#include "F_class_destroyer.odf"
#include "Repair_toslate.odf"
//**********************************************************************
//   GENERAL STUFF...
//**********************************************************************
// Name of Ship class in Ship Display window & in edit mode & tooltip
unitName = "Akula class"

// Tooltips
tooltip = "akulaclass"
verboseTooltip = "akulaclass_v"

// Race which can build ship & starting race of ship
race = "fed-late"

basename = "F_Akula"

//Energy per shot
energyPerPulsePhaser = 0.0009

//**********************************************************************
//SHIP SYSTEM INFORMATION
//**********************************************************************

// General (upgradeable) values the Player sees for each system
hullLevel    = 1150
weaponsLevel = 1000
sensorsLevel = 1100
enginesLevel = 1100
shieldsLevel = 950


// WEAPON values
numberOfPhaserBeams = 4
numberOfForePhotons = 4
photonSpread = 1
//forePhotonSpread = 1
numberOfAftPhotons = 2
//aftPhotonSpread = 0

// COMMAND POINT COST
commandPointCost = 5100
startYear = 2269
endYear   = 2300

// global WEAPON values
photonReplenishRate 		= 2.0    	// how fast can i restore my photons
weaponsEnergyReplenishRate 	= 1.1	  // how fast can i restore my weapons energy pool
weaponPoolDiminishRate 		= 1.6		// how slowly does my weapons pool diminish
energyPerPhoton			= 0.2		// how much energy expended when firing a photon torpedo
shieldRechargeRateModifier	= 1.5		// how fast the shields charge


//**********************************************************************
//   SHIP NAMES: Named after 24th century star systems
//**********************************************************************
possibleCraftNames = 
	"USS Hercules" "USS San Diego" "USS Bell" "USS Lincoln" 
//	"USS Aeolus" "USS Anubis" "USS Batidor" "USS BOwie" "USS Canis Major"
//	"USS Carson" "USS Columbia" "USS Equulus" "USS Grus" "USS Canis Minor"
//	"USS Leo Minor" "USS Pegasus" "USS Revere" "USS Taurus" "USS Vulpecula"

logoFileNames = "F_Akula_Logo_1" "F_Akula_Logo_2" "F_Akula_Logo_3" "F_Akula_Logo_4"

//**********************************************************************
//   ART PARAMETERS & WEAPON NAMES
//**********************************************************************
// top phasers
weapon1 = "fed_tmp_phaser_3beam"
weaponHardpoints1 = "hp05" "hp06" "hp07" "hp08" "hp09" "hp10" "hp11"

// bottom phasers
weapon2 = "fed_tmp_phaser_3beam"
weaponHardpoints2 = "hp05" "hp06" "hp07" "hp08" "hp09" "hp10" "hp11"

// Pulse phasers 
weapon3 = "fed_tmp_pulse"
weaponHardpoints3 = "hp21"

// Pulse phaser
weapon4 = "fed_tmp_pulse"
weaponHardpoints4 = "hp21"

//*****************************************
// forward photons
weapon5 = "fed_tos_photon_cruiser"
weaponHardpoints5 = "hp01" "hp02" 

// aft photons
weapon6 = "fed_tos_photon_cruiser"
weaponHardpoints6 = "hp03" "hp04" 

// Warp
weapon7 = "gwarp"
weaponHardpoints7 = "hp18" 

// real tractor beam
weapon8 = "f_tractor_bm"
weaponHardpoints8 = "hp17" "hp19" "hp20"

//Self Destruct
weapon9 = "gselfdes"
weaponHardpoints9 = "hp16"

// long range sensor
weapon10 = "long_range_sensor"
weaponHardpoints10 = "hp16"

// Hardpoints to hit for various systems and other locations.
EngineTargetHardpoints = "hp12" "hp13" "hp14"
WeaponTargetHardpoints = "hp15"
ShieldTargetHardpoints = "hp16"
SensorTargetHardpoints = "hp17"

// Sub-System Destruction Effects
EngineDestructionHardpoints = "hp12" "hp13" "hp14"
WeaponDestructionHardpoints = "hp15" 
ShieldDestructionHardpoints = "hp16"
SensorDestructionHardpoints = "hp17" 

//**********************************************************************
//   CHANGE THE SCALE
//**********************************************************************
realLength = 245

//**********************************************************************
//   SHIELDS AND DAMAGE
//**********************************************************************
//Akula, generated Mon Dec 16 11:47:42 2002
hasHull = 1;
hasShield = 1;
hasWeapons = 1;
hasEngines = 1;
hasSensors = 1;

// These will break off.
engineBreakNodes = "L_Engine" "R_Engine"
weaponBreakNodes = "Weapon"

selfDestructRadius = 400; // this applies when our ship is destroyed - sls
selfDestructDamage = 800; // the damage applied when we blow up - sls

//**********************************************************************
//   PHYSICS PARAMETERS
//**********************************************************************

// physics file for star trekky physics behavior
PhysicsFile = "f_akula_physics.odf"

//**********************************************************************
//   BUILD, etc.
//**********************************************************************
// Amount of time required to build ship
buildTime = 35.0


// Scale for the camera radius
cameraRadiusScale = 1.2

