====PRE-FAQ NOTE====
Sorry 56K'ers. This FAQ isn't meant for you guys. It's got over 1.5 Megabytes
of data and it'll take you lot forever to download it. If you're dead set on
modding, drop me an email and I'll give you personal assistance. Isn't that nice?
=====================


_   _                                         _     _
| | | | ___  _ __ ___   _____      _____  _ __| | __| |
| |_| |/ _ \| '_ ` _ \ / _ \ \ /\ / / _ \| '__| |/ _` |
|  _  | (_) | | | | | |  __/\ V  V / (_) | |  | | (_| |
|_| |_|\___/|_| |_| |_|\___| \_/\_/ \___/|_|  |_|\__,_|


          --- A Ship/Script Editing FAQ ---

Your Author: Seb Haque
E-mail: [email protected] ~ Feel free to add me to MSN.
Version: 0.2
Date: 10/07/2005

-=-
Sites this FAQ is allowed to appear on:
www.gamefaqs.com (GameFAQs)
www.gamespot.com (GameSpot)

If you want to be added to the list then simply email me and I'll put you on.

-=-

Sites this FAQ is NEVER allowed to appear on, under ANY circumstances:
www.cheatcc.com (Cheat Code Central)

I do NOT support FAQ stealers and I will not tolerate unauthorised posting of
my FAQs.


======
Introduction
======

Hey there, and welcome to my Homeworld Ship Script Editing FAQ. This FAQ was
designed for people who want to tweak Homeworld, but don't know how. It doesn't
require too much coding knowledge, the principal fact being backing up your files
before tweaking. Below, you'll find all the ships in alphabetical order according to
their SHP name. They are arranged by race, with Kushan/Taiidan being first (the
two fleets run on the same BIG entries), then Turanics, then Kadeshi, then
Traders/One-Offs, and finally Resources.
If you want to find a specific ship, simply hit Ctrl+F and type in the FULL name.
You'll be zipped straight to the ship itself.

=====
Contents
=====
o Introduction
o Contents
o How to Tweak
o Warning/Disclaimer
o Where Ships Go
o Race Summaries
o Ships (the big kahuna)
o Fun Stuff
o Credits
o Closing Speech and Other Crap


=====
How to Tweak
=====

OK, firstly you'll need to back up Homeworld. If you've got disk space to blow,
copy the entire Homeworld directory into another folder in your Sierra directory.
Call it "Homeworld Backup" or something similar for convenience. If you haven't
got the disk space, just back up the Saved Games folder, and the Homeworld.big file,
the HW_Comp.vce file, the HW_Music.wxd file, and the Update.big file. Next, you'll need
to get yourself a basic .shp template. To do this, open up any folder on
your computer. Go to Tools -> Folder Options and then click View. Scroll down to
"Hide extensions for known file types" and make sure it is deselected. All files
on your computer should now have an extension depending upon what type of file
they are. Create a text document, and rename it to "<name of ship>.shp". Obviously the
<name of ship> needs to be named according to what ship you are tweaking. The list is
below, you impatient buggers. Read all this first.
If you're too lazy or are unable to do it for whatever reason, simply e-mail me at
[email protected] or [email protected] and I'll zip over a .shp file as fast
as I can.
Next, you need to take your .shp file and empty it. Then paste from the first
{}{}{} to the next {}{}{} - you do NOT include them in the actual file. Next,
the ships must be placed in a folder specific to the race of the ship. See the
table below for guidance as to which ship goes where. The file needs to be named as
the text to the right of it says. For example, a Support Frigate will need to be
called "AdvanceSupportFrigate". Don't ask me why. Then simply run up Homeworld and
enjoy your tweak!

=====
Warning/Disclaimer
=====

WARNING: SOME VERSIONS OF HOMEWORLD ARE VERY TOUCHY ABOUT HOW THEIR SHP FILES LOOK. SINCE
GAMEFAQS CROPS ALL FAQS TO 79CPL, SOME DATA MAY NOT DISPLAY PROPERLY. IF YOU'RE STUCK WITH
A CRASHING HOMEWORLD BECAUSE THE DATA HAS BEEN CUT DOWN, E-MAIL ME AND I'LL SEND YOU A
FRESH SHP COLLECTION.

Unfortunately, I have to put a disclaimer in because otherwise I'd be bombarded with
claims of ruining people's games.

Right. I'm not responsible for anything you lot do with the code below. I'm not
going to be responsible if you completely screw up your game; likewise I'm not
going to be responsible if you make a mod that revives Homeworld and nets you a million
pounds. Just remember, back up your files before modding, and you'll be alright.


======
Where Ships Go
======

Right. So you've got your SHP file, tweaked it, named it, but don't know where to put it?
Create a folder in your main Homeworld directory (...\Sierra\Homeworld). This is where
you put your file. The folder itself has to have a special name according to its race
though - this table shows the race and what the folder has to be called.
_____________________
|   Race   |  Name    |
|=====================|
|Kushan    |R1        |
|Taiidan   |R2        |
|Turanics  |P1        |
|Kadeshi   |P2        |
|Derelicts |derelicts |
|Bentusi   |traders   |
|One-Offs  |traders   |
|Resources |resources |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Hurrah for crappy ASCII tables!


=====
Race Summaries
=====
Just in case you weren't sure about who's who, I've added a small Race Summary section to
the FAQ. This is only meant to serve as a reminder - don't rely on it to teach you on
every single aspect of a race's creation. I've left out some ships - you won't find ships
like the Junkyard Dawg, Ghost Ship, or other stuff in here. This is because they don't
really have a race, and it'd be stupid to give them their own special parts in this FAQ.
The later parts of this section do not correspond to the Ships layout.

-=Kushan=-
The Kushani are the goodies - after being sent into exile by the Taiidani when they were
captured, they now are fighting back to reclaim their Homeworld: Hiigara. Their ships are
generally quite nice to look at, and they are more centred towards firepower and maneouverabilty
than the Taiidani.

-=Taiidan=-
The Taiidani are the baddies - they rule the galaxy and are plain evil. After sending the Kushani
into exile, they went on to rule the galaxy. The Turanic race are the servants of the Taiidani.
Most of their ships are as ugly as hell, and the Taiidani concentrate more on defence and
weapon range than anything else.

-=Turanics=-
The Turanics are a group of nomads - they are the servants of the Taiidani and are determined
to destroy the Kushan fleet. Their ships aren't the nicest things to look at; however they
pack a considerable amount of firepower. The Raiders are commonly referred to as Pirates.

-=Kadeshi=-
The Kadeshi are a group of religious freaks who guard their nebula as if it is Sanctuary. They do
not care who gets into their nebula, if they ain't gunna join, they ain't gunna survive. Kadeshi
ships are generally quite formidable, but have a major downside. Most of 'em look pretty decent,
too. Overall, the Kadeshi are probably the most formidable out of the sub-races.

-=Bentusi=-
The Bentusi don't really class as a sub-race because you only see two ships. From what you
see though, they are amazing. Thank God they're your allies and you don't have to fight them,
because I'd hate to be up against those triple Ion Cannons. I'm digressing. Anyway, Bentusi
ships run on inertialess engines, which use a kind of sustained hyperspace field to "slide"
through space without inertia. They also pack a punch, and are not to be messed with. The
Trade Ship is arguably the most powerful ship in the game.


======
Ships
======


Cut and paste from the first {}{}{} to the next {}{}{}. You do NOT, I repeat,
do NOT need the {}{}{} - it is simply a guide
as to where to start and where to stop.

-=Kushan/Taiidan=-

Support Frigate ~ AdvanceSupportFrigate
{}{}{}
[AdvanceSupportFrigate]

;Source Files
;=----------=
LODFile                             AdvanceSupportFrigate.lod
pMexData                            AdvanceSupportFrigate\Rl0\LOD0\AdvanceSupportFrigate.mex

;Ship Physics
;=----------=
mass                                1045.0                        ; ship mass [fighter = 1]
momentOfInertiaX                    250.0                          ; resistance to rotation
momentOfInertiaY                    250.0                          ; [fighter = 1]
momentOfInertiaZ                    250.0
maxvelocity                         420.0                        ; [fighter = 1000]
maxrot                              2.0                          ; maximum rotation speed [don't make faster than ~10]

;Basic Ship Stats
;=--------------=
shipclass                           CLASS_Frigate
isCapitalShip                       TRUE
buildCost                           845                          ; resource units to build
buildTime                           75                           ; time in seconds to build
maxhealth                           7500 //15000                         ; hit points
groupSize                           2                            ; size of group ships of this type tend to form
repairTime                          15                            ; every this many seconds
repairDamage                        100                          ; this much damage is repaired
repairCombatTime                    25                            ; every this many seconds
repairCombatDamage                  50                           ; this much damage is repaired

blastRadiusShockWave                1.75
blastRadiusDamage                   275

canReceiveShips                     TRUE                         ; other ships can dock in this ship

canReceiveFighters                  TRUE
canReceiveCorvettes                 TRUE

canHandleNumShipsDocking            14

dockShipRange                       500.0              ; how close ships should get before considering docking (to ship surface)

pumpFuelRate                        500.0                        ; how fast pumps fuel in.
repairOtherShipRate                 0.20                            ; how fast heals damaged ships. Must be an integer

;Special Z repair info
;repairBeamCapable                   FALSE
;healthPerSecond                     20.0             ;health added per second to repaired ship
;CapitalDistanceRepairStart2         260.0            ;maximum range for repairing
;CapitalDistanceRepairStart          200.0            ;desired range for repairing
;AngleDotProdThreshold                   0.93969          ;COSine of MAXIMUM angle that repair corevettes
                                                       ;heading can deviatre from target in order for
                                                       ;repair effect to come on and ship to be repaired
                                                       ;0.9848 ~=10degrees



;Moving Around
;=-----------=
thruststrength[TRANS_UP]            40.0                         ; acceleration (m/s^2) [1-1000 approx. range]
thruststrength[TRANS_DOWN]          40.0
thruststrength[TRANS_RIGHT]         40.0
thruststrength[TRANS_LEFT]          40.0
thruststrength[TRANS_FORWARD]       50.0
thruststrength[TRANS_BACK]          40.0
rotstrength[ROT_YAWLEFT]            0.05                          ; rotational acceleration (deg/s^2) [0.01 - 10]
rotstrength[ROT_YAWRIGHT]           0.05
rotstrength[ROT_PITCHUP]            0.05
rotstrength[ROT_PITCHDOWN]          0.05
rotstrength[ROT_ROLLRIGHT]          0.05
rotstrength[ROT_ROLLLEFT]           0.05
turnspeed[TURN_YAW]                 0.3                          ; speed at which ship tries to turn (1=standard)
turnspeed[TURN_PITCH]               0.3
turnspeed[TURN_ROLL]                0.3


canTargetMultipleTargets            TRUE
rotateToRetaliate                   TRUE

repositionTime                      6                          ; time in seconds which corvette will spend to reposition
                                                              ; itself to a new location for it to fire.

tooCloseRange                       500.0

passiveRetaliateZone                7000.0

;Weapons
;=-----=
NUMBER_OF_GUNS                      1
GUN         0
//ADD this amount: 150 to compensate for centrepoint
//ADD this amount: 784 to compensate for stopping distance
{
Type                                GUN_NewGimble               ; type of gun - either GUN_Fixed or GUN_Gimble
SoundType                           GS_MediumEnergyCannon
DamageLo                            175                           ; damage variance per shot - low
DamageHi                            200                          ; damage variance per shot - high
BulletLength                        18.0                        ; visual only.  Length of bullet on screen
BulletRange                         5500.0                      ; distance bullets travel before disappearing
BulletSpeed                         4400.0                      ; measured in m/s.
BulletMass                          2.5                         ; mass of bullet
FireTime                            2.2                          ; fire repeat rate (reciprocal = shots/second)
TriggerHappy                        1.0
minturnangle                        -180.0                      ; degrees
maxturnangle                        180.0
mindeclination                      -90.0
maxdeclination                      20.0
maxanglespeed                       460.0                        ; degrees/s
maxdeclinationspeed                 460.0
angletracking                       3.2
declinationtracking                 3.2
BarrelLength                        20.0
RecoilLength                        10.0
BulletLifeTime                  3.0                            ;Life time of bullet

}

                                                              ; itself to a new location for it to fire.
tooCloseRange                       2000.0

