#include "K_class_scout.odf"
#include "Repair_tngearly.odf"
//**********************************************************************
//   GENERAL STUFF...
//**********************************************************************
// Name of Ship class in Ship Display window & in edit mode & tooltip
unitName = "D-12 Bird Of Prey"

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

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

//Single player Model
basename = "k_Brel"

//Energy per shot
energyPerPulsePhaser = 0.08

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

// General (upgradeable) values the Player sees for each system
hullLevel    = 1100
weaponsLevel = 1000
sensorsLevel = 1100
enginesLevel = 1460
shieldsLevel =  800

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

// COMMAND POINT COST
commandPointCost = 6200
startYear = 2335
endYear   = 2360

// global WEAPON values
photonReplenishRate 		= 1.7    	// how fast can i restore my photons
weaponsEnergyReplenishRate 	= 1.4	  	// 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	= 1.8		// how fast the shields charge

//**********************************************************************
//   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_tng_pulse"
weaponHardpoints1 = "hp02" "hp03"

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

// Disruptor
weapon8 = "kling_tng_pulse"
weaponHardpoints8 = "hp03" "hp02"

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

// bottom aft phaser
weapon9 = "kling_tng_phaser_3beam"
weaponHardpoints9 = "hp09"

// top aft phaser
weapon10 = "kling_tng_phaserarc_3beam"
weaponHardpoints10 = "hp08"

// Cloaking
weapon4 = "gkcloak"
weaponHardpoints4 = "hp20"

// Warp
weapon5 = "gwarp"
weaponHardpoints5 = "hp16"

// tractor beam
weapon6 = "f_tractor_bm"
weaponHardpoints6 = "hp09"

// long range sensor
weapon7 = "long_range_sensor"
weaponHardpoints7 = "hp11"

//Self Destruct
weapon8 = "gselfdes"
weaponHardpoints8 = "hp16"

// 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 = 450; // this applies when our ship is destroyed - sls
selfDestructDamage = 900; // the damage applied when we blow up - sls

//**********************************************************************
//   PHYSICS PARAMETERS
//**********************************************************************
// physics file for star trekky physics behavior
PhysicsFile = "k_d12_physics.odf"

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


cameraRadiusScale = 1.8


