//Generic Station ODF file

//Default size value
realLength = 100

warpSuppressionRadiusMultiplier = 1.0

//Default values for ALL stations (can be overriden in successive ODF files)

// General (upgradeable) values the Player sees for each system
hullLevel = 1000
weaponsLevel = 1000
sensorsLevel = 1000
shieldsLevel = 1000
enginesLevel = 800

shieldRechargeRateModifier	= 0.3		// how fast the shields charge

//Destruction Radius
selfDestructRadius = 600; // this applies when our ship is destroyed - sls
selfDestructDamage = 600; // the damage applied when we blow up - sls

// Hull System
// we have a hull system
hasHull = 1

//Energy per shot
energyPerPulsePhaser = 0.05

// Shield System
hasShields = 1
// Level 1 and 5 values
shieldMinHitPoints =	100
shieldMinStatistic =	1000	// total shield points at level 1	
shieldMaxStatistic =	100		// total shield points at level 5
shieldRechargeRate =	5		// points per second per facing
shieldDisableTime =		10		// how long to disable shields
shieldMaxAbsorption =	1.0		// how much damage absorbed at full shields
shieldMinAbsorption =	0.4		// how much damage absorbed at low shields

// How big each shield facing is relative to each other.
shieldFrontProportion =	1
shieldBackProportion =	1
shieldRightProportion = 1
shieldLeftProportion =	1

// Engines
hasEngines = 0


// Sensors
hasSensors = 1
sensorMinHitPoints = 100
sensorMinStatistic = 800	// short range sensor range
sensorMaxStatistic = 1600


// Weapons
hasWeapons = 0


// Shield facing hit probabilities
frontHullHitChance		= .2
frontShieldHitChance	= .2
frontEngineHitChance	= .2
frontSensorHitChance 	= .2
frontWeaponHitChance	= .2

backHullHitChance	= .2
backShieldHitChance	= .2
backEngineHitChance	= .2
backSensorHitChance = .2
backWeaponHitChance	= .2

leftHullHitChance	= .2
leftShieldHitChance	= .2
leftEngineHitChance	= .2
leftSensorHitChance = .2
leftWeaponHitChance	= .2

rightHullHitChance		= .2
rightShieldHitChance	= .2
rightEngineHitChance	= .2
rightSensorHitChance	= .2
rightWeaponHitChance	= .2


// This is the size of the build animation sparks.
weldingRadius = 1.0

// this is the percent (1.0 = 100%) the ships health and shields or crew must be at
// before a warning is given (only when in a dangerous nebula)
// percentNebulaWarn = 0.3f

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


//PROGRAMMING INFO, DO NOT CHANGE

//This tells the program that this object is a station and to ignore
//collisions so that it does not move. DO NOT CHANGE
is_starbase = 1


//AI Type DO NOT CHANGE
aiName = "StarbaseProcess"


//************************************************************
// Tara additions for context sensitive menus
facility = 1
has_crew = 1
has_hitpoints = 1
alert = 0
SHOW_MOVEMENT_AUTONOMY = 0;
SHOW_SW_AUTONOMY = 0;


//************************************************************
//
// default explosion parameters (purely cosmetic; no gameplay)
//

// played on ship destruction, initial explosion
explosionParticleSystemsMajor = "psexplosion_major2"
// sub-explosions
explosionParticleSystemsMinor = "psexplosion_blast_wide2"

// played when a component (e.g., engine nacelle) is broken off; initial explosion
breakParticleSystemsMajor = "psexplosion_major2"
// sub-explosions
breakParticleSystemsSecondary = "psexplosion_minor3"


// Physics Parameters
PhysicsFile = "station_physics.odf"


//**************************************************************
//
// Cost
//
commandPointCost = 0
productionPointCost = 100

//**********************************************************************
//  Death sounds
//**********************************************************************
explosionMajorSoundGroup = "ST_GRP_EXP_Station"
explosionMinorSoundGroup = "ST_GRP_EXP_Station"
breakMajorSoundGroup = "ST_GRP_EXP_Ship_Medium"
breakMinorSoundGroup = "ST_GRP_EXP_Ship_Small"

selfDestructRadius = 800; // this applies when our ship is destroyed - sls
selfDestructDamage = 2000; // the damage applied when we blow up - sls


