#include "F_class_cruiser.odf" 
#include "Repair_toslate.odf"

//**********************************************************************
//   GENERAL STUFF...
//**********************************************************************
// Name of Ship class in Ship Display window & in edit mode & tooltip
unitName = "Constitution Refit (1701-A)"

// Tooltips
tooltip = "constitutionclass_refit"
verboseTooltip = "constitutionclass_refit_v"

// Race which can build ship & starting race of ship
race = "federation"

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

// General (upgradeable) values the Player sees for each system
hullLevel    = 1300
weaponsLevel = 1250
sensorsLevel = 1220
enginesLevel =  870
shieldsLevel = 1300

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

// COMMAND POINT COST
commandPointCost = 6550
startYear = 2286
endYear   = 2330

// global WEAPON values
photonReplenishRate 		= 1.8    	// how fast can i restore my photons
weaponsEnergyReplenishRate 	= 1.4	        // how fast can i restore my weapons energy pool
weaponPoolDiminishRate 		= 1.5		// how slowly does my weapons pool diminish
energyPerPhoton			= 0.2		// how much energy expended when firing a photon torpedo
shieldRechargeRateModifier	= 1.6		// how fast the shields charge

//**********************************************************************
//   SHIP NAMES
//**********************************************************************
possibleCraftNames = 
  	"USS Enterprise" "USS Eagle" "USS Yorktown" "USS Lexington"

logoFileNames = "F_ConstRefit_Logo_1" "F_ConstRefit_Logo_2" "F_ConstRefit_Logo_3" "F_ConstRefit_Logo_4"

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

// fore phasers 1
weapon1 = "fed_tmp_phaser_2beam"
weaponHardpoints1 = "hp03" "hp04"

// fore phasers 2
weapon2 = "fed_tmp_phaser_2beam"
weaponHardpoints2 = "hp05" "hp06"

// left phasers 1
weapon3 = "fed_tmp_phaser_2beam"
weaponHardpoints3 = "hp07" "hp08"

// left phasers 2
weapon4 = "fed_tmp_phaser_2beam"
weaponHardpoints4 = "hp09" "hp10"

// right phasers 1
weapon5 = "fed_tmp_phaser_2beam"
weaponHardpoints5 = "hp11" "hp12"

// right phasers 2
weapon6 = "fed_tmp_phaser_2beam"
weaponHardpoints6 = "hp13" "hp14"

// bottom phasers 1
weapon15 = "fed_tmp_phaserlowarc_3beam"
weaponHardpoints15 = "hp15" "hp16"

// bottom phasers 2
weapon16 = "fed_tmp_phaserlowarc_3beam"
weaponHardpoints16 = "hp17" "hp18"

// aft phaser 1
weapon7 = "fed_tmp_phaser_3beam"
weaponHardpoints7 = "hp19" "hp21" 

// aft phaser 2
weapon8 = "fed_tmp_phaser_3beam"
weaponHardpoints8 = "hp20" "hp22" 

//***********photon**********

// forward Photon torpedos 1
weapon9 = "fed_tos_photon_cruiser"
weaponHardpoints9 = "hp01" "hp02"

// aft Photon torpedos 1
weapon14 = "fed_tos_photon_cruiser"
weaponHardpoints14 = "hp25"

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

// tractor beam
weapon10 = "f_tractor_bm"
weaponHardpoints10 = "hp24" "hp25" "hp26" "hp35" 

// Warp
weapon11 = "gwarp"
weaponHardpoints11 = "hp27" "hp28"

//Self Destruct
weapon12 = "gselfdes"
weaponHardpoints12 = "hp26"

// long range sensor
weapon13 = "long_range_sensor"
weaponHardpoints13 = "hp33"

// aft Photon torpedos 1
weapon14 = "fed_tos_photon_cruiser"
weaponHardpoints14 = "hp21" "hp22"

// Hardpoints to hit for various systems and other locations.
EngineTargetHardpoints = "hp27" "hp28" "hp29"
WeaponTargetHardpoints = "hp30" "hp31"
ShieldTargetHardpoints = "hp32"
SensorTargetHardpoints = "hp33" "hp34" "hp35" "hp23"

// Sub-System Destruction Effects
EngineDestructionHardpoints = "hp27" "hp28" "hp29"
WeaponDestructionHardpoints = "hp30" "hp31" 
ShieldDestructionHardpoints = "hp32"
SensorDestructionHardpoints = "hp33" "hp34" "hp35" "hp23"

// This will play
WeaponDestructionEffect = "psexplosion_8"
WeaponDestructionSize = 2.0
WeaponDestructionHardpoints = "hp30" "hp31" "hp01" "hp03" "hp06" "hp09"

SensorDestructionEffect = "psexplosion_9"
SensorDestructionSize = 2.0
SensorDestructionHardpoints = "hp33" "hp34" "hp35" "hp23"

// played on ship destruction, initial explosion
explosionParticleSystemsMajor = "pssparks_01""pssparks_03""psexplosion_12"
 
// played when a component (e.g., engine nacelle) is broken off; initial explosion
breakParticleSystemsMajor = "pssparks_02" "psexplosion_3""psexplosion_7"


//**********************************************************************
//   CHANGE THE SCALE
//**********************************************************************
realLength = 305

//**********************************************************************
//   SHIELDS AND DAMAGE
//**********************************************************************
//Constitution Refit, 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"

selfDestructRadius = 700; // this applies when our ship is destroyed - sls
selfDestructDamage = 1400; // the damage applied when we blow up - sls

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

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

//**********************************************************************
//  Captain Specific VO
//**********************************************************************
specificCaptain = "Kirk"

cameraRadiusScale = 1.0