NUMBER_OF_DOCK_POINTS           14

; format is DockPoint           name,type,flyawaydist,mindist,maxdist,[headingdirection,updirection]  (0=up,1=right,2=forward,4=down,5=left,6=back) for direction
DockPoint                       FightL0,LatchPoint,250,240,870,0,5
DockPoint                       FightL1,LatchPoint,250,240,870,0,5
DockPoint                       FightL2,LatchPoint,250,240,870,0,5
DockPoint                       FightL3,LatchPoint,250,240,870,0,5
DockPoint                       FightL4,LatchPoint,250,240,870,0,5
DockPoint                       FightR0,LatchPoint,250,240,870,0,1
DockPoint                       FightR1,LatchPoint,250,240,870,0,1
DockPoint                       FightR2,LatchPoint,250,240,870,0,1
DockPoint                       FightR3,LatchPoint,250,240,870,0,1
DockPoint                       FightR4,LatchPoint,250,240,870,0,1
DockPoint                       Corv0,LatchPoint,130,120,850,0,6
DockPoint                       Corv1,LatchPoint,130,120,850,0,6
DockPoint                       Corv2,LatchPoint,130,120,850,0,6
DockPoint                       Corv3,LatchPoint,130,120,850,0,6

;Docking Overide Variables for SpecialCase Ships

NUMBER_OF_DOCK_OVERIDES         1

;need DockOveride       shipraceshipname,<0=no 1=yes: use new heading and up),newHeading,newUp,<yesno use new offset>,offsetx,offsety,offsetz
;offset is vector seen in lightwave when the ship is attached to the light origin
;(0=up,1=right,2=forward,4=down,5=left,6=back) for direction
DockOveride     R1,CloakedFighter,1,2,0,0,0.0,0.0,0.0

NUMBER_OF_SALVAGE_POINTS        2
NUM_NEEDED_FOR_SALVAGE          2               ;number of ships needed to capture a craft
NEED_BIGR1                      FALSE
NEED_BIGR2                      TRUE
WILL_FIT_CARRIER                TRUE

;       format:                    name,type
SalvagePoint                       Point1,AttachPoint
SalvagePoint                       Point2,AttachPoint


NUMBER_OF_NAV_LIGHTS           7

; format is NavLight            name, type, blinkrate (in seconds), size (in meters), min LOD, texture name
NavLight                        antenna1,        NAVLIGHT_Default, 2,   0.5,   1,    6, 2, etg\textures\glow32
NavLight                        antenna2,       NAVLIGHT_Default, 1.5,   0.5,   0,    4, 2, etg\textures\glow32
NavLight                        antenna3,       NAVLIGHT_Default, 1,  0.5,   0.5,    4, 2, etg\textures\glow32
NavLight                        Dock1,          NAVLIGHT_Default, 0.5, 1.5,   0.5,    7, 2, etg\textures\glow32
NavLight                        Dock2,          NAVLIGHT_Default, 0.5, 1.5,   0.5,  7, 2, etg\textures\glow32
NavLight                        Dock3,          NAVLIGHT_Default, 0.5, 1.5,   0.5,    7, 2, etg\textures\glow32
NavLight                        Dock4,          NAVLIGHT_Default, 0.5, 1.5,   0.5,  7, 2, etg\textures\glow32


;Explosions
;=--------=
explosionType                       ET_FrigateExplosion


;Gun Binding

BindGun                             AdvanceSupportFrigateGun Gun0,Azimuth,Recoil,Frequency 1


;Engine Glow
;=---------=
trailWidth          60.0
trailHeight        126.0
trailLength        110.0
trailStyle           3
trailScaleCap        0.0002


;Docking Light
;=-----------=
dockLightNear      180.0
dockLightFar       320.0
dockLightColor     120,194,255


;Special Operation Variables
;=----------=
repairApproachDistance                  600.0    ;approach distance, from hull to target
canSpecialBandBoxFriendlies             TRUE



BindAnimations                      1

;MadStartInfo        needs a starting     /Animation Text Name(no spaces allowed!)
                    animation(1-yes,0-no)/
MadStartInfo                   1 , open , 1 , open

;MadDockAnims          definitions in explination below
;                       n = number, g = gun, o = open, c = close, d = damaged, a = animations

;                            ;ngoa,names,...,ngca,names,...,ngoda,names,... ,ngcda,names,...
;if this doesn't
;makes sence, ask Bryce
MadSpecialCaseAnims                     1, open, 1, close, 0,blah, 1, damageclose
MadDockAnims                            0, blah, 1, close, 0,blah, 1, damageclose

;Ships health must be below this percentage to use the damaged animations.
madGunOpenDamagedHealthThreshold                0.70    ;<= 1.0f

minimumZoomDistance              290

Overlay_Selection_Scalar            0.8         ; scale the tactical overlay by this amount

;Override face-specific damage:
collSideModifiers[TRANS_UP]         0.7
collSideModifiers[TRANS_DOWN]       1.1
collSideModifiers[TRANS_RIGHT]      1.0
collSideModifiers[TRANS_LEFT]       1.0
collSideModifiers[TRANS_FORWARD]    0.5
collSideModifiers[TRANS_BACK]       1.7

surroundDistance                    10000.0                      ; how far ships will minimally disperse themselves from this ship after
                                                               ; they are built.  Note that this number is added to the minimum collision distance.
surroundDistanceRand                1000.0                      ; random number between 0 and x added to surroundDistance

surroundRotYMinAng                  -35.0                       ; ship may be positioned between min and max degrees elevation
surroundRotYMaxAng                  35.0
surroundRotZMinAng                  -180.0                      ; ship may be positioned between min and max degrees angle
surroundRotZMaxAng                  180.0

repositionTime                      2                          ; time in seconds which corvette will spend to reposition
                                                              ; itself to a new location for it to fire.
fullMovementFreedom                 TRUE


{}{}{}



Attack Bomber ~ AttackBomber
{}{}{}
[AttackBomber]

;Source Files
;=----------=
LODFile                             AttackBomber.lod
pMexData                            AttackBomber\Rl0\LOD0\AttackBomber.mex

;Ship Physics
;=----------=
mass                                40.0                           ; ship mass [fighter = 1]
momentOfInertiaX                    4.0                           ; resistance to rotation
momentOfInertiaY                    4.0                           ; [fighter = 1]
momentOfInertiaZ                    4.0
maxvelocity                         750.0                         ; [fighter = 1000]
maxrot                              10.0                          ; maximum rotation speed [don't make faster than ~10]

;Basic Ship Stats
;=--------------=
shipclass                           CLASS_Fighter
buildCost                           85                            ; resource units to build
buildTime                           25                            ; time in seconds to build
maxhealth                           200                            ; hit points
maxfuel                             24000.0
lowfuelpoint                        0.35                          ; percentage of tank which is considered "low on fuel"
fuelburnrate                        0.021                         ; based on distance ship moves in the world
attackfuelburnrate                  0.040
groupSize                           4                             ; size of group ships of this type tend to form

blastRadiusShockWave                6.0
blastRadiusDamage                   75

;Moving Around
;=-----------=
thruststrength[TRANS_UP]            775.0                        ; acceleration (m/s^2) [1-1000 approx. range]
thruststrength[TRANS_DOWN]          775.0
thruststrength[TRANS_RIGHT]         800.0
thruststrength[TRANS_LEFT]          800.0
thruststrength[TRANS_FORWARD]       875.0
thruststrength[TRANS_BACK]          300.0
rotstrength[ROT_YAWLEFT]            100.0                        ; rotational acceleration (deg/s^2) [0.01 - 400]
rotstrength[ROT_YAWRIGHT]           100.0
rotstrength[ROT_PITCHUP]            100.0
rotstrength[ROT_PITCHDOWN]          100.0
rotstrength[ROT_ROLLRIGHT]          100.0
rotstrength[ROT_ROLLLEFT]           100.0
turnspeed[TURN_YAW]                 2.4                            ; speed at which ship tries to turn (1=standard)
turnspeed[TURN_PITCH]               2.4
turnspeed[TURN_ROLL]                2.4

rotateToRetaliate                   TRUE

;Weapons
;=-----=
NUMBER_OF_GUNS                      2

GUN         0
{
Type                            GUN_Gimble
SoundType                       GS_SmallPlasmaBomb
DamageLo                        40                              ; damage variance per shot - low
DamageHi                        50                              ; damage variance per shot - high
MinAngle                        0
MaxAngle                        4
BulletLength                    25.0                            ; visual only.  Length of bullet on screen
BulletRange                     2800.0                          ; distance bullets travel before disappearing
BulletSpeed                     3000.0                          ; measured in m/s.
BulletMass                      1.5                             ; mass of bullet
FireTime                        0.9                               ; fire repeat rate (reciprocal = shots/second)
BulletLifeTime                  3.0                            ;Life time of bullet
}

GUN         1
{
Type                            GUN_Gimble
SoundType                       GS_SmallPlasmaBomb
DamageLo                        40                              ; damage variance per shot - low
DamageHi                        50                              ; damage variance per shot - high
MinAngle                        0
MaxAngle                        4
BulletLength                    25.0                            ; visual only.  Length of bullet on screen
BulletRange                     2800.0                          ; distance bullets travel before disappearing
BulletSpeed                     3000.0                          ; measured in m/s.
BulletMass                      1.5                             ; mass of bullet
FireTime                        0.9                               ; fire repeat rate (reciprocal = shots/second)
BulletLifeTime                  3.0                            ;Life time of bullet
SlaveDriver                              0
}



;gunsFireTime                    0.2                             ; how long between each shot, for alternating guns




;Ship AI
;=-----=
tooCloseRange                       500.0


;|||||||||||||||||||||||||||||||||||||||||------EVASIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------EVASIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------EVASIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||

;[Default]  --  used for ships where nothing else is defined (default behaviour)
;
flyPastDist             Evasive     Default             3000.0       ; dist which ship will try to fly past target - relative to CENTRE of ship
maxFlyAwayDist          Evasive     Default             3500.0       ; maximum distance ship will fly away from target - relative to CENTRE of ship
breakRange              Evasive     Default             1000.0       ; range at which ship will break off for another pass - relative to SURFACE of ship
triggerHappy            Evasive     Default               11.0       ; how close in degrees the ship needs to be to fire fixed guns
faceTargetAccuracy      Evasive     Default                2.0       ; within how many degrees will try to align itself with target
maxAttackTime           Evasive     Default                4.0       ; maximum time ship will attack before breaking

                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     Default             0,2,2,0,3              ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     Default             0,1,0,0,0              ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     Default             5,5,10,15,10,10,10,5   ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     Default             5,5,10,0,10,10,10,5   ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     Default             5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Mothership]
;
flyPastDist             Evasive     CLASS_Mothership    8000.0
maxFlyAwayDist          Evasive     CLASS_Mothership    10000.0
breakRange              Evasive     CLASS_Mothership    2000.0
triggerHappy            Evasive     CLASS_Mothership      11.0
faceTargetAccuracy      Evasive     CLASS_Mothership       2.5
maxAttackTime           Evasive     CLASS_Mothership       8.0

                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_Mothership    0,3,2,0,2             ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_Mothership    1,3,3,0,1             ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_Mothership    5,5,10,10,10,10,10,8 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_Mothership    5,5,10,0,10,10,10,8 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_Mothership    5,5,10,10,10,10,10,8 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE


;[CLASS_Carrier]
;
flyPastDist             Evasive     CLASS_Carrier       3000.0
maxFlyAwayDist          Evasive     CLASS_Carrier       3500.0
breakRange              Evasive     CLASS_Carrier       1000.0
triggerHappy            Evasive     CLASS_Carrier         11.0
faceTargetAccuracy      Evasive     CLASS_Carrier          2.5
maxAttackTime           Evasive     CLASS_Carrier          8.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_Carrier       0,3,2,0,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_Carrier       1,2,3,0,1       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_Carrier       5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_Carrier       5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_Carrier       5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_HeavyCruiser]
;
flyPastDist             Evasive     CLASS_HeavyCruiser  3000.0
maxFlyAwayDist          Evasive     CLASS_HeavyCruiser  3500.0
breakRange              Evasive     CLASS_HeavyCruiser  1000.0
triggerHappy            Evasive     CLASS_HeavyCruiser    11.0
faceTargetAccuracy      Evasive     CLASS_HeavyCruiser     2.5
maxAttackTime           Evasive     CLASS_HeavyCruiser     4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_HeavyCruiser  0,3,2,0,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_HeavyCruiser  1,2,3,0,1       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_HeavyCruiser  5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_HeavyCruiser  5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_HeavyCruiser  5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Destroyer]
;
flyPastDist             Evasive     CLASS_Destroyer     3000.0
maxFlyAwayDist          Evasive     CLASS_Destroyer     3500.0
breakRange              Evasive     CLASS_Destroyer     1000.0
triggerHappy            Evasive     CLASS_Destroyer       11.0
faceTargetAccuracy      Evasive     CLASS_Destroyer        2.5
maxAttackTime           Evasive     CLASS_Destroyer        4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_Destroyer     0,3,2,0,3       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_Destroyer     1,2,3,0,1       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_Destroyer     5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_Destroyer     5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_Destroyer     5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Frigate]
;
flyPastDist             Evasive     CLASS_Frigate       3000.0   //3000
maxFlyAwayDist          Evasive     CLASS_Frigate       3500.0   //3300
breakRange              Evasive     CLASS_Frigate       1000.0   //725
triggerHappy            Evasive     CLASS_Frigate         11.0   //4
faceTargetAccuracy      Evasive     CLASS_Frigate          2.0
maxAttackTime           Evasive     CLASS_Frigate          4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_Frigate       0,3,2,0,3       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_Frigate       1,2,3,0,1       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_Frigate       5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_Frigate       5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_Frigate       5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Corvette]
;
flyPastDist             Evasive     CLASS_Corvette       2200.0
maxFlyAwayDist          Evasive     CLASS_Corvette       2600.0
breakRange              Evasive     CLASS_Corvette        750.0
triggerHappy            Evasive     CLASS_Corvette        3.5
faceTargetAccuracy      Evasive     CLASS_Corvette         3.5
maxAttackTime           Evasive     CLASS_Corvette         4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_Corvette      0,4,3,0,3             ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_Corvette      1,2,3,1,2             ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_Corvette      5,5,8,10,8,13,13,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_Corvette      5,5,8,0,8,13,13,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_Corvette      5,5,8,10,8,13,13,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Fighter]
;
flyPastDist             Evasive     CLASS_Fighter        1200.0
maxFlyAwayDist          Evasive     CLASS_Fighter        1300.0
breakRange              Evasive     CLASS_Fighter         600.0
triggerHappy            Evasive     CLASS_Fighter          2.5
faceTargetAccuracy      Evasive     CLASS_Fighter           0.5
maxAttackTime           Evasive     CLASS_Fighter           4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_Fighter       0,5,5,2,2              ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_Fighter       1,2,3,1,2              ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_Fighter       5,5,10,15,10,10,10,15   ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_Fighter       5,5,10,5,10,10,10,5   ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_Fighter       5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Resource]
;
flyPastDist             Evasive     CLASS_Resource      3000.0
maxFlyAwayDist          Evasive     CLASS_Resource      3500.0
breakRange              Evasive     CLASS_Resource      1000.0
triggerHappy            Evasive     CLASS_Resource        11.0
faceTargetAccuracy      Evasive     CLASS_Resource         2.0
maxAttackTime           Evasive     CLASS_Resource         4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_Resource      0,4,4,0,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_Resource      1,2,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_Resource      5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_Resource      5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_Resource      5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_NonCombat]
;
flyPastDist             Evasive     CLASS_NonCombat     3000.0
maxFlyAwayDist          Evasive     CLASS_NonCombat     3500.0
breakRange              Evasive     CLASS_NonCombat     1000.0
triggerHappy            Evasive     CLASS_NonCombat       4.0
faceTargetAccuracy      Evasive     CLASS_NonCombat        2.5
maxAttackTime           Evasive     CLASS_NonCombat        4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_NonCombat     0,4,2,0,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_NonCombat     1,2,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_NonCombat     5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_NonCombat     5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_NonCombat     5,5,10,0,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE



;|||||||||||||||||||||||||||||||||||||||||------NEUTRAL-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------NEUTRAL-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------NEUTRAL-------||||||||||||||||||||||||||||||||||||||||||||||||||||||

;[Default]  --  used for ships where nothing else is defined (default behaviour)
;
flyPastDist             Neutral     Default             3000.0    ; dist which ship will try to fly past target - relative to CENTRE of ship
maxFlyAwayDist          Neutral     Default             3500.0    ; maximum distance ship will fly away from target - relative to CENTRE of ship
breakRange              Neutral     Default             1000.0    ; range at which ship will break off for another pass - relative to SURFACE of ship
triggerHappy            Neutral     Default               11.0    ; how close in degrees the ship needs to be to fire fixed guns
faceTargetAccuracy      Neutral     Default                2.0    ; within how many degrees will try to align itself with target
maxAttackTime           Neutral     Default                4.0    ; maximum time ship will attack before breaking

                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     Default             0,1,1,1,1              ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     Default             0,1,0,0,0              ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     Default             5,5,10,10,10,10,10,5   ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     Default             5,5,10,0,10,10,10,5   ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     Default             5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Mothership]
;
flyPastDist             Neutral     CLASS_Mothership    8000.0
maxFlyAwayDist          Neutral     CLASS_Mothership    10000.0
breakRange              Neutral     CLASS_Mothership    2000.0
triggerHappy            Neutral     CLASS_Mothership      11.0
faceTargetAccuracy      Neutral     CLASS_Mothership       2.5
maxAttackTime           Neutral     CLASS_Mothership       4.0

                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_Mothership    0,3,3,1,2             ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_Mothership    1,1,1,0,0             ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_Mothership    5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_Mothership    5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_Mothership    5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE


;[CLASS_Carrier]
;
flyPastDist             Neutral     CLASS_Carrier       3000.0
maxFlyAwayDist          Neutral     CLASS_Carrier       3500.0
breakRange              Neutral     CLASS_Carrier       1000.0
triggerHappy            Neutral     CLASS_Carrier         11.0
faceTargetAccuracy      Neutral     CLASS_Carrier          2.5
maxAttackTime           Neutral     CLASS_Carrier          4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_Carrier       0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_Carrier       1,1,1,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_Carrier       5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_Carrier       5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_Carrier       5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_HeavyCruiser]
;
flyPastDist             Neutral     CLASS_HeavyCruiser  3000.0
maxFlyAwayDist          Neutral     CLASS_HeavyCruiser  3500.0
breakRange              Neutral     CLASS_HeavyCruiser  1000.0
triggerHappy            Neutral     CLASS_HeavyCruiser    11.0
faceTargetAccuracy      Neutral     CLASS_HeavyCruiser     2.5
maxAttackTime           Neutral     CLASS_HeavyCruiser     4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_HeavyCruiser  0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_HeavyCruiser  1,1,1,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_HeavyCruiser  5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_HeavyCruiser  5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_HeavyCruiser  5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Destroyer]
;
flyPastDist             Neutral     CLASS_Destroyer     3000.0
maxFlyAwayDist          Neutral     CLASS_Destroyer     3500.0
breakRange              Neutral     CLASS_Destroyer     1000.0
triggerHappy            Neutral     CLASS_Destroyer       11.0
faceTargetAccuracy      Neutral     CLASS_Destroyer        2.5
maxAttackTime           Neutral     CLASS_Destroyer        4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_Destroyer     0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_Destroyer     1,1,1,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_Destroyer     5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_Destroyer     5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_Destroyer     5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Frigate]
;
flyPastDist             Neutral     CLASS_Frigate       3000.0
maxFlyAwayDist          Neutral     CLASS_Frigate       3500.0
breakRange              Neutral     CLASS_Frigate       1000.0  //725
triggerHappy            Neutral     CLASS_Frigate         11.0
faceTargetAccuracy      Neutral     CLASS_Frigate          1.0
maxAttackTime           Neutral     CLASS_Frigate          4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_Frigate       0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_Frigate       1,1,1,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_Frigate       5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_Frigate       5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_Frigate       5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Corvette]
;
flyPastDist             Neutral     CLASS_Corvette      2100.0
maxFlyAwayDist          Neutral     CLASS_Corvette      2500.0
breakRange              Neutral     CLASS_Corvette       650.0
triggerHappy            Neutral     CLASS_Corvette       4.2
faceTargetAccuracy      Neutral     CLASS_Corvette        2.5
maxAttackTime           Neutral     CLASS_Corvette        4.0
                                                       Relative frequenciesfor:
flightmanTurnaround     Neutral     CLASS_Corvette     0,3,3,1,2            ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_Corvette     1,1,1,0,1            ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_Corvette     5,5,10,15,10,10,10,5; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_Corvette     5,5,10,0,10,10,10,5; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_Corvette     5,5,10,10,10,10,10,5; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Fighter]
;
flyPastDist             Neutral     CLASS_Fighter        1500.0
maxFlyAwayDist          Neutral     CLASS_Fighter        1700.0
breakRange              Neutral     CLASS_Fighter         600.0
triggerHappy            Neutral     CLASS_Fighter         3.2
faceTargetAccuracy      Neutral     CLASS_Fighter          0.5
maxAttackTime           Neutral     CLASS_Fighter          4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_Fighter       0,3,3,1,2              ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_Fighter       1,1,1,0,1              ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_Fighter       5,5,10,15,10,10,10,5   ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_Fighter       5,5,10,0,10,10,10,5   ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_Fighter       5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Resource]
;
flyPastDist             Neutral     CLASS_Resource      3000.0
maxFlyAwayDist          Neutral     CLASS_Resource      3500.0
breakRange              Neutral     CLASS_Resource      1000.0
triggerHappy            Neutral     CLASS_Resource        11.0
faceTargetAccuracy      Neutral     CLASS_Resource         2.0
maxAttackTime           Neutral     CLASS_Resource         4.0</pre><pre id="faqspan-2">
                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_Resource      0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_Resource      1,1,1,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_Resource      5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_Resource      5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_Resource      5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_NonCombat]
;
flyPastDist             Neutral     CLASS_NonCombat     3000.0
maxFlyAwayDist          Neutral     CLASS_NonCombat     3500.0
breakRange              Neutral     CLASS_NonCombat     1000.0
triggerHappy            Neutral     CLASS_NonCombat       3.0
faceTargetAccuracy      Neutral     CLASS_NonCombat        2.5
maxAttackTime           Neutral     CLASS_NonCombat        4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_NonCombat     0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_NonCombat     1,1,1,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_NonCombat     5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_NonCombat     5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_NonCombat     5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE



;|||||||||||||||||||||||||||||||||||||||||------AGGRESSIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------AGGRESSIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------AGGRESSIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||

;[Default]  --  used for ships where nothing else is defined (default behaviour)
;
flyPastDist             Aggressive      Default             3000.0    ; dist which ship will try to fly past target - relative to CENTRE of ship
maxFlyAwayDist          Aggressive      Default             3500.0    ; maximum distance ship will fly away from target - relative to CENTRE of ship
breakRange              Aggressive      Default             1000.0    ; range at which ship will break off for another pass - relative to SURFACE of ship
triggerHappy            Aggressive      Default               11.0    ; how close in degrees the ship needs to be to fire fixed guns
faceTargetAccuracy      Aggressive      Default                2.0    ; within how many degrees will try to align itself with target
maxAttackTime           Aggressive      Default                4.0    ; maximum time ship will attack before breaking

                                                      ; Relative frequencies for:
flightmanTurnaround     Aggressive      Default             0,3,3,1,2              ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      Default             0,1,0,0,0              ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      Default             5,5,10,15,10,10,10,0   ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      Default             5,5,10,0,10,10,10,0   ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      Default             5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Mothership]
;
flyPastDist             Aggressive      CLASS_Mothership    8000.0
maxFlyAwayDist          Aggressive      CLASS_Mothership    10000.0
breakRange              Aggressive      CLASS_Mothership    2000.0
triggerHappy            Aggressive      CLASS_Mothership      11.0
faceTargetAccuracy      Aggressive      CLASS_Mothership       2.5
maxAttackTime           Aggressive      CLASS_Mothership       4.0

                                                      ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_Mothership    0,3,3,1,2             ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_Mothership    1,1,3,0,0             ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_Mothership    5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_Mothership    5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_Mothership    5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE


;[CLASS_Carrier]
;
flyPastDist             Aggressive      CLASS_Carrier       3000.0
maxFlyAwayDist          Aggressive      CLASS_Carrier       3500.0
breakRange              Aggressive      CLASS_Carrier       1000.0
triggerHappy            Aggressive      CLASS_Carrier         11.0
faceTargetAccuracy      Aggressive      CLASS_Carrier          2.5
maxAttackTime           Aggressive      CLASS_Carrier          4.0
                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_Carrier       0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_Carrier       1,1,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_Carrier       5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_Carrier       5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_Carrier       5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_HeavyCruiser]
;
flyPastDist             Aggressive      CLASS_HeavyCruiser  3000.0
maxFlyAwayDist          Aggressive      CLASS_HeavyCruiser  3500.0
breakRange              Aggressive      CLASS_HeavyCruiser  1000.0
triggerHappy            Aggressive      CLASS_HeavyCruiser    11.0
faceTargetAccuracy      Aggressive      CLASS_HeavyCruiser     2.5
maxAttackTime           Aggressive      CLASS_HeavyCruiser     4.0
                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_HeavyCruiser  0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_HeavyCruiser  1,1,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_HeavyCruiser  5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_HeavyCruiser  5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_HeavyCruiser  5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Destroyer]
;
flyPastDist             Aggressive      CLASS_Destroyer     3000.0
maxFlyAwayDist          Aggressive      CLASS_Destroyer     3500.0
breakRange              Aggressive      CLASS_Destroyer     1000.0
triggerHappy            Aggressive      CLASS_Destroyer       11.0
faceTargetAccuracy      Aggressive      CLASS_Destroyer        2.5
maxAttackTime           Aggressive      CLASS_Destroyer        4.0
                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_Destroyer     0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_Destroyer     1,1,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_Destroyer     5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_Destroyer     5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_Destroyer     5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Frigate]
;
flyPastDist             Aggressive      CLASS_Frigate       3000.0
maxFlyAwayDist          Aggressive      CLASS_Frigate       3500.0
breakRange              Aggressive      CLASS_Frigate       1000.0 //725
triggerHappy            Aggressive      CLASS_Frigate         11.0
faceTargetAccuracy      Aggressive      CLASS_Frigate          2.0
maxAttackTime           Aggressive      CLASS_Frigate          4.0

                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_Frigate       0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_Frigate       1,1,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_Frigate       5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_Frigate       5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_Frigate       5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Corvette]
;
flyPastDist             Aggressive      CLASS_Corvette       2000.0
maxFlyAwayDist          Aggressive      CLASS_Corvette       2600.0
breakRange              Aggressive      CLASS_Corvette        450.0
triggerHappy            Aggressive      CLASS_Corvette        3.8
faceTargetAccuracy      Aggressive      CLASS_Corvette         2.5
maxAttackTime           Aggressive      CLASS_Corvette         4.0
                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_Corvette      0,3,3,1,2             ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_Corvette      1,1,3,0,0             ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_Corvette      5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_Corvette      5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_Corvette      5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Fighter]
;
flyPastDist             Aggressive      CLASS_Fighter        1600.0
maxFlyAwayDist          Aggressive      CLASS_Fighter        1800.0
breakRange              Aggressive      CLASS_Fighter         600.0
triggerHappy            Aggressive      CLASS_Fighter         2.8
faceTargetAccuracy      Aggressive      CLASS_Fighter          0.5
maxAttackTime           Aggressive      CLASS_Fighter          4.0
                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_Fighter       0,3,3,1,2              ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_Fighter       1,1,3,0,0              ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_Fighter       5,5,10,15,10,10,10,0   ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_Fighter       5,5,10,0,10,10,10,0   ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_Fighter       5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Resource]
;
flyPastDist             Aggressive      CLASS_Resource      3000.0
maxFlyAwayDist          Aggressive      CLASS_Resource      3500.0
breakRange              Aggressive      CLASS_Resource      1000.0
triggerHappy            Aggressive      CLASS_Resource        11.0
faceTargetAccuracy      Aggressive      CLASS_Resource         2.0
maxAttackTime           Aggressive      CLASS_Resource         4.0
                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_Resource      0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_Resource      1,1,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_Resource      5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_Resource      5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_Resource      5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_NonCombat]
;
flyPastDist             Aggressive      CLASS_NonCombat     3000.0
maxFlyAwayDist          Aggressive      CLASS_NonCombat     3500.0
breakRange              Aggressive      CLASS_NonCombat     1000.0
triggerHappy            Aggressive      CLASS_NonCombat       4.0
faceTargetAccuracy      Aggressive      CLASS_NonCombat        2.5
maxAttackTime           Aggressive      CLASS_NonCombat        4.0
                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_NonCombat     0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_NonCombat     1,1,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_NonCombat     5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_NonCombat     5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_NonCombat     5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

badAI                                    FALSE                          ; normally set this to FALSE



;Ship Trails
;=---------=
trailSegments                       20
trailGranularity                    2
trailColor                          0, 0, 0, 0, 0           ;grey team
trailColor                          0, 1, 238, 238, 238
trailColor                          0, 8, 141, 106, 87
trailColor                          0, 19, 0, 0, 0
trailColor                          1, 0, 0, 0, 0           ;red team
trailColor                          1, 1, 225, 124, 33
trailColor                          1, 8, 146, 0, 0
trailColor                          1, 19, 0, 0, 0
trailColor                          2, 0, 0, 0, 0           ;blue team
trailColor                          2, 1, 11, 255, 255
trailColor                          2, 8, 51, 0, 243
trailColor                          2, 19, 0, 0, 0
trailColor                          3, 0, 0, 0, 0           ;green team
trailColor                          3, 1, 201, 254, 39
trailColor                          3, 8, 0, 84, 4
trailColor                          3, 19, 0, 0, 0
trailColor                          4, 0, 0, 0, 0           ;yellow team
trailColor                          4, 1, 255, 240, 97
trailColor                          4, 8, 160, 124, 0
trailColor                          4, 19, 0, 0, 0
trailColor                          5, 0, 0, 0, 0           ;orange team
trailColor                          5, 1, 225, 255, 11
trailColor                          5, 8, 160, 124, 0
trailColor                          5, 19, 0, 0, 0
trailColor                          6, 0, 0, 0, 0           ;purple team
trailColor                          6, 1, 255, 135, 157
trailColor                          6, 8, 121, 0, 135
trailColor                          6, 19, 0, 0, 0
trailColor                          7, 0, 0, 0, 0           ;pale blue-green team
trailColor                          7, 1, 45, 255, 149
trailColor                          7, 8, 0, 105, 137
trailColor                          7, 19, 0, 0, 0

;Explosions
;=--------=
explosionType                       ET_InterceptorExplosion



//left gun
BindGun                             AttackBomberLPod Gun0,Declination,Frequency 1
//right gun
BindGun                             AttackBomberRPod Gun1,Declination,Frequency 1


;Engine trails
;=-----------=
trailWidth                         26.75
trailHeight                         5.75

collSideModifiers[TRANS_UP]         0.7
collSideModifiers[TRANS_DOWN]       0.7
collSideModifiers[TRANS_RIGHT]      0.7
collSideModifiers[TRANS_LEFT]       0.7
collSideModifiers[TRANS_FORWARD]    0.6
collSideModifiers[TRANS_BACK]       1.5


minimumZoomDistance                60


{}{}{}



Carrier ~ Carrier
{}{}{}
[Carrier]

;Source Files
;=----------=
pMexData                            Carrier\Rl0\LOD0\Carrier.mex
LODFile                             Carrier.lod

;Ship Physics
;=----------=
mass                                10031.0              ; ship mass [fighter = 1]
momentOfInertiaX                    2500.0               ; resistance to rotation
momentOfInertiaY                    2500.0               ; [fighter = 1]
momentOfInertiaZ                    2500.0
maxvelocity                         300.0               ; [fighter = 1000]
maxrot                              2.0                ; maximum rotation speed [don't make faster than ~10]
avoidcollmodifier                   0.8

;Basic Ship Stats
;=--------------=
shipclass                           CLASS_Carrier
isCapitalShip                       TRUE
buildCost                           2400                ; resource units to build
buildTime                           260                 ; time in seconds to build
maxhealth                           75000 //142000               ; hit points
groupSize                           1                   ; size of group ships of this type tend to form
repairTime                          15                   ; every this many seconds
repairDamage                        225                  ; this much damage is repaired
repairCombatTime                    20                   ; every this many seconds
repairCombatDamage                  125                  ; this much damage is repaired

blastRadiusShockWave                1.0
blastRadiusDamage                   125


blastRadiusShockWave                3.0

canBuildShips                       TRUE                ; ship can build ships
canReceiveShips                     TRUE                ; other ships can dock in this ship
canReceiveResources                 TRUE                ; Resource Collectors,etc can deposit resources in this ship
canReceiveShipsPermanently          TRUE                ; ships can dock permanently here
canReceiveShipsForRetire            TRUE                        ; ships can dock here and be converted to RU's!

canReceiveFighters                  TRUE
canReceiveCorvettes                 TRUE
canReceiveResourceCollectors        TRUE
canReceiveOtherNonCapitalShips      TRUE

maxDockableFighters                 25
maxDockableCorvettes                10

pumpFuelRate                        600.0               ; how fast carrier pumps fuel in.
repairOtherShipRate                 0.30                   ; how fast carrier heals damaged ships. Must be an integer

clearanceDirection                  4                   ; (0=up,1=right,2=forward,4=down,5=left,6=back)
clearanceDistance                   1500.0                ; how far ships go away from this ship when they are just built.
                                                       ; Note that this number is added to the minimum collision distance.

dockShipRange                       1500.0              ; how close ships should get before considering docking (to ship surface)


;Moving Around
;=-----------=
thruststrength[TRANS_UP]            30.0                ; acceleration (m/s^2) [1-1000 approx. range]
thruststrength[TRANS_DOWN]          30.0
thruststrength[TRANS_RIGHT]         30.0
thruststrength[TRANS_LEFT]          30.0
thruststrength[TRANS_FORWARD]       40.0
thruststrength[TRANS_BACK]          30.0
rotstrength[ROT_YAWLEFT]             0.02               ; rotational acceleration (deg/s^2) [0.01 - 1.0]
rotstrength[ROT_YAWRIGHT]            0.02
rotstrength[ROT_PITCHUP]             0.02
rotstrength[ROT_PITCHDOWN]           0.02
rotstrength[ROT_ROLLRIGHT]           0.02
rotstrength[ROT_ROLLLEFT]            0.02
turnspeed[TURN_YAW]                  0.2                         ; speed at which ship tries to turn (1=standard)
turnspeed[TURN_PITCH]                0.2
turnspeed[TURN_ROLL]                 0.2

rotateToRetaliate                   TRUE
passiveAttackPenaltyExempt          TRUE
canTargetMultipleTargets            TRUE

passiveRetaliateZone                6000.0
tooCloseRange                       500.0


;Weapons
;=------=

NUMBER_OF_GUNS                  4

GUN         0
{
Type                            GUN_Gimble
SoundType                       GS_SmallProjectile
DamageLo                        5                      ; damage variance per shot - low
DamageHi                        7                      ; damage variance per shot - high
MinAngle                        0
MaxAngle                        75
BulletLength                    15.0                    ; visual only.  Length of bullet on screen
BulletRange                     4000.0                  ; distance bullets travel before disappearing
BulletSpeed                     5000.0                  ; measured in m/s.
BulletMass                      0.4                    ; mass of bullet
FireTime                        0.14                              ; fire repeat rate (reciprocal = shots/second)
BurstFireTime                   0.6
BurstWaitTime                   0.8
TriggerHappy                    5.0
fireEffect                      defaultBlast.ebg
hitEffect                       defaultBlast.ebg
}

GUN         1
{
Type                            GUN_Gimble
SoundType                       GS_SmallProjectile
DamageLo                        5                      ; damage variance per shot - low
DamageHi                        7                      ; damage variance per shot - high
MinAngle                        0
MaxAngle                        75
BulletLength                    15.0                     ; visual only.  Length of bullet on screen
BulletRange                     4000.0                   ; distance bullets travel before disappearing
BulletSpeed                     5000.0                   ; measured in m/s.
BulletMass                      0.4                      ; mass of bullet
FireTime                        0.14                               ; fire repeat rate (reciprocal = shots/second)
BurstFireTime                   0.6
BurstWaitTime                   0.8
TriggerHappy                    2.0
fireEffect                      defaultBlast.ebg
hitEffect                       defaultBlast.ebg
}

GUN         2
{
Type                            GUN_Gimble
SoundType                       GS_SmallProjectile
DamageLo                        5                      ; damage variance per shot - low
DamageHi                        7                      ; damage variance per shot - high
MinAngle                        0
MaxAngle                        100
BulletLength                    15.0                     ; visual only.  Length of bullet on screen
BulletRange                     4000.0                   ; distance bullets travel before disappearing
BulletSpeed                     5000.0                   ; measured in m/s.
BulletMass                      0.4                      ; mass of bullet
FireTime                        0.14                               ; fire repeat rate (reciprocal = shots/second)
BurstFireTime                   0.6
BurstWaitTime                   0.8
TriggerHappy                    2.0
fireEffect                      defaultBlast.ebg
hitEffect                       defaultBlast.ebg
}

