#include "F_tngclass_scout.odf"
#include "Repair_tngearly.odf"

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

// Tooltips
tooltip = "alitaclass"
verboseTooltip = "alitaclass_v"

// Race which can build ship & starting race of ship
race = "fed-early"

Basename = "F_Alita"

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

// General (upgradeable) values the Player sees for each system
hullLevel    = 1100
weaponsLevel = 1000
sensorsLevel = 1300
enginesLevel = 1400
shieldsLevel = 1100

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

// COMMAND POINT COST
commandPointCost = 8200
startYear = 2350
endYear   = 2400

// global WEAPON values
photonReplenishRate 		= 1.7    	// how fast can i restore my photons
weaponsEnergyReplenishRate 	= 1.3	  	// 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	= 2.0		// how fast the shields charge


//**********************************************************************
//   SHIP NAMES
//**********************************************************************
possibleCraftNames = 
	"USS Alita" "USS Bolarus" "USS Cestus" "USS Betazed"

logoFileNames = "F_Alita_Logo_1" "F_Alita_Logo_2" "F_Alita_Logo_3" "F_Alita_Logo_4"


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

// fore saucer phasers
weapon1 = "fed_tng_phaser_3beam"
weaponHardpoints1 = "hp01"

// fore saucer phasers
weapon12 = "fed_tng_phaser_3beam"
weaponHardpoints12 = "hp03"

// left saucer phasers
weapon2 = "fed_tng_phaser_3beam"
weaponHardpoints2 = "hp02"

// left saucer phasers
weapon13 = "fed_tng_phaser_3beam"
weaponHardpoints13 = "hp04"

// right saucer phasers
weapon3 = "fed_tng_phaser_3beam"
weaponHardpoints3 = "hp05"

// right saucer phasers
weapon14 = "fed_tng_phaser_3beam"
weaponHardpoints14 = "hp07"

// aft saucer phasers
weapon4 = "fed_tng_phaser_3beam"
weaponHardpoints4 = "hp06"

// vent saucer phasers
weapon5 = "fed_tng_phaser_3beam"
weaponHardpoints5 = "hp08"

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

// Front Photon torpedos
weapon6 = "fed_tng_photon_destroyer"
weaponHardpoints6 = "hp10" 

// back Photon torpedos
weapon11 = "fed_tng_photon_destroyer"
weaponHardpoints11 = "hp09" 

// Warp
weapon7 = "gwarp"
weaponHardpoints7 = "hp01"

// tractor beam
weapon8 = "f_tractor_bm"
weaponHardpoints8 = "hp09"

// long range sensor
weapon9 = "long_range_sensor"
weaponHardpoints9 = "hp01"

//Self Destruct
weapon10 = "gselfdes"
weaponHardpoints10 = "hp01"

// Hardpoints to hit for various systems and other locations.
EngineTargetHardpoints = "hp19" "hp20" "hp21"
WeaponTargetHardpoints = "hp22"
ShieldTargetHardpoints = "hp23"
SensorTargetHardpoints = "hp24" "hp25"

// Sub-System Destruction Effects
EngineDestructionHardpoints = "hp19" "hp20" "hp21"
WeaponDestructionHardpoints = "hp22" 
ShieldDestructionHardpoints = "hp23"
SensorDestructionHardpoints = "hp24" "hp25"

//**********************************************************************
//   CHANGE THE SCALE
//**********************************************************************
realLength = 210

//**********************************************************************
//   SHIELDS AND DAMAGE
//**********************************************************************
//Nova, generated Mon Dec 16 13:26:40 2002
hasHull = 1;
hasShield = 1;
hasWeapons = 1;
hasEngines = 1;
hasSensors = 1;

// These will break off.
engineBreakNodes = "L_Engine" "R_Engine"

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 = "f_strider_physics.odf"

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



cameraRadiusScale = 1.3

