// CONFIG.CFG - General config file.  You can put the following types of statements into
// config files:
//
// 1. INCLUDES - "INCLUDE filename" will execute the named config file as if the text
//    appeared right inside the calling file.
//
// 2. SET CURRENT HANDLER - A prefix followed by a colon specifies that the rest of the
//    line, and all future lines until another prefix is seen, will be sent to the
//    config handler for that prefix.  Current prefixes are:
//
//        LOG     - direct commands to the LOG config system, for containg debug logging
//        CAM     - direct commands to the CAMERA config system
//        MAP     - direct commands to the MAP config system
//
// 3. HANDLER-SPECIFIC COMMANDS - All other text is interpreted in the context of the
//    current handler, as set by a prefix and colon.  For a description of the syntax
//    available for the LOG handler, see the file LOG.CFG.  Others are described below:
//

//g_warningsEnabled = 0
//g_noWarnErrAssertDialogs = 1

s_trackAllocations = 1		// NOT FOUND IN CODE
g_checkingCRC = 0

s_profileAccum = 04		// NOT FOUND IN CODE
s_profileMinSlotTimeForLog = 0	// NOT FOUND IN CODE


// How long till a script must "use" a scan/hail/board before code thinks it failed.
cfg_fUseReset = 3

// How long standard messages stay on screen
cfg_ChatLineExpireTimeSec = 3

//PROF:
enableall
enable render
enable avoid
enable begin
enable end
enable sim
enable refresh
//enable flush
enable SetupLights
enable Mad3D_Effect
//

//GLOBAL VARIABLES
//global config variables that effect how shipsystem values factor in to actual in-game use. Changing one of these will change ALL ships


// how fast is our Multiplayer game? - sls
cfg_MP_GAME_SPEED = 3.0

// how fast is our Single Player (scenario) game? - sls
cfg_SP_GAME_SPEED = 3.0

// ****************************************************************************************************************
// GFX Settings
// ****************************************************************************************************************

//GLOWSCALE
g_fGlowScale=1.1//DAS 1.1


// 
g_CullScreenRadius = 15


//SPACEDUST

// how quickly the space dust particles streak
cfg_spaceDustMotionTrailModifier = 2.0

// the speed in which the space dust particles move in the opposite direction of the camera
cfg_spaceDustMovementSpeed = 0.4

// the maximum amount the space dust will stretch for motion blur (this is a squared value)
cfg_spaceDustMaxMotionTrailLength = 1.3

//GLOBAL FOV
cfg_CameraFOV = 0.785 	// The camera FOV in Radians.  It currently defaults to PI*0.25 = 45 degrees.  DON'T SCREW WITH THIS TOO MUCH PLEASE (0.785 was the original setting)

//DEFAULT GAMMA SETTING
g_fGammaLevelBiasPC=0.0		
//g_fGammaLevelBiasXbox=0.0

// the visibility of the destination loop
g_useSpriteForDestinationIndication = 1

// ****************************************************************************************************************
// SHIELD VARIABLES
// ****************************************************************************************************************
cfg_shieldBleedBasePercent = 0.0       // defaults to 0.05 5% of the time, shield damage bleeds into the hull; this value modifies an equation that increases with decreased shield health
cfg_shieldBleedHullDamagePercent = 1.0	// defaults to 0.333 during a bleed, 33% of damage goes to the hull
cfg_shieldUnderAttackRechargeModifier = 0.80	// defaults to 0.75 shields recharge slow if the craft was just attacked
cfg_minShieldFractionWeight = 0.40		// min fraction to be used in tmob's GetShieldRechargeRate formula, defaults to 0.30
cfg_shieldsAbsorb = 1.0      	 	// percentage (between 0 and 1) of damage applied to shields that lowers shield value (the rest is negated)
cfg_shieldsOnlineThreshold = 1.0	// defaults to 0.3; At what percent do shields come back on
cfg_baseShieldRechargeRate = 300.0
cfg_baseShieldRechargeRateWeight = 1.00

cfg_baseShieldHitPoints = 27000.0
cfg_baseShieldHitPointsWeight = 1.0

// TREVOR: IS THIS OBSOLETE?
g_weaponRange = 3.0			// weapon range in game = range from weapon odf * (weaponssystemlevel/2000) * this)
// TREVOR: IS THIS OBSOLETE?
g_baseSensorRange = 12			// base sensors value. sensor range is something like (this * sensor system value)

cfg_cloakDiminish = .00000000003	//the rate that cloaking uses up weapon energy. the lower this number the slower the energy is used

cfg_attackDistance = 1000
 // the distance at which we set our target point when we are firing freely without a craft target
// y default this is set to 900.0 -tmob