GUN         3
{
Type                            GUN_Gimble
SoundType                       GS_SmallProjectile
DamageLo                        5                      ; damage variance per shot - low
DamageHi                        7                      ; damage variance per shot - high
MinAngle                        0
MaxAngle                        100
BulletLength                    15.0                     ; visual only.  Length of bullet on screen
BulletRange                     4000.0                   ; distance bullets travel before disappearing
BulletSpeed                     5000.0                   ; measured in m/s.
BulletMass                      0.4                      ; mass of bullet
FireTime                        0.14                               ; fire repeat rate (reciprocal = shots/second)
BurstFireTime                   0.6
BurstWaitTime                   0.8
TriggerHappy                    2.0
fireEffect                      defaultBlast.ebg
hitEffect                       defaultBlast.ebg
}

NUMBER_OF_DOCK_POINTS           7

; format is DockPoint           name,type,flyawaydist,mindist,maxdist,[headingdirection,updirection]  (0=up,1=right,2=forward,4=down,5=left,6=back) for direction
DockPoint                       In0,DockingCone,300,1000,3000 // It works so don't touch!
DockPoint                       Out0,LaunchPoint,500,100,100,2,0
DockPoint                       In1,DockingCone,300,1000,3000
DockPoint                       Out1,LaunchPoint,500,100,100,2,0
DockPoint                       Frigate,LaunchPoint,1200,1300,1500,2,0
DockPoint                       Res0,LatchPoint,150,290,1810,2,4
DockPoint                       Res1,LatchPoint,150,290,1810,2,4

NUMBER_OF_SALVAGE_POINTS        5
NUM_NEEDED_FOR_SALVAGE          5               ;number of ships needed to capture a craft
NEED_BIGR1                      TRUE
NEED_BIGR2                      TRUE
WILL_FIT_CARRIER                FALSE

;       format:                    name,type
SalvagePoint                       Point1,AttachPoint
SalvagePoint                       Point2,AttachPoint
SalvagePoint                       Point3,AttachPoint
SalvagePoint                       Point4,AttachPoint
SalvagePoint                       Point5,AttachPoint

NUMBER_OF_NAV_LIGHTS           8

; format is NavLight            name, type, blinkrate (in seconds), size (in meters), min LOD, texture name

NavLight                        caution1,       NAVLIGHT_Default, 1,   1,     0,      10, 2, etg\textures\glow32
NavLight                        caution2,       NAVLIGHT_Default, 1,   1,     0,      10, 2, etg\textures\glow32
NavLight                        bow1,       NAVLIGHT_Default, 0.5, 1,     0,      10, 2, etg\textures\glow32
NavLight                        bow2,       NAVLIGHT_Default, 0.5, 1,     0,      10, 2, etg\textures\glow32
NavLight                        antenna1,       NAVLIGHT_Default, 2,   0.5,   0,      7, 2, etg\textures\glow32
NavLight                        antenna2,   NAVLIGHT_Default, 2,   0.5,   0,      7, 2, etg\textures\glow32
NavLight                        antenna3,   NAVLIGHT_Default, 2,   0.5,   0,      7, 2, etg\textures\glow32
NavLight                        side,           NAVLIGHT_Default, 2,   0.8,   0,      7, 2, etg\textures\glow32


NUMBER_OF_DOCK_OVERIDES         1
;need DockOveride       shipraceshipname,<0=no 1=yes: use new heading and up),newHeading,newUp,<yesno use new offset>,offsetx,offsety,offsetz
;offset is vector seen in lightwave when the ship is attached to the light origin
;(0=up,1=right,2=forward,4=down,5=left,6=back) for direction
DockOveride     R1,SensorArray,1,4,2,0,0.0,0.0,0.0
;DockOveride            R1,ResearchShip,1,2,5,0,0.0,0.0,0.0


;Explosions
;=--------=
explosionType                       ET_CarrierExplosion


;Engine Glow
;=---------=
trailWidth         450.0
trailHeight        290.0
trailLength        560.0
;trailRibbonAdjust    1.32
trailScaleCap        0.00006
;trailScaleCap        0.000094

;Special Ops info
;;;;;;;;;;;;;;;;

//repair refuel distance
repairApproachDistance                  800.0
canSpecialBandBoxFriendlies             TRUE

minimumZoomDistance                 1200

Overlay_Selection_Scalar            1.4         ; scale the tactical overlay by this amount


;Override face-specific damage:
collSideModifiers[TRANS_UP]         0.7
collSideModifiers[TRANS_DOWN]       0.8
collSideModifiers[TRANS_RIGHT]      0.7
collSideModifiers[TRANS_LEFT]       0.7
collSideModifiers[TRANS_FORWARD]    0.9
collSideModifiers[TRANS_BACK]       1.7

surroundDistance                    10000.0                      ; how far ships will minimally disperse themselves from this ship after
                                                               ; they are built.  Note that this number is added to the minimum collision distance.
surroundDistanceRand                1000.0                      ; random number between 0 and x added to surroundDistance

surroundRotYMinAng                  -35.0                       ; ship may be positioned between min and max degrees elevation
surroundRotYMaxAng                  35.0
surroundRotZMinAng                  -180.0                      ; ship may be positioned between min and max degrees angle
surroundRotZMaxAng                  180.0

{}{}{}



Cloaked Fighter ~ CloakedFighter
{}{}{}
[CloakedFighter]

;Source Files
;=----------=
LODFile                             CloakedFighter.lod
pMexData                            CloakedFighter\Rl0\LOD0\CloakedFighter.mex

;Ship Physics
;=----------=
mass                                25.0                           ; ship mass [fighter = 1]
momentOfInertiaX                    2.0                           ; resistance to rotation
momentOfInertiaY                    2.0                           ; [fighter = 1]
momentOfInertiaZ                    2.0
maxvelocity                         775.0                         ; [fighter = 1000]
maxrot                              10.0                          ; maximum rotation speed [don't make faster than ~10]

;Basic Ship Stats
;=--------------=
shipclass                           CLASS_Fighter
buildCost                           85                            ; resource units to build
buildTime                           45                             ; time in seconds to build
maxhealth                           75                            ; hit points
maxfuel                             10000.0
lowfuelpoint                        0.35                          ; percentage of tank which is considered "low on fuel"
fuelburnrate                        0.021                         ; based on distance ship moves in the world
attackfuelburnrate                  0.040
groupSize                           4                             ; size of group ships of this type tend to form

blastRadiusShockWave                6.0
blastRadiusDamage                   75

;Cloaking Device Stats
;=--------------=
CloakFuelBurnRate                   0.3                           ; fuel burned per second of cloak usage
ForceDeCloakAtFuelPercent           10.0                          ; When fuel reaches xx% of Maxfuel, ship decloaks and can't cloak
CloakingTime                        0.05                           ; Cloaking Time in seconds
DeCloakingTime                      0.1                           ; Decloaking time
VisibleState                        0.1                           ; Point at which ship becomes 'invisible' to sensors, ships, and everything else
                                                                ; Visually: 1.0 is completly vissible, and 0.0 is completly invisible
battleReCloakTime                   2.8                           ; seconds after ship fires that it starts recloaking

;Moving Around
;=-----------=
thruststrength[TRANS_UP]           705.0                         ; acceleration (m/s^2) [1-1000 approx. range]
thruststrength[TRANS_DOWN]         705.0
thruststrength[TRANS_RIGHT]        790.0
thruststrength[TRANS_LEFT]         790.0
thruststrength[TRANS_FORWARD]      875.0
thruststrength[TRANS_BACK]         300.0
rotstrength[ROT_YAWLEFT]           100.0                         ; rotational acceleration (deg/s^2) [0.01 - 400]
rotstrength[ROT_YAWRIGHT]          100.0
rotstrength[ROT_PITCHUP]           100.0
rotstrength[ROT_PITCHDOWN]         100.0
rotstrength[ROT_ROLLRIGHT]         100.0
rotstrength[ROT_ROLLLEFT]          100.0
turnspeed[TURN_YAW]                2.5                               ; speed at which ship tries to turn (1=standard)
turnspeed[TURN_PITCH]              2.5
turnspeed[TURN_ROLL]               2.5

rotateToRetaliate                   TRUE

;Weapons
;=-----=
NUMBER_OF_GUNS                      2

GUN         0
{
Type                            GUN_Gimble
SoundType                       GS_SmallEnergyCannon
DamageLo                        10                              ; damage variance per shot - low
DamageHi                        14                             ; damage variance per shot - high
MinAngle                        0
MaxAngle                        4
BulletLength                    15.0                           ; visual only.  Length of bullet on screen
BulletRange                     3500.0                         ; distance bullets travel before disappearing
BulletSpeed                     4500.0                         ; measured in m/s.
BulletMass                      0.65                              ; mass of bullet
FireTime                        0.14                             ; fire repeat rate (reciprocal = shots/second)
BurstFireTime                   1.75
BurstWaitTime                   2.25
BulletLifeTime                  2.0                            ;Life time of bullet
}

GUN         1
{
Type                            GUN_Gimble
SoundType                       GS_SmallEnergyCannon
DamageLo                        10                              ; damage variance per shot - low
DamageHi                        14                             ; damage variance per shot - high
MinAngle                        0
MaxAngle                        4
BulletLength                    15.0                            ; visual only.  Length of bullet on screen
BulletRange                     3500.0                         ; distance bullets travel before disappearing
BulletSpeed                     4500.0                         ; measured in m/s.
BulletMass                      0.65                              ; mass of bullet
FireTime                        0.14                             ; fire repeat rate (reciprocal = shots/second)
BurstFireTime                   1.75
BurstWaitTime                   2.25
BulletLifeTime                  2.0                            ;Life time of bullet
}

gunsFireTime                    0.155                            ; tune this value, not FireTime

;Ship AI
;=-----=
tooCloseRange                       500.0


;|||||||||||||||||||||||||||||||||||||||||------EVASIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------EVASIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------EVASIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||

;[Default]  --  used for ships where nothing else is defined (default behaviour)
;
flyPastDist             Evasive     Default             3000.0       ; dist which ship will try to fly past target - relative to CENTRE of ship
maxFlyAwayDist          Evasive     Default             3500.0       ; maximum distance ship will fly away from target - relative to CENTRE of ship
breakRange              Evasive     Default             1000.0       ; range at which ship will break off for another pass - relative to SURFACE of ship
triggerHappy            Evasive     Default               11.0       ; how close in degrees the ship needs to be to fire fixed guns
faceTargetAccuracy      Evasive     Default                2.0       ; within how many degrees will try to align itself with target
maxAttackTime           Evasive     Default                4.0       ; maximum time ship will attack before breaking

                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     Default             0,2,2,0,3              ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     Default             0,1,0,0,0              ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     Default             5,5,10,15,10,10,10,5   ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     Default             5,5,10,0,10,10,10,5   ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     Default             5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Mothership]
;
flyPastDist             Evasive     CLASS_Mothership    8000.0
maxFlyAwayDist          Evasive     CLASS_Mothership    10000.0
breakRange              Evasive     CLASS_Mothership    2000.0
triggerHappy            Evasive     CLASS_Mothership      11.0
faceTargetAccuracy      Evasive     CLASS_Mothership       2.5
maxAttackTime           Evasive     CLASS_Mothership       8.0

                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_Mothership    0,3,2,0,2             ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_Mothership    1,3,3,0,1             ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_Mothership    5,5,10,10,10,10,10,8 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_Mothership    5,5,10,0,10,10,10,8 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_Mothership    5,5,10,10,10,10,10,8 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE


