#include "F_class_battleship.odf"
#include "Repair_tngearly.odf"

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

// Tooltips
tooltip = "r_proximaclass"
verboseTooltip = "r_proximaclass_v"

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

Basename = "F_Proxima"

//Energy per shot
energyPerPulsePhaser = 0.00000015

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

// General (upgradeable) values the Player sees for each system
hullLevel    = 1600
weaponsLevel = 1400
sensorsLevel = 1250
enginesLevel = 800
shieldsLevel = 1600

// WEAPON values
numberOfPhaserBeams = 5
numberOfForePhotons = 4
photonSpread = 1
//forePhotonSpread = 1
numberOfAftPhotons = 3
//aftPhotonSpread = 0

// COMMAND POINT COST
commandPointCost = 14200
startYear = 2346
endYear   = 2380

// global WEAPON values
photonReplenishRate 		= 2.5    	// 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			= 0.1		// how much energy expended when firing a photon torpedo
shieldRechargeRateModifier	= 1.5		// how fast the shields charge

//**********************************************************************
//   SHIP NAMES
//**********************************************************************
possibleCraftNames = 
	"USS Bismarck" "USS Philadelphia" "USS Ticonderoga" "USS Nimitz" 
//	"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_Tos_Proxima_Logo_4" "F_Tos_Proxima_Logo_2" "F_Tos_Proxima_Logo_1" "F_Tos_Proxima_Logo_3"
//**********************************************************************
//   ART PARAMETERS & WEAPON NAMES
//**********************************************************************

// front Phasers #1
weapon1 = "fed_tng_phaser_4beam"
weaponHardpoints1 = "hp09" "hp10" 

// front Phasers #2
weapon2 = "fed_tng_phaser_4beam"
weaponHardpoints2 =  "hp11" "hp12" 

//front  Pulse #1
weapon21 = "fed_tng_pulse"
weaponHardpoints21 = "hp29"  

 

// left Phasers #1
weapon13 = "fed_tng_phaser_4beam"
weaponHardpoints13 = "hp17" "hp18"

// left Phasers #2
weapon14 = "fed_tng_phaser_4beam"
weaponHardpoints14 = "hp19" "hp18"

// left Pulse #1
weapon3 = "fed_tng_pulse"
weaponHardpoints3 = "hp17"    

// left Pulse #2
weapon15 = "fed_tng_pulse"
weaponHardpoints15 = "hp18"

// left Pulse #3
weapon16 = "fed_tng_pulse"
weaponHardpoints16 = "hp19"

// left  Pulse #4
weapon23 = "fed_tng_pulse"
weaponHardpoints23 =  "hp31"  

// left  Pulse #5
weapon25 = "fed_tng_pulse"
weaponHardpoints25 =  "hp32" 



// right Phasers #1
weapon17 = "fed_tng_phaser_4beam"
weaponHardpoints17 = "hp13" "hp14"

// right Phasers #2
weapon18 = "fed_tng_phaser_4beam"
weaponHardpoints18 = "hp15" "hp14"

// right Pulse #1
weapon4 = "fed_tng_pulse"
weaponHardpoints4 = "hp13"  

// right Pulse #2
weapon19 = "fed_tng_pulse"
weaponHardpoints19 =  "hp15"

// right Pulse #3
weapon20 = "fed_tng_pulse"
weaponHardpoints20 =  "hp14"

//rear  Pulse #4
weapon24 = "fed_tng_pulse"
weaponHardpoints24 =  "hp33"

//rear  Pulse #5
weapon26 = "fed_tng_pulse"
weaponHardpoints26 =  "hp34"



//rear  Phasers #1
weapon5 = "fed_tng_phaser_4beam"
weaponHardpoints5 = "hp35" "hp38" 

//rear  Phasers #2
weapon6 = "fed_tng_phaser_4beam"
weaponHardpoints6 = "hp36" "hp37" 

//rear  Pulse #1
weapon22 = "fed_tng_pulse"
weaponHardpoints22 = "hp30"  


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

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

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

// Warp
weapon9 = "gwarp"
weaponHardpoints9 = "hp28"

// tractor beam
weapon10 = "f_tractor_bm"
weaponHardpoints10 = "hp29" "hp30" "hp25" "hp26"

//Self Destruct
weapon11 = "gselfdes"
weaponHardpoints11 = "hp16"

// long range sensor
weapon12 = "long_range_sensor"
weaponHardpoints12 = "hp25"

// Hardpoints to hit for various systems and other locations.
EngineTargetHardpoints = "hp20" "hp21" "hp22"
WeaponTargetHardpoints = "hp23"
ShieldTargetHardpoints = "hp24"
SensorTargetHardpoints = "hp25" "hp26" 

// Sub-System Destruction Effects
EngineDestructionHardpoints = "hp20" "hp21" "hp22"
WeaponDestructionHardpoints = "hp23" 
ShieldDestructionHardpoints = "hp24"
SensorDestructionHardpoints = "hp25" "hp26" 

//**********************************************************************
//   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 = 600; // this applies when our ship is destroyed - sls
selfDestructDamage = 800; // 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