// ****************************************************************************************************************
// ************** P H O T O N chance to hit configurable variables ************************************************
// ****************************************************************************************************************

// ***The following four weights no longer need to sum to 1.0 -tmob
cfg_photonAccuracySensorWeight = 0.80
cfg_photonAccuracySizeWeight = 0.80
cfg_photonAccuracySpeedWeight = 0.90
cfg_photonAccuracyDistanceWeight = 0.50
cfg_photonAccuracyODFChanceWeight = 0.50


// Modifier for the amount of damage photons do when hitting the target's hull.
cfg_photonHullDamageModifier = 2.0      

// Threshold for photon chance to hit calculation.  Above this threshold, we automatically bump the 
// chance to hit to 100%, fully "locked on". -tmob
cfg_photonLockedOnPercentage = 0.99
// *** This counterweight is basically what we give for free out of the sensor weight right now.  This is only
//     done to make the chance to hit more reasonable.
cfg_photonAccuracySensorCounterWeight = 0.55
// *** This is the range within which we are considered at "point blank range" and are guaranteed a hit.
cfg_photonPointBlankRange = 1000.0

// The rate that photons recharge
g_PhotonRate = 0.08  			

// scale the impact of actual damage on the force - sls
cfg_explosiveImpulsePhotonDamageMultiplier = 0.5

// bleed damage has a higher multiplier so its obvious - sls  (add one in your head to this figure e.g. 0.5 acts like 1.5 - ic)
cfg_explosiveImpulsePhotonBleedMultiplier = 0.0000000000000000000000001

// cap to the amount of rotation force we can apply to an object - sls
cfg_impulseForceRotationalMagnitudeCap = 100.0

// cap to the amount of positional force we can apply to an object - sls
cfg_impulseForcePositionalMagnitudeCap = 100.0

// max speed in terms of to hit; lower this to make it harder to hit fast targets - sls
cfg_maxSpeedToHitCalculation = 250

// ****************************************************************************************************************
// ************** P H A S E R chance to hit configurable variables ************************************************
// ****************************************************************************************************************
// ***The following four weights no longer need to sum to 1.0 -tmob
cfg_phaserAccuracySensorWeight = 0.25
cfg_phaserAccuracySizeWeight = 0.40
cfg_phaserAccuracySpeedWeight = 0.35
cfg_phaserAccuracyDistanceWeight = 0.40
// Threshold for phaser chance to hit calculation.  Above this threshold, we automatically bump the 
// chance to hit to 100%, fully "locked on". -tmob
cfg_phaserLockedOnPercentage = 0.99
// *** This counterweight is basically what we give for free out of the sensor weight right now.  This is only
//     done to make the chance to hit more reasonable.
cfg_phaserAccuracySensorCounterWeight = 0.15
// *** This is the range within which we are considered at "point blank range" and are guaranteed a hit.
cfg_phaserPointBlankRange = 1000.0

// scale the impact of actual damage on the force - sls
cfg_explosiveImpulsePhaserDamageMultiplier = 0.01		

// bleed damage has a higher multiplier so its obvious - sls   (add one in your head to this figure e.g. 0.5 acts like 1.5 - ic)
cfg_explosiveImpulsePhaserBleedMultiplier = 0.0000000000000000000000001


// ****************************************************************************************************************
// ************** W E A P O N   variables *************************************************************************
// ****************************************************************************************************************


// SENSOR BOOSTED TARGETING SYSTEM
//These were all moved to be odf values on the weapon system -dld
//cfg_boostModifier = 0.02 // Scaling factor for the targeting boost given per second. -tmob
//cfg_phaserTargetingBoostThreshold = 0.36
//cfg_photonTargetingBoostThreshold = 0.8

