#include "F_class_battleship.odf"
#include "Repair_tosearly.odf"

//**********************************************************************
//   GENERAL STUFF...
//**********************************************************************
// Name of Ship class in Ship Display window & in edit mode & tooltip
unitName = "Proxima class"

// Tooltips
tooltip = "proximaclass"
verboseTooltip = "proximaclass_v"

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

Basename = "F_Tos_Proxima"

//Energy per shot
energyPerPulsePhaser = 0.000015

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

// General (upgradeable) values the Player sees for each system
hullLevel    = 1300
weaponsLevel = 1200
sensorsLevel = 1000
enginesLevel = 650
shieldsLevel = 1300

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

// COMMAND POINT COST
commandPointCost = 7200
startYear = 2259
endYear   = 2283

// global WEAPON values
photonReplenishRate 		= 2.2    	// how fast can i restore my photons
weaponsEnergyReplenishRate 	= 1.1	  // how fast can i restore my weapons energy pool
weaponPoolDiminishRate 		= 1.7		// how slowly does my weapons pool diminish
energyPerPhoton			= 0.0		// how much energy expended when firing a photon torpedo
shieldRechargeRateModifier	= 1.5		// how fast the shields charge

//**********************************************************************
//   SHIP NAMES
//**********************************************************************
possibleCraftNames = 
	"USS Ticonderoga" "USS Philadelphia" "USS Nimitz" "USS Bismarck"
//	"USS Korg" "USS Hood" "USS Lexington" "USS Malinche"
//	"USS Okinawa" "USS Repulse" "USS Tecumseh" "USS Al Batani"
//	"USS Cairo" "USS Crazy Horse" "USS Fearless" "USS Grissom" 
//	"USS Intrepid" "USS Livingston" "USS Melbourne" "USS Potemkin"
//	"USS Roosevelt" "USS Valley Forge"

logoFileNames = "F_Proxima_Logo_1" "F_Proxima_Logo_2" "F_Proxima_Logo_3" "F_Proxima_Logo_4"

//**********************************************************************
//   ART PARAMETERS & WEAPON NAMES
//**********************************************************************

// fore Phasers #1
weapon1 = "fed_tos_phaser_1beam"
weaponHardpoints1 = "hp25" "hp26"

// fore Phasers #2
weapon2 = "fed_tos_phaser_1beam"
weaponHardpoints2 = "hp27" "hp28"

// fore pulse #1
weapon3 = "fed_tos_bluepulse"
weaponHardpoints3 = "hp11" 



// left Phasers #1
weapon13 = "fed_tos_phaser_1beam"
weaponHardpoints13 = "hp34" "hp33"

// left Phasers #2
weapon14 = "fed_tos_phaser_1beam"
weaponHardpoints14 = "hp35" "hp36" 

// left pulse #1
weapon15 = "fed_tos_bluepulse"
weaponHardpoints15 = "hp34" "hp35"

// left pulse #2
weapon16 = "fed_tos_bluepulse"
weaponHardpoints16 = "hp33" "hp36" 

// fore pulse #3
weapon17 = "fed_tos_bluepulse"
weaponHardpoints17 = "hp37" "hp40" 



// right Phasers #1
weapon18 = "fed_tos_phaser_1beam"
weaponHardpoints18 = "hp29" "hp30" 

// right Phasers #2
weapon19 = "fed_tos_phaser_1beam"
weaponHardpoints19 = "hp32" "hp31"

// right pulse #1
weapon20 = "fed_tos_bluepulse"
weaponHardpoints20 = "hp29" "hp32"

// right pulse #2
weapon21 = "fed_tos_bluepulse"
weaponHardpoints21 = "hp30" "hp31"

// fore pulse #3
weapon22 = "fed_tos_bluepulse"
weaponHardpoints22 = "hp38" "hp39"



//aft Phasers #1
weapon4 = "fed_tos_phaser_2beam"
weaponHardpoints4 = "hp41" "hp43"  

//aft Phasers #2
weapon5 = "fed_tos_phaser_2beam"
weaponHardpoints5 = "hp42" "hp44"  

// aft pulse #1
weapon6 = "fed_tos_bluepulse"
weaponHardpoints6 = "hp12"

//************************************************
// forward torpedos #1
weapon7 = "fed_tos_photon_cruiser_blue"
weaponHardpoints7 = "hp01" "hp02" "hp03" "hp04"

// aft torpedos #1
weapon8 = "fed_tos_photon_cruiser_blue"
weaponHardpoints8 = "hp05" "hp06" "hp07" "hp08" 

// long range sensor
weapon9 = "long_range_sensor"
weaponHardpoints9 = "hp09"

// Warp
weapon10 = "gwarp"
weaponHardpoints10 = "hp10"

// tractor beam
weapon11 = "f_tractor_bm"
weaponHardpoints11 = "hp11" "hp12" "hp20" "hp21" "hp24"

//Self Destruct
weapon12 = "gselfdes"
weaponHardpoints12 = "hp16"

// Hardpoints to hit for various systems and other locations.
EngineTargetHardpoints = "hp13" "hp14" "hp15" "hp16" "hp17"
WeaponTargetHardpoints = "hp18" "hp19"
ShieldTargetHardpoints = "hp20" "hp21"
SensorTargetHardpoints = "hp22" "hp23" "hp24"

// Sub-System Destruction Effects
EngineDestructionHardpoints = "hp13" "hp14" "hp15" "hp16" "hp17"
WeaponDestructionHardpoints = "hp18" "hp19" 
ShieldDestructionHardpoints = "hp20" "hp21"
SensorDestructionHardpoints = "hp22" "hp23" "hp24" 

//**********************************************************************
//   CHANGE THE SCALE
//**********************************************************************
realLength = 550

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

selfDestructRadius = 650; // this applies when our ship is destroyed - sls
selfDestructDamage = 1300; // the damage applied when we blow up - sls

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

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

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

//**********************************************************************

// Scale for the camera radius
cameraRadiusScale = 1.25







