// Smooth Physics Parameters for the Assault Ship
//
physics = "smooth"

// Ship's full throttle forward speed when under impluse power.
combatSpeed = 73
impulseSpeed = 137
warpSpeed = 412

// When we're moving, if we're closer to our goal point than
// this, don't try to circle around and hit it.  Just stay where
// you are.  This is usually 50,
tooCloseToTurn = 50;

// When path following, we follow a point on our path that's
// this far in front of us.  This is usually 150
pathLeadDistance = 150;


//
// Smooth Physics Parameters
//

// These parameters all scale with impulse speed,
// so that faster ships more or less do everything
// faster.  If that's too irritating we can change it.

// How fast it accelerates forward, normal is 1
forwardAccel = 3;
// How fast it decelerates, fraction of forwardAccel
backwardAccel = 1;

// Maximum turn rate, normalized to 1
turnOmega = 2;
// Maximum turn acceleration/deceleration, normalized to 1, scales with turnOmega
// scales with turnOmega
turnAlpha = 1;

// Maximum pitch rate, normalized to 1
pitchOmega = 2;
// Maximum pitch acceleration/deceleration, normalized to 1, scales with pitchOmega
pitchAlpha = 1;

// These do not scale with impulse speed

// How much it rolls when it turns, normalized to 1, set to 0 to eliminate roll
rollCoupling = 3;

// How car-like this is.  0 means can't turn without moving, like a car.
// 1 means turns fully even when still, more like a spaceship.
turnOmegaFractionAtRest = .0;
turnAlphaFractionAtRest = .0;
pitchOmegaFractionAtRest = .0;
pitchAlphaFractionAtRest = .0;

// Most ships return to pitch = 0 degrees.  Pitch Default is the pitch
// to return to in degrees upward, and speed is how fast it does so.
// zero or negative speed means to stay at your last pitch.
pitchDefault = 0;
pitchDefaultSpeed = 1;

// Determines how to dampen the turning rate once it's close to it's target.
// 1 means to square it, to make it even more dampened.
turnControlSquared = 0;
// this is the angle in degrees to make it stop damping
turnControlAngle = 30;
forwardControlDistance = 100;

// Combat mode file
combatPhysicsFile = "sassaultcombat.odf"