//cfg_maxPhaserBoost = 0.8
//cfg_maxPhotonBoost = 0.3

cfg_targetingBoostCalculationTimer = 0.02

cfg_targetingBoostSensorMultiplier = 0.50

// ****************************************************************************************************************
//         P H A S E R    D  A  M  A  G  E
// ****************************************************************************************************************

// PHASER DAMAGE OVER TIME - INTENSITY BONUS
// The following line is the way in which we accumulate phaser damage over time. 
//
// stDamage.total *= (1.0f + (m_phaserTime * cfg_phaserIntensityDamageModifier))
// This is done in accordance with the following design:
// BasePhaserDamage * (1+ (NumSecondsofBurst * (0.1)) 
// The following config var fills the "0.1" portion of this equation, even though
// i currently have it set to 0.3  -tmob
cfg_phaserIntensityDamageModifier = 15.0


// PHASER DISTANCE damage modifiers
cfg_damageDistanceFull = 1.0
cfg_damageDistance3quarter = 0.9
cfg_damageDistanceHalf = 0.8
cfg_damageDistanceQuarter = 0.7


// cfg_phaserDamageMultiplier now acts as a multiplier for the phaser dmg values found in the weapon .odfs - ic
cfg_phaserDamageMultiplier = 1.0


//Modifier on the amount of damage phasers do when hitting the target's hull. (WAS .5)
cfg_phaserHullDamageModifier = 0.25	


// this modifies the rate at which the weapons energy pool diminishes when firing phasers. (WAS 0.3)
g_weaponsDiminish = 0.2      	


// min amount of weapon energy needed to fire phasers - sls
cfg_minWeaponEnergyToFirePhasers = 0.05

// ****************************************************************************************************************
//         P H O T O N    D  A  M  A  G  E
// ****************************************************************************************************************

cfg_photonShieldDamageModifier= 1.0//Shields only absorb a certain amount of photon damage (WAS .5)


// ****************************************************************************************************************
//  D  A  M  A  G  E   ( g e n e r a l )
// ****************************************************************************************************************

// SUB-SYSTEM HIT POINTS
// the amount of system hit points is this % of whatever the HULL points are (default is 0.35)
cfg_percentOfHullHPs = 0.40	
 
// % of dmg applied to the hull - sls
cfg_DAMAGE_APPLIED_TO_HULL = 1.00

// % chance to damage a ship system every time the hull takes damage - sls
cfg_RANDOM_SYSTEM_DAMAGE_FREQUENCY = 1.0  // was .25

// random % of bonus dmg applied to a random system (hull not included) - sls
// 0.5 means a system will receive between 0 and 50% of the damage the hull received - sls
cfg_DAMAGE_APPLIED_TO_SYSTEM = 2.0 	// had this at 2.5 !!!


// Self destruct does collater damage multiplied by this variable
cfg_selfDestructMultiplier = 50

// damage modifiers for skirmish mode - sls
cfg_SKIRMISH_AI_EASY_PLAYER_DMG_BOOST    = 0.8
cfg_SKIRMISH_AI_EASY_ENEMY_DMG_REDUCTION = 0.8
cfg_SKIRMISH_AI_HARD_PLAYER_DMG_BOOST    = 1.2
cfg_SKIRMISH_AI_HARD_ENEMY_DMG_REDUCTION = 1.2



// ****************************************************************************************************************
// ************** SINGLE PLAYER CAMPAIGN MODIFIERS ******************************
// ****************************************************************************************************************
// Config variables that modify the amount of damage RECEIVED by the AI or Player's ships. -tmob
// These two variable are to reduce the difficulty of AI opponents in SINGLE PLAYER (versus MULTIPLAYER where we 
// want them to be equal)
cfg_SPAIDamageModifier = 1.0
cfg_SPPlayerDamageModifier = 1.0

// damage modifiers
cfg_retryMissionDifficultyCap = 0.25
cfg_retryMissionDifficultyIncrement = 0.05


// Multiplier when the ship is decommisioned
cfg_COMMAND_POINTS_MULTIPLIER_FOR_DECOMMISSIONING_SHIP = 1.0

