#include "craft.odf"
 
// class_science.odf

//  *****Long Range Sensor Boost Amount*****************************
longRangeSensorRangeMultiplier = 1.7

//**********************************************************************
//SHIP CLASS FOR STAT ACCUMULATION
//**********************************************************************
shipclass = "science"



//**********************************************************************
//AI system parameters
//**********************************************************************
//These parameters influence how the AI evaluates and compares craft.

//An abstract number that represents how much extra strength must be
//used to attack this craft due to its weapons. 
// (0.0=no weapons, 0.5 = average weapons, 1.0=many good weapons)
attackPower = 0.10f

//The normalized intrinsic value of a target.  High value craft make good
//attack targets. (0.0=lowest value, 1.0=highest value)
intrinsicValue = 0.60f


//**********************************************************************
//   CREW STATUS MULTIPLIERS
//**********************************************************************
//The multiplier for the delay between shots for weapons while in yellow status
weaponYellow = 1.0f

//The multiplier for the delay between shots for weapons while in red status
weaponRed = 2.0f



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

// General (upgradeable) values the Player sees for each system
hullLevel = 100
weaponsLevel = 200
sensorsLevel = 500
enginesLevel = 900
shieldsLevel = 200

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

// SHIELD VALUES
maxShieldHitPoints = 400

// values from GLOBAL CONFIG - listed here in case ship needs to have unique value
// The global values are multiplied by these factors

// global WEAPON values
photonReplenishRate 		= 1.0    	// how fast can i restore my photons
weaponsEnergyReplenishRate 	= 1.0	  	// how fast can i restore my weapons energy pool
weaponPoolDiminishRate 		= 1.0		// how slowly does my weapons pool diminish
energyPerPhoton			= 0.2		// how much energy expended when firing a photon torpedo

// global SHIELD values
shieldRechargeRate 		= 0.8		// how fast do my shields repair themselves



//**********************************************************************
//MESSAGE & SOUND PARAMETERS
//**********************************************************************
EngineBaseFreq = 22050.0
EngineMaxFreq = 66150.0
EngineOffFreq = 22050.0
EngineRampTime = 2.0


//**********************************************************************
//PHYSICS PARAMETERS
//**********************************************************************
physicsFile = "class_science_physics.odf"




//**********************************************************************
//CONTEXT SENSITIVE MENUS
//**********************************************************************
combat = 1
alert = 1
can_sandd = 1



//**********************************************************************
//SHIP TYPE FOR FORMATIONS (look in Craft\shipTypes.h)
//**********************************************************************
shipType = "F"
 


//**********************************************************************
//SIZE OF BUILD ANIMATION SPARKS WHEN THIS CRAFT IS BUILT
//**********************************************************************
// This is the size of the build animation sparks.
weldingRadius = 0.5



// ************************************************************
//  SHIP SIZE
// ************************************************************/
shipSize = 2

//###########################################################################

// Explosions played when the craft explodes and breaks into chunks on death
explosionParticleSystemsMajor = "psexplosion_major_Khanscience_3"
// minor explosions happening in quick succession as the craft drifts before the craft explodes into chunks
explosionParticleSystemsMinor = "psexplosion_major_Khanscience_2"
// secondary explosions that happen at the point where the craft will split into chunks, 
// it happens 1.2 second before the major explosion at the same spot
// it is the explosion precursor
explosionParticleSystemsSecondary = "psexplosion_major_Khanscience_1"

// played when a craft nacelle breaks appart
breakParticleSystemsMajor = "psexplosion_major_Khansciencenacelle_2"
// secondary explosions for nacelle breaking, happens before the main explosion
breakParticleSystemsSecondary = "psexplosion_major_Khansciencenacelle_1"

//###########################################################################


