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

// Tooltips
tooltip = "brelclass"
verboseTooltip = "brelclass_v"

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

//Energy per shot
energyPerPulsePhaser = 0.12

//Single player Model
basename = "K_Brel"

weaponsEnergyReplenishRate 	= 0.45	  // how fast can i restore my weapons energy pool
//**********************************************************************
//SHIP SYSTEM INFORMATION
//**********************************************************************

// General (upgradeable) values the Player sees for each system
hullLevel    = 650
weaponsLevel = 650
sensorsLevel = 1200
enginesLevel = 970
shieldsLevel = 500

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

// COMMAND POINT COST
commandPointCost = 3200
startYear = 1960
endYear   = 1999

//**********************************************************************
//   SHIP NAMES
//**********************************************************************
//Possible Craft Names
possibleCraftNames = 
	"IKS Hurgh'ragh" "IKS TajHu" "IKS Duy'Hub" "IKS Begh'poQ"          
	"IKS Wuv'a'tem" "IKS Deb'choS" "IKS Qugh'tung" "IKS Nay'par"             
	"IKS GhoH'Sot" "IKS Qup'SoH" "IKS Hob'DIS" "IKS Chong'pogh"       
	"IKS TaD'moH" "IKS Tar'be" "IKS Luq'argh" "IKS PiqaD'nem"         
	"IKS MajQa'be'" "IKS Qut'Such" "IKS NaS'puchpa'" "IKS Gho'be'"  


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

// Disruptor
weapon1 = "kling_tos_pulse"
weaponHardpoints1 = "hp02" "hp03"

// long range sensor
weapon2 = "long_range_sensor"
weaponHardpoints2 = "hp11"

// Photon Torpedo
weapon3 = "kling_tos_scout_photon"
weaponHardpoints3 = "hp01"

//Self Destruct
weapon4 = "gselfdes"
weaponHardpoints4 = "hp16"

// Warp
weapon5 = "gwarp"
weaponHardpoints5 = "hp04"

// tractor beam
weapon6 = "f_tractor_bm"
weaponHardpoints6 = "hp01" "hp03"

// Hardpoints to hit for various systems and other locations.
EngineTargetHardpoints = "hp10"
WeaponTargetHardpoints = "hp13"
ShieldTargetHardpoints = "hp12"
SensorTargetHardpoints = "hp11" 

// Sub-System Destruction Effects
EngineDestructionHardpoints = "hp10" 
WeaponDestructionHardpoints = "hp13"  
ShieldDestructionHardpoints = "hp12"
SensorDestructionHardpoints = "hp11" 

engineBreakNodes= "R_engine" "L_engine"
weaponbreaknodes= "Left_Gun" "Right_Gun"
shieldgeneratorBreakNodes= "Shields"

criticalBreakNodes= "Neck"

//**********************************************************************
//   CHANGE THE SCALE
//**********************************************************************
realLength = 110

//**********************************************************************
//   SHIELDS AND DAMAGE
//**********************************************************************
//Brel, generated Mon Dec 16 14:49:29 2002
hasHull = 1;
hasShield = 1;
hasWeapons = 1;
hasEngines = 1;
hasSensors = 1;

selfDestructRadius = 350; // this applies when our ship is destroyed - sls
selfDestructDamage = 700; // the damage applied when we blow up - sls

//**********************************************************************
//   PHYSICS PARAMETERS
//**********************************************************************
// physics file for star trekky physics behavior
PhysicsFile = "k_brel_physics.odf"

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


cameraRadiusScale = 1.35



