#include "K_class_cruiser.odf"
#include "Repair_tosearly.odf"
//**********************************************************************
//   GENERAL STUFF...
//**********************************************************************
// Name of Ship class in Ship Display window & in edit mode & tooltip
unitName = "D-7"

// Tooltips
tooltip = "d_7_class"
verboseTooltip = "d_7_class_v"

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

basename = "K_D_7"

//Energy per shot
energyPerPulsePhaser = 0.000000009

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

// General (upgradeable) values the Player sees for each system
hullLevel    = 1200
weaponsLevel = 1100
sensorsLevel = 1100
enginesLevel = 870
shieldsLevel = 900

// WEAPON values
numberOfPhaserBeams = 3
numberOfForePhotons = 4
photonSpread = 1
//forePhotonSpread = 1
numberOfAftPhotons = 2
//aftPhotonSpread = 0

// COMMAND POINT COST
commandPointCost = 4860
startYear = 2249
endYear   = 2300

// global WEAPON values
photonReplenishRate 		= 1.4    	// how fast can i restore my photons
weaponsEnergyReplenishRate 	= 1.3	  	// how fast can i restore my weapons energy pool
weaponPoolDiminishRate 		= 1.7		// how slowly does my weapons pool diminish
energyPerPhoton			= 0.2		// how much energy expended when firing a photon torpedo
shieldRechargeRateModifier	= 1.4		// 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
//**********************************************************************

// Disruptor
weapon1 = "kling_tos_pulse"
weaponHardpoints1 = "hp01" 

// Disruptor
weapon11 = "kling_tos_pulse"
weaponHardpoints11 = "hp02" 

// Disruptor
weapon12 = "kling_tos_pulse"
weaponHardpoints12 = "hp03" 

// Disruptor
weapon13 = "kling_tos_pulse"
weaponHardpoints13 = "hp04"  

// Phasers
weapon2 = "kling_tos_phaser_2beam"
weaponHardpoints2 = "hp26" "hp27" "hp28" "hp29" 

//  aft pulse
weapon3 = "kling_tos_pulse"
weaponHardpoints3 = "hp07"

//*******************************************
// fore Photon Torpedo
weapon4 = "kling_tos_destroyer_photon"
weaponHardpoints4 = "hp05"

// rear Photon Torpedo
weapon5 = "kling_tos_destroyer_photon"
weaponHardpoints5 = "hp06"

// Cloaking Device
weapon6 = "gkcloak"
weaponHardpoints6 = "hp30"

// tractor beam
weapon7 = "f_tractor_bm"
weaponHardpoints7 = "hp07" "hp14"

// Warp
weapon8 = "gwarp"
weaponHardpoints8 = "hp15"

//Self Destruct
weapon9 = "gselfdes"
weaponHardpoints9 = "hp16"

// long range sensor
weapon10 = "long_range_sensor"
weaponHardpoints10 = "hp13"

// Hardpoints to hit for various systems and other locations.
EngineTargetHardpoints = "hp08" "hp09" "hp10"
WeaponTargetHardpoints = "hp11" "hp16"
ShieldTargetHardpoints = "hp12"
SensorTargetHardpoints = "hp13"

// Sub-System Destruction Effects
EngineDestructionHardpoints = "hp08" "hp09" "hp10" 
WeaponDestructionHardpoints = "hp11" "hp16" 
ShieldDestructionHardpoints = "hp12"
SensorDestructionHardpoints = "hp13" 


engineBreakNodes= "R Nacelle" "L Nacelle"
sensorBreakPoints= "bridge"
shieldGeneratorBreakNodes= "R Engine" "L Engine"

criticalBreakNodes= "Boom"

//**********************************************************************
//   CHANGE THE SCALE
//**********************************************************************
realLength = 250


//**********************************************************************
//   SHIELDS AND DAMAGE
//**********************************************************************
//D-7, generated Mon Dec 16 14:41:38 2002
hasHull = 1;
hasShield = 1;
hasWeapons = 1;
hasEngines = 1;
hasSensors = 1;

phaserRechargeRate = 0.5000; // 2 seconds

selfDestructRadius = 550; // this applies when our ship is destroyed - sls
selfDestructDamage = 1100; // the damage applied when we blow up - sls

//**********************************************************************
//   PHYSICS PARAMETERS
//**********************************************************************

// physics file for star trekky physics behavior
PhysicsFile = "k_D_7_physics.odf"


//**********************************************************************
//   BUILD, etc.
//**********************************************************************
//Amount of time required to build ship
buildTime = 45.0

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




cameraRadiusScale = 1.6