// Modifiers (based on difficulty) for command points earned per objective
cfg_EASY_CP_MOD =  1.2
cfg_HARD_CP_MOD =  0.8




// ****************************************************************************************************************
//  G A M E    B A L A N C E
// ****************************************************************************************************************

// Game Balance Variables added per Ben's doc -tmob


// System damage variables
cfg_minSystemPerformance = 0.1
cfg_systemDisabledThreshold = 0.1
cfg_systemEnableThreshold = 0.3


// WEAPON RANGES
// cfg_weaponRange now acts as a multiplier for the weapon ranges found in the weapon .odfs. -tmob
cfg_weaponRange = 5.0
cfg_weaponRangeWeight = 0.5
cfg_weaponDamageWeight = 0.5


// SENSOR ACCURACY
cfg_baseSensorAccuracy = 1.0
cfg_baseSensorAccuracyWeight = 1.0

// SENSOR RANGE
cfg_baseSensorRange = 15000.0
cfg_baseSensorRangeWeight = 1.0


//cfg_maxScanTime - amount of time a long range sensor scan lasts.  currently set to  8.0 (seconds) in code. -tmob

// HULL HIT POINTS
cfg_baseHullHitPoints = 25000.0
cfg_baseHullHitPointsWeight = 1.0

// ships with hull plating and all energy into shields will reduce damage received by this amount - sls
cfg_polarizedHullPlatingDamageReduction = 1.0


// COMMAND POINTS
// For now, a placeholder for the amount of command points we wish to award based on
// completing an objective. -tmob
cfg_commandPointsPerObjective = 1000.0

// Starting balance
cfg_InitialCommandPoints = 1200

// When a ship is destroyed, these are the numbers multiplied by the destroyed ship's
// value and given to the attacker.
cfg_COMMAND_POINTS_MULTIPLIER_FOR_DESTROYING_SHIP_MULTIPLAYER	= 0.03
cfg_COMMAND_POINTS_MULTIPLIER_FOR_DESTROYING_SHIP_SINGLEPLAYER	= 0.03
cfg_COMMAND_POINTS_MULTIPLIER_FOR_LOSING_SHIP_MULTIPLAYER 	= 0.02
cfg_COMMAND_POINTS_MULTIPLIER_FOR_LOSING_SHIP_SINGLEPLAYER	= 0.0
CFG_MAX_COMBAT_CP_PER_MISSION					= 15000.0



// engines performance never goes below this number - sls
cfg_minEngineSystemPerformance = 0.5

// how our engine performance scales with our health - sls
cfg_enginePerformanceSlope = 0.3333

// how much our turning is reduced when we're stopped - sls
cfg_angularAccelerationStopReduction = 0.70

// minimum power used in engine energy distribution calculations - sls
cfg_minEnginePower = 0.5

// slow down the turn rate globally in direct control - sls
cfg_directControlTurnModifier = 1.6






// ****************************************************************************************************************
// ************** P L A N E T   C A P T U R E *********************************************************************
// **************************************************************************************************

// how fast do we capture planets - sls
cfg_planetCaptureRate = 0.5

// how long to capture a planet - sls
cfg_planetCaptureTime = 100.0

// how many points do we get for capturing a planet - sls
cfg_planetCaptureCommandPoints = 50000.0


// Number of Command points given to the player when a planet has been conquered,
// per second of being conquered. This is multiplied by # of planets owned.
cfg_COMMAND_POINTS_AWARDED_PER_SEC_PER_PLANET_CONQUERED = 1.0

// ****************************************************************************************************************
// ************** R E P A I R    R A T E S  ***********************************************************************
// ****************************************************************************************************************

// Note: the normal repair rate is defined in craft.ODF (currently .1).  Modify it there or in a specific
//       class/ship ODF.

