULATE_FRAME         2


EnemyNearByCheckRate                            15      ;Every Xth univupdate frame we
                                                        ;check for enemies near other ships Needs to be one of
                                                        ;0, 1,3,7,15,31,63
EnemyNearByCheckFrame                           14      ; must be <= EnemyNearByCheckRate

RetreatCheckRate                                   31   ;Every xth frame we check to see if retreat conditions
                                                        ;have been satisfied for retreating ships
                                                        ;0, 1,3,7,15,31,63
RetreatCheckFrame                                  26   ; must be <= RetreatCheckRate

ATTACKMEMORY_CLEANUP_RATE                       255
ATTACKMEMORY_CLEANUP_FRAME                      254

TW_ProximitySensorSearchRate                31          ; 0,1,3,7,15,31,63,etc... rate at which checks are made for ships
TW_ProximitySensorSearchFrame               27          ; must be <= TW_ProximitySensorSearchRate

CHECK_PASSIVE_ATTACK_RATE   15
CHECK_PASSIVE_ATTACK_WHILEMOVING_RATE   31

REFRESH_RENDERLIST_RATE         7
REFRESH_RENDERLIST_FRAME        1

REFRESH_MINORRENDERLIST_RATE    7
REFRESH_MINORRENDERLIST_FRAME   3

REFRESH_COLLBLOB_RATE           7
REFRESH_COLLBLOB_FRAME          6

REFRESH_COLLBLOB_BATTLEPING_FRAME   4

REFRESH_RESEARCH_RATE           15
REFRESH_RESEARCH_FRAME          13

CHECK_BOUNTIES_RATE                 127
CHECK_BOUNTIES_FRAME                101

CLOAKGENERATOR_CLOAKCHECK_RATE      15

TW_GLOBAL_PASSIVE_ATTACK_CANCEL_MODIFIER     180.0

twHyperingInDamage                      4.0             ;damage the ship hyperspacing IN takes
twHyperedIntoDamage              4            ;damage the ship being hyperspaced into takes

TW_BURST_ATTACK_FORCE_MODIFIER          0.2     ;modifier for force applied by burst attack
