#include "F_class_cruiser.odf"
#include "Repair_toslate.odf"
//**********************************************************************
//   GENERAL STUFF...
//**********************************************************************
// Name of Ship class in Ship Display window & in edit mode & tooltip
unitName = "Constellation class"

// Tooltips
tooltip = "constellationclass"
verboseTooltip = "constellationclass_v"

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

Basename = "F_Constellation"

//Energy per shot
energyPerPulsePhaser = 0.09

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

// General (upgradeable) values the Player sees for each system
hullLevel    = 1300
weaponsLevel = 1300
sensorsLevel = 1300
enginesLevel =  970
shieldsLevel = 1350

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

// COMMAND POINT COST
commandPointCost = 6750
startYear = 2285
endYear   = 2300

// global WEAPON values
photonReplenishRate 		= 2.2    	// how fast can i restore my photons
weaponsEnergyReplenishRate 	= 1.2	        // how fast can i restore my weapons energy pool
weaponPoolDiminishRate 		= 1.9		// how slowly does my weapons pool diminish
energyPerPhoton			= 0.2		// how much energy expended when firing a photon torpedo
shieldRechargeRateModifier	= 1.5		// how fast the shields charge

//**********************************************************************
//   SHIP NAMES
//**********************************************************************
possibleCraftNames = 
	"USS Stargazer" "USS Hathaway" "USS Constellation" "USS Gettysburg"
//	"USS Pembrook" "USS Graham" "USS Lillian" "USS Twooney"
//	"USS San Antonio" "USS Flagstaff" "USS Wilmington" "USS Denver"
//	"USS Constellation""USS Gettysburg" "USS Magellan"
//	"USS Victory" "USS Jaemz"

logoFileNames = "F_Constellation_Logo_1" "F_Constellation_Logo_2" "F_Constellation_Logo_3" "F_Constellation_Logo_4"


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

// fPulsePhaser #1
weapon21 = "fed_tmp_heavypulse"
weaponHardpoints21 = "hp01"

// fPulsePhaser #1a
weapon22 = "fed_tmp_heavypulse"
weaponHardpoints22 = "hp02" 

// fPhaser #1
weapon1 = "fed_tmp_phaser_2beam"
weaponHardpoints1 = "hp07"  

// fPhaser #1a
weapon2 = "fed_tmp_phaser_2beam"
weaponHardpoints2 = "hp14"

// fPhaser #2
weapon3 = "fed_tmp_phaser_2beam"
weaponHardpoints3 =  "hp08" 

// fPhaser #2a
weapon4 = "fed_tmp_phaser_2beam"
weaponHardpoints4 = "hp13" 

// lPhaser #1
weapon5 = "fed_tmp_phaser_2beam"
weaponHardpoints5 = "hp11" 

// lPhaser #1a
weapon6 = "fed_tmp_phaser_2beam"
weaponHardpoints6 = "hp12"

// lPhaser #2
weapon7 = "fed_tmp_phaser_2beam"
weaponHardpoints7 = "hp17" 

// lPhaser #2a
weapon8 = "fed_tmp_phaser_2beam"
weaponHardpoints8 = "hp18"

// rPhaser #1
weapon9 = "fed_tmp_phaser_2beam"
weaponHardpoints9 = "hp09"  

// rPhaser #1a
weapon10 = "fed_tmp_phaser_2beam"
weaponHardpoints10 = "hp10"  

// rPhaser #2
weapon11 = "fed_tmp_phaser_2beam"
weaponHardpoints11 = "hp15"  

// rPhaser #2a
weapon12 = "fed_tmp_phaser_2beam"
weaponHardpoints12 = "hp16"  

// aPhaser #1
weapon19 = "fed_tmp_phaser_2beam"
weaponHardpoints19 =  "hp29"

// aPhaser #1a
weapon20 = "fed_tmp_phaser_2beam"
weaponHardpoints20 =  "hp29"

//*************************************************
// forward torpedos
weapon13 = "fed_tos_photon_artillery"
weaponHardpoints13 = "hp01" "hp02" 

// aft torpedos
weapon14 = "fed_tos_photon_cruiser"
weaponHardpoints14 =  "hp03" "hp04" "hp05" "hp06"

// Warp
weapon15 = "gwarp"
weaponHardpoints15 = "hp23"

// tractor beam
weapon16 = "f_tractor_bm"
weaponHardpoints16 = "hp27" "hp28" "hp29" "hp30"

//Self Destruct
weapon17 = "gselfdes"
weaponHardpoints17 = "hp16"

// long range sensor
weapon18 = "long_range_sensor"
weaponHardpoints18 = "hp27"

// Hardpoints to hit for various systems and other locations.
EngineTargetHardpoints = "hp19" "hp20" "hp21" "hp22"
WeaponTargetHardpoints = "hp24"
ShieldTargetHardpoints = "hp25" "hp26"
SensorTargetHardpoints = "hp27" "hp28"

// Sub-System Destruction Effects
EngineDestructionHardpoints = "hp19" "hp20" "hp21" "hp22"
WeaponDestructionHardpoints = "hp24" 
ShieldDestructionHardpoints = "hp25" "hp26"
SensorDestructionHardpoints = "hp27" "hp28"

//**********************************************************************
//   CHANGE THE SCALE
//**********************************************************************
realLength = 310

//**********************************************************************
//   SHIELDS AND DAMAGE
//**********************************************************************
//Constellation, generated Mon Dec 16 11:47:42 2002
hasHull = 1;
hasShield = 1;
hasWeapons = 1;
hasEngines = 1;
hasSensors = 1;

// These will break off.
engineBreakNodes = "L_TEngine" "R_TEngine" "L_BEngine" 

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 = "f_constellation_physics.odf"

//**********************************************************************
specificCaptain = "Picard"

cameraRadiusScale = 1.4