// Aggressive repair rate
cfg_DedicatedRepairPoints = 999.0		// defaults to 15.0


// ****************************************************************************************************************
// ************** E N E R G Y   D I S T R I B U T I O N ***********************************************************
// ****************************************************************************************************************

// Cost of aggressive/dedicated repair on energy
cfg_DedicatedRepairEnergyDrain = 1.0         // defaults to 50%

// ENERGY DISTRIBUTION
// Scales (multiplicatively) how much we take the shield's energy distribution into account
// when determining shield recharge rate. -tmob
cfg_shieldRechargeEnergyWeight = 4.5

// this modifies the rate that changes to the energy panels take effect. lower = moves slower (was .10)
g_energyChangeRate = 2.0 		

// Borg boost to their racial regeneration rate when extra energy is diverted.
cfgBorgHullEnergyBoost = 0.50


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

// show the debug info for both the selected craft and its target - sls
cfg_DEBUG_TARGET = 1

// modifiers for SP level of difficulty damage received by players ships - sls
cfg_EASY_DAMAGE = 0.75
cfg_HARD_DAMAGE = 1.25

// multiplier used in the "am I too far away and should repath" calculation - sls
cfgFLYBY_RECALC_DISTANCE_COEFF = 2.0

// we get to this % of our weapon/photon range before we turn around - sls
cfgFLYBY_LENGTH_MODIFIER = 0.50

// how close we get to enemies as we pass them; closer if we're a focus entity - sls
cfgFLYBY_RADIUS_MODIFIER = 50.0
cfgFLYBY_FOCUS_RADIUS_MODIFIER = 0.1



// allow rumble of controller (zero turns it off)
cfg_Rumble = 1

// Shawn suggested we try multiplying all acceleration values by 5. Certainly stops ships nicely; might be nice to have separate accel value though.
cfg_ACCEL_MULTIPLIER = 1

// ships this far from eachother will not group move together - sls
//cfg_MAX_DISTANCE_FROM_CLUSTER = 1200

//Show the DXTUTIL error box
//cfg_showDXUTILerrorBox = 0

// do human players get random fleets if they don't fleet construct? 
cfg_RANDOM_HUMAN_FLEET = 1


cfg_Cineractive_Volume_Music = 20//DAS 12	//Music Volume level during scripted cineractives [0, 20]
cfg_Cineractive_Volume_Voice = 20//DAS 19	//VO Volume level during scripted cineractives [0, 20]
cfg_Cineractive_Volume_Effects = 20//DAS 8	//Sound FX Volume level during scripted cineractives [0, 20]

//cfg_OrbitOffset = 100			// The distance from the planet surface ships should be when in orbit.

cfg_ShowAllCloakedShips = 0	// displays all cloaked ships that do not belong to the local player's team in a yellow tin



cfg_ContinuouslyDisplayPlanetCaptureEffect = 0 // setting this value to 1 will force all planets to display their planet capture effects using the race texture planetcapture_test.dds
cfg_PlanetCaptureEffectSpeed = 0.1 // the speed in which the planet capture effect takes to complete its transition

// set to zero to disable code that tries to fix the camera stutter in MP
g_CamNetHack = 1

// set this to 1 to disable intro movies - sls
cfg_NOINTRO = 1

// ****************************************************************************************************************
// **************     				Timers	 			     ******************************
// ****************************************************************************************************************

// Number of minutes it takes to win a planet conquer match.
g_minutesToWin = 20

cfg_GAME_OVER_DELAY = 20.0

// ****************************************************************************************************************
// **************     A I      MODIFIERS ******************************
// ****************************************************************************************************************

// control how human ai craft decide to fire photons - sls
CFG_AI_CRAFT_WEAPON_DECISION_PHOTON_STOCK_WEIGHT= 0.3
CFG_AI_CRAFT_WEAPON_DECISION_TO_HIT_WEIGHT = 0.1
CFG_AI_CRAFT_WEAPON_DECISION_HULL_DAMAGE_WEIGHT = 0.1

// For AI-controlled PLAYER ships when player tells them to FIRE AT WILL
// they should use a lot more photons (for the current target only)
CFG_AI_CRAFT_WEAPON_DECISION_FIRE_AT_WILL_PHOTON_STOCK_WEIGHT= 0.3
CFG_AI_CRAFT_WEAPON_DECISION_FIRE_AT_WILL_TO_HIT_WEIGHT = 0.1
CFG_AI_CRAFT_WEAPON_DECISION_FIRE_AT_WILL_HULL_DAMAGE_WEIGHT = 0.1