;[CLASS_Carrier]
;
flyPastDist             Evasive     CLASS_Carrier       3000.0
maxFlyAwayDist          Evasive     CLASS_Carrier       3500.0
breakRange              Evasive     CLASS_Carrier       1000.0
triggerHappy            Evasive     CLASS_Carrier         11.0
faceTargetAccuracy      Evasive     CLASS_Carrier          2.5
maxAttackTime           Evasive     CLASS_Carrier          8.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_Carrier       0,3,2,0,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_Carrier       1,2,3,0,1       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_Carrier       5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_Carrier       5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_Carrier       5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_HeavyCruiser]
;
flyPastDist             Evasive     CLASS_HeavyCruiser  3000.0
maxFlyAwayDist          Evasive     CLASS_HeavyCruiser  3500.0
breakRange              Evasive     CLASS_HeavyCruiser  1000.0
triggerHappy            Evasive     CLASS_HeavyCruiser    11.0
faceTargetAccuracy      Evasive     CLASS_HeavyCruiser     2.5
maxAttackTime           Evasive     CLASS_HeavyCruiser     4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_HeavyCruiser  0,3,2,0,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_HeavyCruiser  1,2,3,0,1       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_HeavyCruiser  5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_HeavyCruiser  5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_HeavyCruiser  5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Destroyer]
;
flyPastDist             Evasive     CLASS_Destroyer     3000.0
maxFlyAwayDist          Evasive     CLASS_Destroyer     3500.0
breakRange              Evasive     CLASS_Destroyer     1000.0
triggerHappy            Evasive     CLASS_Destroyer       11.0
faceTargetAccuracy      Evasive     CLASS_Destroyer        2.5
maxAttackTime           Evasive     CLASS_Destroyer        4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_Destroyer     0,3,2,0,3       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_Destroyer     1,2,3,0,1       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_Destroyer     5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_Destroyer     5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_Destroyer     5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Frigate]
;
flyPastDist             Evasive     CLASS_Frigate       3000.0   //3000
maxFlyAwayDist          Evasive     CLASS_Frigate       3500.0   //3300
breakRange              Evasive     CLASS_Frigate       1000.0   //725
triggerHappy            Evasive     CLASS_Frigate         11.0   //4
faceTargetAccuracy      Evasive     CLASS_Frigate          2.0
maxAttackTime           Evasive     CLASS_Frigate          4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_Frigate       0,3,2,0,3       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_Frigate       1,2,3,0,1       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_Frigate       5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_Frigate       5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_Frigate       5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Corvette]
;
flyPastDist             Evasive     CLASS_Corvette       2200.0
maxFlyAwayDist          Evasive     CLASS_Corvette       2600.0
breakRange              Evasive     CLASS_Corvette        750.0
triggerHappy            Evasive     CLASS_Corvette        4.5
faceTargetAccuracy      Evasive     CLASS_Corvette         3.5
maxAttackTime           Evasive     CLASS_Corvette         4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_Corvette      0,4,3,0,3             ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_Corvette      1,2,3,1,2             ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_Corvette      5,5,8,10,8,13,13,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_Corvette      5,5,8,0,8,13,13,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_Corvette      5,5,8,10,8,13,13,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Fighter]
;
flyPastDist             Evasive     CLASS_Fighter        1200.0
maxFlyAwayDist          Evasive     CLASS_Fighter        1300.0
breakRange              Evasive     CLASS_Fighter         600.0
triggerHappy            Evasive     CLASS_Fighter          2.5
faceTargetAccuracy      Evasive     CLASS_Fighter           0.5
maxAttackTime           Evasive     CLASS_Fighter           4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_Fighter       0,5,5,2,2              ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_Fighter       1,2,3,1,2              ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_Fighter       5,5,10,15,10,10,10,15   ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_Fighter       5,5,10,5,10,10,10,5   ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_Fighter       5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Resource]
;
flyPastDist             Evasive     CLASS_Resource      3000.0
maxFlyAwayDist          Evasive     CLASS_Resource      3500.0
breakRange              Evasive     CLASS_Resource      1000.0
triggerHappy            Evasive     CLASS_Resource        11.0
faceTargetAccuracy      Evasive     CLASS_Resource         2.0
maxAttackTime           Evasive     CLASS_Resource         4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_Resource      0,4,4,0,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_Resource      1,2,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_Resource      5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE</pre><pre id="faqspan-3">
flightmanEvasiveFront   Evasive     CLASS_Resource      5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_Resource      5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_NonCombat]
;
flyPastDist             Evasive     CLASS_NonCombat     3000.0
maxFlyAwayDist          Evasive     CLASS_NonCombat     3500.0
breakRange              Evasive     CLASS_NonCombat     1000.0
triggerHappy            Evasive     CLASS_NonCombat       4.0
faceTargetAccuracy      Evasive     CLASS_NonCombat        2.5
maxAttackTime           Evasive     CLASS_NonCombat        4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_NonCombat     0,4,2,0,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_NonCombat     1,2,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_NonCombat     5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_NonCombat     5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_NonCombat     5,5,10,0,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE



;|||||||||||||||||||||||||||||||||||||||||------NEUTRAL-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------NEUTRAL-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------NEUTRAL-------||||||||||||||||||||||||||||||||||||||||||||||||||||||

;[Default]  --  used for ships where nothing else is defined (default behaviour)
;
flyPastDist             Neutral     Default             3000.0    ; dist which ship will try to fly past target - relative to CENTRE of ship
maxFlyAwayDist          Neutral     Default             3500.0    ; maximum distance ship will fly away from target - relative to CENTRE of ship
breakRange              Neutral     Default             1000.0    ; range at which ship will break off for another pass - relative to SURFACE of ship
triggerHappy            Neutral     Default               11.0    ; how close in degrees the ship needs to be to fire fixed guns
faceTargetAccuracy      Neutral     Default                2.0    ; within how many degrees will try to align itself with target
maxAttackTime           Neutral     Default                4.0    ; maximum time ship will attack before breaking

                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     Default             0,1,1,1,1              ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     Default             0,1,0,0,0              ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     Default             5,5,10,10,10,10,10,5   ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     Default             5,5,10,0,10,10,10,5   ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     Default             5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Mothership]
;
flyPastDist             Neutral     CLASS_Mothership    8000.0
maxFlyAwayDist          Neutral     CLASS_Mothership    10000.0
breakRange              Neutral     CLASS_Mothership    2000.0
triggerHappy            Neutral     CLASS_Mothership      11.0
faceTargetAccuracy      Neutral     CLASS_Mothership       2.5
maxAttackTime           Neutral     CLASS_Mothership       4.0

                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_Mothership    0,3,3,1,2             ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_Mothership    1,1,1,0,0             ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_Mothership    5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_Mothership    5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_Mothership    5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE


;[CLASS_Carrier]
;
flyPastDist             Neutral     CLASS_Carrier       3000.0
maxFlyAwayDist          Neutral     CLASS_Carrier       3500.0
breakRange              Neutral     CLASS_Carrier       1000.0
triggerHappy            Neutral     CLASS_Carrier         11.0
faceTargetAccuracy      Neutral     CLASS_Carrier          2.5
maxAttackTime           Neutral     CLASS_Carrier          4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_Carrier       0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_Carrier       1,1,1,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_Carrier       5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_Carrier       5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_Carrier       5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_HeavyCruiser]
;
flyPastDist             Neutral     CLASS_HeavyCruiser  3000.0
maxFlyAwayDist          Neutral     CLASS_HeavyCruiser  3500.0
breakRange              Neutral     CLASS_HeavyCruiser  1000.0
triggerHappy            Neutral     CLASS_HeavyCruiser    11.0
faceTargetAccuracy      Neutral     CLASS_HeavyCruiser     2.5
maxAttackTime           Neutral     CLASS_HeavyCruiser     4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_HeavyCruiser  0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_HeavyCruiser  1,1,1,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_HeavyCruiser  5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_HeavyCruiser  5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_HeavyCruiser  5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Destroyer]
;
flyPastDist             Neutral     CLASS_Destroyer     3000.0
maxFlyAwayDist          Neutral     CLASS_Destroyer     3500.0
breakRange              Neutral     CLASS_Destroyer     1000.0
triggerHappy            Neutral     CLASS_Destroyer       11.0
faceTargetAccuracy      Neutral     CLASS_Destroyer        2.5
maxAttackTime           Neutral     CLASS_Destroyer        4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_Destroyer     0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_Destroyer     1,1,1,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_Destroyer     5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_Destroyer     5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_Destroyer     5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Frigate]
;
flyPastDist             Neutral     CLASS_Frigate       3000.0
maxFlyAwayDist          Neutral     CLASS_Frigate       3500.0
breakRange              Neutral     CLASS_Frigate       1000.0  //725
triggerHappy            Neutral     CLASS_Frigate         11.0
faceTargetAccuracy      Neutral     CLASS_Frigate          1.0
maxAttackTime           Neutral     CLASS_Frigate          4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_Frigate       0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_Frigate       1,1,1,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_Frigate       5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_Frigate       5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_Frigate       5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Corvette]
;
flyPastDist             Neutral     CLASS_Corvette      2100.0
maxFlyAwayDist          Neutral     CLASS_Corvette      2500.0
breakRange              Neutral     CLASS_Corvette       650.0
triggerHappy            Neutral     CLASS_Corvette       5.2
faceTargetAccuracy      Neutral     CLASS_Corvette        2.5
maxAttackTime           Neutral     CLASS_Corvette        4.0
                                                       Relative frequenciesfor:
flightmanTurnaround     Neutral     CLASS_Corvette     0,3,3,1,2            ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_Corvette     1,1,1,0,1            ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_Corvette     5,5,10,15,10,10,10,5; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_Corvette     5,5,10,0,10,10,10,5; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_Corvette     5,5,10,10,10,10,10,5; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Fighter]
;
flyPastDist             Neutral     CLASS_Fighter        1500.0
maxFlyAwayDist          Neutral     CLASS_Fighter        1700.0
breakRange              Neutral     CLASS_Fighter         600.0
triggerHappy            Neutral     CLASS_Fighter         3.2
faceTargetAccuracy      Neutral     CLASS_Fighter          0.5
maxAttackTime           Neutral     CLASS_Fighter          4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_Fighter       0,3,3,1,2              ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_Fighter       1,1,1,0,1              ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_Fighter       5,5,10,15,10,10,10,5   ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_Fighter       5,5,10,0,10,10,10,5   ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_Fighter       5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Resource]
;
flyPastDist             Neutral     CLASS_Resource      3000.0
maxFlyAwayDist          Neutral     CLASS_Resource      3500.0
breakRange              Neutral     CLASS_Resource      1000.0
triggerHappy            Neutral     CLASS_Resource        11.0
faceTargetAccuracy      Neutral     CLASS_Resource         2.0
maxAttackTime           Neutral     CLASS_Resource         4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_Resource      0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_Resource      1,1,1,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_Resource      5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_Resource      5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_Resource      5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_NonCombat]
;
flyPastDist             Neutral     CLASS_NonCombat     3000.0
maxFlyAwayDist          Neutral     CLASS_NonCombat     3500.0
breakRange              Neutral     CLASS_NonCombat     1000.0
triggerHappy            Neutral     CLASS_NonCombat       3.0
faceTargetAccuracy      Neutral     CLASS_NonCombat        2.5
maxAttackTime           Neutral     CLASS_NonCombat        4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_NonCombat     0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_NonCombat     1,1,1,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_NonCombat     5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_NonCombat     5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_NonCombat     5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE



;|||||||||||||||||||||||||||||||||||||||||------AGGRESSIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------AGGRESSIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------AGGRESSIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||

;[Default]  --  used for ships where nothing else is defined (default behaviour)
;
flyPastDist             Aggressive      Default             3000.0    ; dist which ship will try to fly past target - relative to CENTRE of ship
maxFlyAwayDist          Aggressive      Default             3500.0    ; maximum distance ship will fly away from target - relative to CENTRE of ship
breakRange              Aggressive      Default             1000.0    ; range at which ship will break off for another pass - relative to SURFACE of ship
triggerHappy            Aggressive      Default               11.0    ; how close in degrees the ship needs to be to fire fixed guns
faceTargetAccuracy      Aggressive      Default                2.0    ; within how many degrees will try to align itself with target
maxAttackTime           Aggressive      Default                4.0    ; maximum time ship will attack before breaking

                                                      ; Relative frequencies for:
flightmanTurnaround     Aggressive      Default             0,3,3,1,2              ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      Default             0,1,0,0,0              ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      Default             5,5,10,15,10,10,10,0   ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      Default             5,5,10,0,10,10,10,0   ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      Default             5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Mothership]
;
flyPastDist             Aggressive      CLASS_Mothership    8000.0
maxFlyAwayDist          Aggressive      CLASS_Mothership    10000.0
breakRange              Aggressive      CLASS_Mothership    2000.0
triggerHappy            Aggressive      CLASS_Mothership      11.0
faceTargetAccuracy      Aggressive      CLASS_Mothership       2.5
maxAttackTime           Aggressive      CLASS_Mothership       4.0

                                                      ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_Mothership    0,3,3,1,2             ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_Mothership    1,1,3,0,0             ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_Mothership    5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_Mothership    5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_Mothership    5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE


;[CLASS_Carrier]
;
flyPastDist             Aggressive      CLASS_Carrier       3000.0
maxFlyAwayDist          Aggressive      CLASS_Carrier       3500.0
breakRange              Aggressive      CLASS_Carrier       1000.0
triggerHappy            Aggressive      CLASS_Carrier         11.0
faceTargetAccuracy      Aggressive      CLASS_Carrier          2.5
maxAttackTime           Aggressive      CLASS_Carrier          4.0
                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_Carrier       0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_Carrier       1,1,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_Carrier       5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_Carrier       5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_Carrier       5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_HeavyCruiser]
;
flyPastDist             Aggressive      CLASS_HeavyCruiser  3000.0
maxFlyAwayDist          Aggressive      CLASS_HeavyCruiser  3500.0
breakRange              Aggressive      CLASS_HeavyCruiser  1000.0
triggerHappy            Aggressive      CLASS_HeavyCruiser    11.0
faceTargetAccuracy      Aggressive      CLASS_HeavyCruiser     2.5
maxAttackTime           Aggressive      CLASS_HeavyCruiser     4.0
                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_HeavyCruiser  0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_HeavyCruiser  1,1,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_HeavyCruiser  5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_HeavyCruiser  5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_HeavyCruiser  5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Destroyer]
;
flyPastDist             Aggressive      CLASS_Destroyer     3000.0
maxFlyAwayDist          Aggressive      CLASS_Destroyer     3500.0
breakRange              Aggressive      CLASS_Destroyer     1000.0
triggerHappy            Aggressive      CLASS_Destroyer       11.0
faceTargetAccuracy      Aggressive      CLASS_Destroyer        2.5
maxAttackTime           Aggressive      CLASS_Destroyer        4.0
                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_Destroyer     0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_Destroyer     1,1,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_Destroyer     5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_Destroyer     5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_Destroyer     5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Frigate]
;
flyPastDist             Aggressive      CLASS_Frigate       3000.0
maxFlyAwayDist          Aggressive      CLASS_Frigate       3500.0
breakRange              Aggressive      CLASS_Frigate       1000.0 //725
triggerHappy            Aggressive      CLASS_Frigate         11.0
faceTargetAccuracy      Aggressive      CLASS_Frigate          2.0
maxAttackTime           Aggressive      CLASS_Frigate          4.0

                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_Frigate       0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_Frigate       1,1,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_Frigate       5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_Frigate       5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_Frigate       5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Corvette]
;
flyPastDist             Aggressive      CLASS_Corvette       2000.0
maxFlyAwayDist          Aggressive      CLASS_Corvette       2600.0
breakRange              Aggressive      CLASS_Corvette        450.0
triggerHappy            Aggressive      CLASS_Corvette        4.8
faceTargetAccuracy      Aggressive      CLASS_Corvette         2.5
maxAttackTime           Aggressive      CLASS_Corvette         4.0
                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_Corvette      0,3,3,1,2             ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_Corvette      1,1,3,0,0             ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_Corvette      5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_Corvette      5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_Corvette      5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Fighter]
;
flyPastDist             Aggressive      CLASS_Fighter        1600.0
maxFlyAwayDist          Aggressive      CLASS_Fighter        1800.0
breakRange              Aggressive      CLASS_Fighter         600.0
triggerHappy            Aggressive      CLASS_Fighter         2.8
faceTargetAccuracy      Aggressive      CLASS_Fighter          0.5
maxAttackTime           Aggressive      CLASS_Fighter          4.0
                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_Fighter       0,3,3,1,2              ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_Fighter       1,1,3,0,0              ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_Fighter       5,5,10,15,10,10,10,0   ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_Fighter       5,5,10,0,10,10,10,0   ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_Fighter       5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Resource]
;
flyPastDist             Aggressive      CLASS_Resource      3000.0
maxFlyAwayDist          Aggressive      CLASS_Resource      3500.0
breakRange              Aggressive      CLASS_Resource      1000.0
triggerHappy            Aggressive      CLASS_Resource        11.0
faceTargetAccuracy      Aggressive      CLASS_Resource         2.0
maxAttackTime           Aggressive      CLASS_Resource         4.0
                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_Resource      0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_Resource      1,1,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_Resource      5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_Resource      5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_Resource      5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_NonCombat]
;
flyPastDist             Aggressive      CLASS_NonCombat     3000.0
maxFlyAwayDist          Aggressive      CLASS_NonCombat     3500.0
breakRange              Aggressive      CLASS_NonCombat     1000.0
triggerHappy            Aggressive      CLASS_NonCombat       4.0
faceTargetAccuracy      Aggressive      CLASS_NonCombat        2.5
maxAttackTime           Aggressive      CLASS_NonCombat        4.0
                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_NonCombat     0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_NonCombat     1,1,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_NonCombat     5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_NonCombat     5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_NonCombat     5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

badAI                                    FALSE                          ; normally set this to FALSE


;Ship Trails
;=---------=
trailSegments                       20
trailGranularity                    2
trailColor                          0, 0, 0, 0, 0           ;grey team
trailColor                          0, 1, 238, 238, 238
trailColor                          0, 8, 141, 106, 87
trailColor                          0, 19, 0, 0, 0
trailColor                          1, 0, 0, 0, 0           ;red team
trailColor                          1, 1, 225, 124, 33
trailColor                          1, 8, 146, 0, 0
trailColor                          1, 19, 0, 0, 0
trailColor                          2, 0, 0, 0, 0           ;blue team
trailColor                          2, 1, 11, 255, 255
trailColor                          2, 8, 51, 0, 243
trailColor                          2, 19, 0, 0, 0
trailColor                          3, 0, 0, 0, 0           ;green team
trailColor                          3, 1, 201, 254, 39
trailColor                          3, 8, 0, 84, 4
trailColor                          3, 19, 0, 0, 0
trailColor                          4, 0, 0, 0, 0           ;yellow team
trailColor                          4, 1, 255, 240, 97
trailColor                          4, 8, 160, 124, 0
trailColor                          4, 19, 0, 0, 0
trailColor                          5, 0, 0, 0, 0           ;orange team
trailColor                          5, 1, 225, 255, 11
trailColor                          5, 8, 160, 124, 0
trailColor                          5, 19, 0, 0, 0
trailColor                          6, 0, 0, 0, 0           ;purple team
trailColor                          6, 1, 255, 135, 157
trailColor                          6, 8, 121, 0, 135
trailColor                          6, 19, 0, 0, 0
trailColor                          7, 0, 0, 0, 0           ;pale blue-green team
trailColor                          7, 1, 45, 255, 149
trailColor                          7, 8, 0, 105, 137
trailColor                          7, 19, 0, 0, 0

;Explosions
;=--------=
explosionType                       ET_InterceptorExplosion


;Engine trails
;=-----------=
trailAngle                      90.0
trailWidth                      21.0
trailHeight                     4.4

minimumZoomDistance                 60

Overlay_Selection_Scalar            1.1         ; scale the tactical overlay by this amount

collSideModifiers[TRANS_UP]         0.8
collSideModifiers[TRANS_DOWN]       0.8
collSideModifiers[TRANS_RIGHT]      0.8
collSideModifiers[TRANS_LEFT]       0.8
collSideModifiers[TRANS_FORWARD]    0.7
collSideModifiers[TRANS_BACK]       1.5


{}{}{}



Cloak Generator ~ cloakgenerator
{}{}{}
[CloakGenerator]

;Source Files
;=----------=
LODFile                             CloakGenerator.lod
pMexData                            CloakGenerator\Rl0\LOD0\CloakGenerator.mex

;Ship Physics
;=----------=
mass                                1423.0                           ; ship mass [fighter = 1]
momentOfInertiaX                    350.0                           ; resistance to rotation
momentOfInertiaY                    350.0                           ; [fighter = 1]
momentOfInertiaZ                    350.0
maxvelocity                         325.0                         ; [fighter = 1000]
maxrot                              5.0                          ; maximum rotation speed [don't make faster than ~10]

;Basic Ship Stats
;=--------------=
shipclass                           CLASS_NonCombat
isCapitalShip                       TRUE
buildCost                           900                           ; resource units to build
buildTime                           120                            ; time in seconds to build
maxhealth                           3000 //6000                          ; hit points
groupSize                           2                             ; size of group ships of this type tend to form
repairTime                          5                           ; every this many seconds
repairDamage                        25                         ; this much damage is repaired
repairCombatTime                    15                           ; every this many seconds
repairCombatDamage                  12                            ; this much damage is repaired

blastRadiusShockWave                1.75
blastRadiusDamage                   275

;Moving Around
;=-----------=
thruststrength[TRANS_UP]            25.0                         ; acceleration (m/s^2) [1-1000 approx. range]
thruststrength[TRANS_DOWN]          25.0
thruststrength[TRANS_RIGHT]         25.0
thruststrength[TRANS_LEFT]          25.0
thruststrength[TRANS_FORWARD]       35.0
thruststrength[TRANS_BACK]          15.0
rotstrength[ROT_YAWLEFT]             0.05                          ; rotational acceleration (deg/s^2) [0.01 - 10]
rotstrength[ROT_YAWRIGHT]            0.05
rotstrength[ROT_PITCHUP]             0.05
rotstrength[ROT_PITCHDOWN]           0.05
rotstrength[ROT_ROLLRIGHT]           0.05
rotstrength[ROT_ROLLLEFT]            0.05
turnspeed[TURN_YAW]                  0.3                          ; speed at which ship tries to turn (1=standard)
turnspeed[TURN_PITCH]                0.3
turnspeed[TURN_ROLL]                 0.3


;Weapons
;=-----=
;
;no weapons


NUMBER_OF_SALVAGE_POINTS        2
NUM_NEEDED_FOR_SALVAGE          2               ;number of ships needed to capture a craft
NEED_BIGR1                      FALSE
NEED_BIGR2                      TRUE
WILL_FIT_CARRIER                TRUE

;       format:                    name,type
SalvagePoint                       Point1,AttachPoint
SalvagePoint                       Point2,AttachPoint


NUMBER_OF_NAV_LIGHTS          2

; format is NavLight            name, type, blinkrate (in seconds), size (in meters), min LOD, texture name
NavLight                        antenna1,          NAVLIGHT_Default, 2,   0.75,     0,    6,  2, etg\textures\glow32
NavLight                        antenna2,          NAVLIGHT_Default, 2,   0.75,     0,    6,  2, etg\textures\glow32


;Ship Trails
;=---------=



;Explosions
;=--------=
explosionType                       ET_InterceptorExplosion


;Cloaking Values
;=--------=
CloakingRadius                      2500.0                  ; Everything inside is cloaked
CloakingTime                        1.5                     ; Time to cloak in seconds
DeCloakingTime                      0.3                     ; Time to properly decloak in seconds
MaxCloakingTime                     300.0                   ; Time in seconds that objects may be cloaked before CloakGenerator Shuts down
ReChargeRate                        0.5                    ; # of seconds of the 300 above are added every second.
MinCharge                           150.0                   ; Minimum value of cloaking 'state' for cloak to be able to turn on...in seconds:  Lower = requires less charge


;Engine Glow
;=---------=
trailWidth          40.0
trailHeight         66.5
trailLength         75.0

minimumZoomDistance                 175

Overlay_Selection_Scalar            1.3         ; scale the tactical overlay by this amount

;Override face-specific damage:
collSideModifiers[TRANS_UP]         1.2
collSideModifiers[TRANS_DOWN]       1.2
collSideModifiers[TRANS_RIGHT]      1.0
collSideModifiers[TRANS_LEFT]       1.0
collSideModifiers[TRANS_FORWARD]    1.0
collSideModifiers[TRANS_BACK]       1.5


{}{}{}



Cryo Tray ~ cryotray
{}{}{}
CryoTray]
LODFile                             CryoTray.lod
pMexData                            CryoTray\Rl0\LOD0\CryoTray.mex
mass                                4234.0
momentOfInertiaX                    1000.0
momentOfInertiaY                    1000.0
momentOfInertiaZ                    1000.0
maxvelocity                         600.0
maxrot                              6.0
maxhealth                           14000 //28000                        ; hit points
cannotForceAttackIfOwnShip          TRUE

thruststrength[TRANS_UP]            50.0                         ; acceleration (m/s^2) [1-1000 approx. range]
thruststrength[TRANS_DOWN]          50.0
thruststrength[TRANS_RIGHT]         50.0
thruststrength[TRANS_LEFT]          50.0
thruststrength[TRANS_FORWARD]       50.0
thruststrength[TRANS_BACK]          50.0
rotstrength[ROT_YAWLEFT]            0.05                          ; rotational acceleration (deg/s^2) [0.01 - 10]
rotstrength[ROT_YAWRIGHT]           0.05
rotstrength[ROT_PITCHUP]            0.05
rotstrength[ROT_PITCHDOWN]          0.05
rotstrength[ROT_ROLLRIGHT]          0.05
rotstrength[ROT_ROLLLEFT]           0.05
turnspeed[TURN_YAW]                 0.3                          ; speed at which ship tries to turn (1=standard)
turnspeed[TURN_PITCH]               0.3
turnspeed[TURN_ROLL]                0.3

;Basic Ship Stats
;=--------------=
shipclass                           CLASS_NonCombat
repairTime                          8                           ; every this many seconds
repairDamage                        255                         ; this much damage is repaired

blastRadiusShockWave                1.75
blastRadiusDamage                   125

minimumZoomDistance                     760

explosionType                   ET_InterceptorExplosion


NUMBER_OF_SALVAGE_POINTS        1
NUM_NEEDED_FOR_SALVAGE          1               ;number of ships needed to capture a craft
NEED_BIGR1                      TRUE
NEED_BIGR2                      TRUE
WILL_FIT_CARRIER                FALSE

