#include "cruise3.odf"

//Name of Ship class in Ship Display window & in edit mode & tooltip
unitName = "Typhoon Class"

//tooltips
tooltip = "Typhoon Class"
verboseTooltip = "This vessel was designed for planetary defender and fast atack missions."

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

//This ship is a hero.
//isHero = 1

//Amount of time required to build ship
buildTime = 40.0

//Number of officers required to build this ship
officerCost = 5

//Number of crew required to build ship & Starting crew
crewCost = 150

//Dilithium Cost to build
dilithiumCost = 140

//Metal Cost to build
metalCost = 0

//Nova Hull Integrity
maxHealth = 500

shieldProtection = 1.0

//Nova shields
maxShields = 255

// Hitpoints

shieldGeneratorHitPoints = 150
engineshootPoints = 150
weaponshootPoints = 150
lifeSupportHitPoints = 150
sensorshootPoints = 150

//Rate at which shield recharges (points per second... we think)
shieldRate = 5.45

//Maximum Value of Special Energy
maxSpecialEnergy = 688500

//Rate at which special energy recharges (points per second... we think)
specialEnergyRate = 5000

combatSpeed = 800

impulseSpeed = 600

warpSpeed = 800

maxRoll = 85

turnRadius = 4

pitchRotationSpeed = 0.0667

maxPitch = 70

// Roll is moving one wing up and the other down.  Analogous to
// the pitch controls above.
rollRotationSpeed = 2.0

//************************************************** ********************
//SHIP NAMES

//Possible Craft Names
possibleCraftNames = 
     "USS Daystrom" "USS Manheim" "USS Galleo" "USS Magellan" "USS Apollo" "USS Kenedy" "USS Genesis" "USS Quark" "USS Justice" "USS Supreme"


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

// Phaser
weapon1 = "fc1phas"
weaponHardpoints1 = "hp14" "hp02" "hp15" "hp03" "hp29" "hp23" "hp24" "hp04" "hp11" "hp08" "hp39" 

// Phaser
weapon2 = "fc3phas"
weaponHardpoints2 = "hp10" "hp32" "hp31" "hp33" "hp34" "hp35" "hp36" "hp37" "hp12" 

// Photon
weapon3 = "fgalaxyphot"
weaponHardpoints3 = "hp05" "hp06" "hp07" "hp09" 


// Photon
weapon4 = "fgalaxyphot"
weaponHardpoints4 = "hp05" "hp06" "hp07" "hp09" 


// Hardpoints to hit for various systems and other locations.
enginesTargetHardpoints = "hp03" "hp04"
lifeSupportTargetHardpoints = "hp01" "hp02" "hp03" "hp04"
weaponsTargetHardpoints = "hp01" "hp02" "hp03" "hp04"
shieldGeneratorTargetHardpoints = "hp01" "hp02" "hp03" "hp04"
sensorsTargetHardpoints = "hp01" "hp02" "hp03" "hp04"
hullTargetHardpoints = "hp01" "hp02" "hp03" "hp04"
criticalTargetHardpoints = "hp01" "hp02" "hp03" "hp04"


//**********************************************************************
//**********************************************************************
//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 = 0.15f

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

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

//**********************************************************************
//KEYMAP LABEL
// Obsolete, use hotkeyLabel
// keymapLabel = "fed_scout"
hotkeyLabel = "HOTKEY_F1"
ScaleSOD = 1.4
 