// control how computer craft decide to fire photons - sls
CFG_AI_COMPUTER_CRAFT_WEAPON_DECISION_PHOTON_STOCK_WEIGHT = 0.3
CFG_AI_COMPUTER_CRAFT_WEAPON_DECISION_TO_HIT_WEIGHT = 0.1
CFG_AI_COMPUTER_CRAFT_WEAPON_DECISION_HULL_DAMAGE_WEIGHT = 0.1


// how often to update the ai weapon decision - sls
CFG_AI_CRAFT_WEAPON_DECISION_TIMER = 0.05

// AI craft use dedicated repair once systems are < this amount - sls
cfg_AI_DEDICATED_REPAIR_SYSTEM_HEALTH_PERCENTAGE = 0.0


// allows the AI to use the craft's warp engines if its target is located further than a certain distance
cfg_AllowAItoControlWarp = 1	


// At what range of a move command will AI cloak MP?
cfg_MIN_MOVE_DISTANCE_FOR_CLOAK = 10000.0



// we favor enemies that are close - sls
cfg_AI_TARGET_SELECTION_CLOSEST_WEIGHT = 0.4

// how much weight for shields that are down - sls
cfg_AI_TARGET_SELECTION_SHIELD_DOWN_WEIGHT = 0.5

// at what point are shields low? - sls
cfg_AI_TARGET_SELECTION_LOW_SHIELDS = 0.2

// how much weight to add for low shields - sls
cfg_AI_TARGET_SELECTION_LOW_SHIELDS_WEIGHT = 0.3

// how often we retaliate against our attacker - sls
cfg_AI_TARGET_SELECTION_RETALIATION_WEIGHT = 0.9

// how much weight for low hull - sls
cfg_AI_TARGET_SELECTION_LOW_HULL_WEIGHT = 0.2

// what is low hull? - sls
cfg_AI_TARGET_SELECTION_LOW_HULL = 0.2

// we favor enemies just shot us - sls
cfg_AI_TARGET_SELECTION_LAST_SHOOTER_WEIGHT = 0.5

// some random weight for fun - sls
cfg_AI_TARGET_SELECTION_RANDOM_WEIGHT = 0.3

// we favor enemies that are weak - sls
cfg_AI_TARGET_SELECTION_WEAPON_WEIGHT = 0.1

// we favor enemies that are attacking - sls
cfg_AI_TARGET_SELECTION_AGGRESSORS_WEIGHT = 0.3

// we prefer enemies that our allies are not attacking - no gang bangs - sls
cfg_AI_TARGET_SELECTION_ALLIES_TARGETED_WEIGHT = 1

// percent of the time we retaliate against our attacker - sls
cfg_AI_RETALIATION_PERCENTAGE = 0.15

// the "aggro" range for tactics_neutral craft - sls
 cfg_NEUTRAL_AGGRO_RANGE = 5000.0

// the "aggro" range for tactics_neutral craft - sls
 cfg_DEFENSIVE_AGGRO_RANGE = 2000.0

// banking disabled means no banking in direct control - sls
cfg_DIRECT_CONTROL_BANK_DISABLE = 1

// Pitch drift compensation - disabled - sls
cfg_METHOD = 2

// How much of the "stick left/right" to add to the banking of the ship
cfg_ACTIVE_ROLL_HACK = -0.45

// Global max banking (to be replaced with ship specific stuff)
cfg_ACTIVE_ROLL_MAX = 0.45

// Rate of auto-leveling the roll.  (higher = slower, 1.0 = not at all)
cfg_ROLL_REDUCTION = 1.0


// romulon photons have trails
cfg_PhotonTrailsEnabled = 1

//cfg_E3Demo = 0

// Config int that turns on/off the use of a random seed for our generation of g_random. -tmob
cfg_useRandomSeed = 1

g_bUseTrail = 0

// Setting this to zero causes all AI controlled craft to swtich between flyby, circle and cloverleaf
cfg_AICONTROLLED_DEFAULT_MANEUVER = 0


//********Dogfight Modifiers********************
//CIRCLE****************************************
// How big we let dogfights be  //was 10
cfgCIRCLE_RADIUS_MODIFIER = 20.0

