#include "F_tngclass_battleship.odf" 
#include "Repair_tnglate.odf"

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

// Tooltips
tooltip = "f_artillery_nebulaclass"
verboseTooltip = "nebulaclass_v"

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

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

// General (upgradeable) values the Player sees for each system
hullLevel    = 1850
weaponsLevel = 1600
sensorsLevel = 1700
enginesLevel = 850
shieldsLevel = 1850

// WEAPON values
numberOfPhaserBeams = 2
numberOfForePhotons = 5
photonSpread = 1
//forePhotonSpread = 2
numberOfAftPhotons = 4
//aftPhotonSpread = 0

// COMMAND POINT COST
commandPointCost = 14900
startYear = 2364
endYear   = 2400

// global WEAPON values
photonReplenishRate 		= 1.8 	  // 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			= 0.2	  // how much energy expended when firing a photon torpedo
shieldRechargeRateModifier	= 1.7	  // how fast the shields charge

//**********************************************************************
//   SHIP NAMES
//**********************************************************************
possibleCraftNames = 
	"USS Bonchune" "USS Sutherland" "USS Merrimack" "USS Phoenix" "USS Scott"
//	"USS Iowa" "USS Arlen" "USS Boater" "USS Knoxville"
//	"USS Lahr" "USS Narnia" "USS Haley" "USS Berthonia"

logoFileNames = "F_Nebula_Logo_1" "F_Nebula_Logo_2" "F_Nebula_Logo_3" "F_Nebula_Logo_4" "F_Nebula_Logo_5"


//**********************************************************************
//   ART PARAMETERS & WEAPON NAMES
//**********************************************************************
// for phasers
weapon1 = "fed_tng_phaser_2beam"
weaponHardpoints1 = "hp01"

// for phasers
weapon12 = "fed_tng_phaser_2beam"
weaponHardpoints12 = "hp02"

// left phasers
weapon2 = "fed_tng_phaser_2beam"
weaponHardpoints2 = "hp06" 

// left phasers
weapon13 = "fed_tng_phaser_2beam"
weaponHardpoints13 = "hp07" 

// left phasers
weapon14 = "fed_tng_phaser_2beam"
weaponHardpoints14 = "hp08" 

// right phasers
weapon3 = "fed_tng_phaser_2beam"
weaponHardpoints3 = "hp03" 

// right phasers
weapon15 = "fed_tng_phaser_2beam"
weaponHardpoints15 = "hp04" 

// right phasers
weapon16 = "fed_tng_phaser_2beam"
weaponHardpoints16 = "hp05" 

// aft phasers
weapon4 = "fed_tng_phaser_3beam"
weaponHardpoints4 = "hp09"   

// aft phasers
weapon17 = "fed_tng_phaser_3beam"
weaponHardpoints17 = "hp10"   

// ven phasers
weapon5 = "fed_tng_phaser_3beam"
weaponHardpoints5 = "hp11"

// ven phasers
weapon18 = "fed_tng_phaser_3beam"
weaponHardpoints18 = "hp12"   
  
// fwd Photon torpedos
weapon6 = "fed_tng_photon_artillery"
weaponHardpoints6 = "hp13" "hp14" "hp15" "hp16" "hp29"

// aft Photon torpedos
weapon7 = "fed_tng_photon_artillery"
weaponHardpoints7 = "hp17" "hp18" "hp19" "hp20"

// Warp
weapon8 = "gwarp"
weaponHardpoints8 = "hp21"

// tractor beam
weapon9 = "f_tractor_bm"
weaponHardpoints9 = "hp22" "hp23" "hp30" "hp31" "hp32"

//Self Destruct
weapon10 = "gselfdes"
weaponHardpoints10 = "hp16"

// long range sensor
weapon11 = "long_range_sensor"
weaponHardpoints11 = "hp30"

// Hardpoints to hit for various systems and other locations.
EngineTargetHardpoints = "hp24" "hp25" "hp26" "hp27"
WeaponTargetHardpoints = "hp28"
ShieldTargetHardpoints = "hp29"
SensorTargetHardpoints = "hp30" "hp31" "hp32"

// Sub-System Destruction Effects
EngineDestructionHardpoints = "hp24" "hp25" "hp26" "hp27"
WeaponDestructionHardpoints = "hp28" 
ShieldDestructionHardpoints = "hp29"
SensorDestructionHardpoints = "hp30" "hp31" "hp32"

//**********************************************************************
//   CHANGE THE SCALE
//**********************************************************************
realLength = 440


//**********************************************************************
//   SHIELDS AND DAMAGE
//**********************************************************************
// Max Shield Strength & Begining Shield Strength <500
//Nebula, 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"
weaponBreakNodes = "Weapon"

selfDestructRadius = 750; // this applies when our ship is destroyed - sls
selfDestructDamage = 1500; // the damage applied when we blow up - sls

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

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

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


cameraRadiusScale = 1.6