//Cloverleaf (uses circle as well)
// the radius can't be more than the max range of the weapons of this ship; use this to make the shape smaller
cfgCLOVERLEAF_RADIUS_MODIFIER = 15.0

//FLYBY*****************************************
// We don't want to go all the way past this guy
cfgFLYBY_LENGTH_MODIFIER = 0.75

// If the enemy is this much (coeff) too far from our flyby goal, recalculate a goal
cfgFLYBY_RECALC_DISTANCE_COEFF = 6.0

// how far from the target should we pass? - sls
cfgFLYBY_RADIUS_MODIFIER = 20.0

// how far from the target should focus entities pass? - sls
cfgFLYBY_FOCUS_RADIUS_MODIFIER = 18.0

//CHASE*******************************************
// begin matching speed at this distance multiplier - sls
cfg_FollowTetherMaxRange = 600.0

// slow down slower than our matching speed when we get this close - sls
cfg_FollowTetherMinRange = 75.0

// when we're really close, how much to reduce our matching speed - sls
cfg_FollowTetherMinRangeSpeedReduction = 0.2


// ****************************************************************************************************************
// **************  V O I C E   O V E R    T I M E R S  ************************************************************
// ****************************************************************************************************************

// minimum time (in seconds) between "photons ready to fire" VO 
cfgPhotonReadyTime = 15

// used for Photon Loading, Select, Stop, Destination, Move, Acknowledge, and Warp Stop
cfgCommandTime = 5

// used for all enemy detected vo (including race specific vo)
cfgEnemyDetectTime = 30

// enter/exit nebula timer
cfgNebulaTime = 2

// obvious...
cfgTakingDamageTime = 15
cfgCloakDetectedTimer = 10

// amount of delay (in seconds) between the DamageReport VO and the specific system damaged VO
cfgDamageDelay = 2

// amount of time between DamageReport VO
cfgDamageReportTimer = 15

// percent chance of playing the DamageReport VO
cfgDamageReportPercentage = 0.5

// How often enemies Taunt
cfgTauntTimer = 40.0


// ****************************************************************************************************************
// **************  W A R P    V A R I A B L E S   *****************************************************************
// ****************************************************************************************************************

cfg_PLANET_WARP_SUPPRESSION_RADIUS_MULTIPLIER = 0.85
cfg_WARP_SUPRESSION_TIMER = 1.0


// override the existing special timers for all specials - sls
//cfg_SPECIAL_DURATION_OVERRIDE = 0
//cfg_SPECIAL_COOLDOWN_OVERRIDE = 0

// These control global nebula damage timing (damage amts are in nebula ODF file)
cfg_nebulaMinDamageInterval = .1
cfg_nebulaDamageIntervalVariance = 50

cfgStrategicMapClosestCameraZoomDistance  = 2000
cfgStrategicMapFarthestCameraZoomDistance = 60000


// ****************************************************************************************************************
// **************  UI TIME   V A R I A B L E S   *****************************************************************
// ****************************************************************************************************************

//cfg_MainMenuUseRealDt = 1 //Whether or not to use the real delta time to update the simulation of the main menu
//cfg_MainMenuRealDtModifier= 1.0	//If using real delta time to update the menu, a modifier to adjust
cfg_MainMenuFakeDtXbox= 0.02//DAS turned off		//The fake delta time to use each tick on Xbox
//cfg_MainMenuFakeDtPC= 0.02//DAS turned on		//The fake delta time to use each tick on PC

//cfg_ignoreSkipCinematicTime = 0.5	//How long (sec) to wait until accepting input to skip a cinematic
cfg_forceGameOverTimer = 0		// SSet to non zero to force a timed game to last only this many seconds.

// ****************************************************************************************************************
// **************  Camera     V A R I A B L E S   *****************************************************************
// ****************************************************************************************************************

cfgStrategicMapCameraScrollSpeed = 2.0	// Adjusts the scrolling speed of the camera movement in Strat Map Mode. +/- 2.0 is good.



//*****************************************************************************************************************
//**************************** Not For Release
//comment this out before release - dld
cfg_NATDebug = 0
cfg_crcExecutable = 0