;       format:                    name,type
SalvagePoint                       point1,AttachPoint


renderlistFade     15000.0
renderlistLimit    24000.0

{}{}{}



Defense Fighter ~ defensefighter
{}{}{}
[DefenseFighter]

;Source Files
;=----------=
LODFile                             DefenseFighter.lod
pMexData                            DefenseFighter\Rl0\LOD0\DefenseFighter.mex

;Ship Physics
;=----------=
mass                                20.0                           ; ship mass [fighter = 1]
momentOfInertiaX                    2.0                           ; resistance to rotation
momentOfInertiaY                    2.0                           ; [fighter = 1]
momentOfInertiaZ                    2.0
maxvelocity                         875.0                         ; [fighter = 1000]
maxrot                              10.0                          ; maximum rotation speed [don't make faster than ~10]

;Basic Ship Stats
;=--------------=
shipclass                           CLASS_Fighter
buildCost                           85                            ; resource units to build
buildTime                           30                             ; time in seconds to build
maxhealth                           60                            ; hit points
maxfuel                             12000.0
lowfuelpoint                        0.35                          ; percentage of tank which is considered "low on fuel"
fuelburnrate                        0.021                         ; based on distance ship moves in the world
attackfuelburnrate                  0.042
groupSize                           4                             ; size of group ships of this type tend to form

blastRadiusShockWave                6.0
blastRadiusDamage                   75

;Moving Around
;=-----------=
thruststrength[TRANS_UP]           475.0                         ; acceleration (m/s^2) [1-1000 approx. range]
thruststrength[TRANS_DOWN]         475.0
thruststrength[TRANS_RIGHT]        500.0
thruststrength[TRANS_LEFT]         500.0
thruststrength[TRANS_FORWARD]      575.0
thruststrength[TRANS_BACK]         300.0
rotstrength[ROT_YAWLEFT]           120.0                         ; rotational acceleration (deg/s^2) [0.01 - 400]
rotstrength[ROT_YAWRIGHT]          120.0
rotstrength[ROT_PITCHUP]           120.0
rotstrength[ROT_PITCHDOWN]         120.0
rotstrength[ROT_ROLLRIGHT]         120.0
rotstrength[ROT_ROLLLEFT]          120.0
turnspeed[TURN_YAW]                2.8                             ; speed at which ship tries to turn (1=standard)
turnspeed[TURN_PITCH]              2.8
turnspeed[TURN_ROLL]               2.8

rotateToRetaliate                   TRUE
tooCloseRange                       500.0
;Weapons
;=-----=
NUMBER_OF_GUNS                      1

;All gun variables have no effect on anything...so don't bother changine them (except for BulletRange)

GUN         0
{
Type                            GUN_Gimble
SoundType                       GS_Laser                               ;place holder
BulletType                      BULLET_Laser
DamageLo                        1                              ; damage variance per shot - low
DamageHi                        1                             ; damage variance per shot - high
BulletLength                    600.0                           ; visual only.  Length of bullet on screen
BulletRange                     2500.0                         ; distance bullets travel before disappearing
BulletSpeed                     2000.0                         ; measured in m/s.
BulletMass                      0.0                            ; mass of bullet
FireTime                        1                              ; fire repeat rate (reciprocal = shots/second)
}

gunsFireTime                    1.0         ; leave even though it only has 1 gun



;Ship AI
;=-----=


;|||||||||||||||||||||||||||||||||||||||||------EVASIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------EVASIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------EVASIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||

;[Default]  --  used for ships where nothing else is defined (default behaviour)
;
flyPastDist             Evasive     Default             3000.0       ; dist which ship will try to fly past target - relative to CENTRE of ship
maxFlyAwayDist          Evasive     Default             3500.0       ; maximum distance ship will fly away from target - relative to CENTRE of ship
breakRange              Evasive     Default             1000.0       ; range at which ship will break off for another pass - relative to SURFACE of ship
triggerHappy            Evasive     Default               11.0       ; how close in degrees the ship needs to be to fire fixed guns
faceTargetAccuracy      Evasive     Default                2.0       ; within how many degrees will try to align itself with target
maxAttackTime           Evasive     Default                4.0       ; maximum time ship will attack before breaking

                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     Default             0,2,2,0,3              ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     Default             0,1,0,0,0              ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     Default             5,5,10,15,10,10,10,5   ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     Default             5,5,10,0,10,10,10,5   ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     Default             5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Mothership]
;
flyPastDist             Evasive     CLASS_Mothership    8000.0
maxFlyAwayDist          Evasive     CLASS_Mothership    10000.0
breakRange              Evasive     CLASS_Mothership    2000.0
triggerHappy            Evasive     CLASS_Mothership      11.0
faceTargetAccuracy      Evasive     CLASS_Mothership       2.5
maxAttackTime           Evasive     CLASS_Mothership       8.0

                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_Mothership    0,3,2,0,2             ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_Mothership    1,3,3,0,1             ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_Mothership    5,5,10,10,10,10,10,8 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_Mothership    5,5,10,0,10,10,10,8 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_Mothership    5,5,10,10,10,10,10,8 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE


;[CLASS_Carrier]
;
flyPastDist             Evasive     CLASS_Carrier       3000.0
maxFlyAwayDist          Evasive     CLASS_Carrier       3500.0
breakRange              Evasive     CLASS_Carrier       1000.0
triggerHappy            Evasive     CLASS_Carrier         11.0
faceTargetAccuracy      Evasive     CLASS_Carrier          2.5
maxAttackTime           Evasive     CLASS_Carrier          8.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_Carrier       0,3,2,0,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_Carrier       1,2,3,0,1       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_Carrier       5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_Carrier       5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_Carrier       5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_HeavyCruiser]
;
flyPastDist             Evasive     CLASS_HeavyCruiser  3000.0
maxFlyAwayDist          Evasive     CLASS_HeavyCruiser  3500.0
breakRange              Evasive     CLASS_HeavyCruiser  1000.0
triggerHappy            Evasive     CLASS_HeavyCruiser    11.0
faceTargetAccuracy      Evasive     CLASS_HeavyCruiser     2.5
maxAttackTime           Evasive     CLASS_HeavyCruiser     4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_HeavyCruiser  0,3,2,0,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_HeavyCruiser  1,2,3,0,1       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_HeavyCruiser  5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_HeavyCruiser  5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_HeavyCruiser  5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Destroyer]
;
flyPastDist             Evasive     CLASS_Destroyer     3000.0
maxFlyAwayDist          Evasive     CLASS_Destroyer     3500.0
breakRange              Evasive     CLASS_Destroyer     1000.0
triggerHappy            Evasive     CLASS_Destroyer       11.0
faceTargetAccuracy      Evasive     CLASS_Destroyer        2.5
maxAttackTime           Evasive     CLASS_Destroyer        4.0
                                                      ; Relative frequencies for:</pre><pre id="faqspan-4">
flightmanTurnaround     Evasive     CLASS_Destroyer     0,3,2,0,3       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_Destroyer     1,2,3,0,1       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_Destroyer     5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_Destroyer     5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_Destroyer     5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Frigate]
;
flyPastDist             Evasive     CLASS_Frigate       3000.0   //3000
maxFlyAwayDist          Evasive     CLASS_Frigate       3500.0   //3300
breakRange              Evasive     CLASS_Frigate       1000.0   //725
triggerHappy            Evasive     CLASS_Frigate         11.0   //4
faceTargetAccuracy      Evasive     CLASS_Frigate          2.0
maxAttackTime           Evasive     CLASS_Frigate          4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_Frigate       0,3,2,0,3       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_Frigate       1,2,3,0,1       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_Frigate       5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_Frigate       5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_Frigate       5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Corvette]
;
flyPastDist             Evasive     CLASS_Corvette       2200.0
maxFlyAwayDist          Evasive     CLASS_Corvette       2600.0
breakRange              Evasive     CLASS_Corvette        750.0
triggerHappy            Evasive     CLASS_Corvette        4.5
faceTargetAccuracy      Evasive     CLASS_Corvette         3.5
maxAttackTime           Evasive     CLASS_Corvette         4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_Corvette      0,4,3,0,3             ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_Corvette      1,2,3,1,2             ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_Corvette      5,5,8,10,8,13,13,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_Corvette      5,5,8,0,8,13,13,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_Corvette      5,5,8,10,8,13,13,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Fighter]
;
flyPastDist             Evasive     CLASS_Fighter        1200.0
maxFlyAwayDist          Evasive     CLASS_Fighter        1300.0
breakRange              Evasive     CLASS_Fighter         600.0
triggerHappy            Evasive     CLASS_Fighter          2.5
faceTargetAccuracy      Evasive     CLASS_Fighter           0.5
maxAttackTime           Evasive     CLASS_Fighter           4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_Fighter       0,5,5,2,2              ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_Fighter       1,2,3,1,2              ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_Fighter       5,5,10,15,10,10,10,15   ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_Fighter       5,5,10,5,10,10,10,5   ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_Fighter       5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Resource]
;
flyPastDist             Evasive     CLASS_Resource      3000.0
maxFlyAwayDist          Evasive     CLASS_Resource      3500.0
breakRange              Evasive     CLASS_Resource      1000.0
triggerHappy            Evasive     CLASS_Resource        11.0
faceTargetAccuracy      Evasive     CLASS_Resource         2.0
maxAttackTime           Evasive     CLASS_Resource         4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_Resource      0,4,4,0,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_Resource      1,2,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_Resource      5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_Resource      5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_Resource      5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_NonCombat]
;
flyPastDist             Evasive     CLASS_NonCombat     3000.0
maxFlyAwayDist          Evasive     CLASS_NonCombat     3500.0
breakRange              Evasive     CLASS_NonCombat     1000.0
triggerHappy            Evasive     CLASS_NonCombat       4.0
faceTargetAccuracy      Evasive     CLASS_NonCombat        2.5
maxAttackTime           Evasive     CLASS_NonCombat        4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_NonCombat     0,4,2,0,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_NonCombat     1,2,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_NonCombat     5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_NonCombat     5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_NonCombat     5,5,10,0,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE



;|||||||||||||||||||||||||||||||||||||||||------NEUTRAL-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------NEUTRAL-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------NEUTRAL-------||||||||||||||||||||||||||||||||||||||||||||||||||||||

;[Default]  --  used for ships where nothing else is defined (default behaviour)
;
flyPastDist             Neutral     Default             3000.0    ; dist which ship will try to fly past target - relative to CENTRE of ship
maxFlyAwayDist          Neutral     Default             3500.0    ; maximum distance ship will fly away from target - relative to CENTRE of ship
breakRange              Neutral     Default             1000.0    ; range at which ship will break off for another pass - relative to SURFACE of ship
triggerHappy            Neutral     Default               11.0    ; how close in degrees the ship needs to be to fire fixed guns
faceTargetAccuracy      Neutral     Default                2.0    ; within how many degrees will try to align itself with target
maxAttackTime           Neutral     Default                4.0    ; maximum time ship will attack before breaking

                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     Default             0,1,1,1,1              ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     Default             0,1,0,0,0              ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     Default             5,5,10,10,10,10,10,5   ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     Default             5,5,10,0,10,10,10,5   ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     Default             5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Mothership]
;
flyPastDist             Neutral     CLASS_Mothership    8000.0
maxFlyAwayDist          Neutral     CLASS_Mothership    10000.0
breakRange              Neutral     CLASS_Mothership    2000.0
triggerHappy            Neutral     CLASS_Mothership      11.0
faceTargetAccuracy      Neutral     CLASS_Mothership       2.5
maxAttackTime           Neutral     CLASS_Mothership       4.0

                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_Mothership    0,3,3,1,2             ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_Mothership    1,1,1,0,0             ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_Mothership    5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_Mothership    5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_Mothership    5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE


;[CLASS_Carrier]
;
flyPastDist             Neutral     CLASS_Carrier       3000.0
maxFlyAwayDist          Neutral     CLASS_Carrier       3500.0
breakRange              Neutral     CLASS_Carrier       1000.0
triggerHappy            Neutral     CLASS_Carrier         11.0
faceTargetAccuracy      Neutral     CLASS_Carrier          2.5
maxAttackTime           Neutral     CLASS_Carrier          4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_Carrier       0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_Carrier       1,1,1,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_Carrier       5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_Carrier       5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_Carrier       5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_HeavyCruiser]
;
flyPastDist             Neutral     CLASS_HeavyCruiser  3000.0
maxFlyAwayDist          Neutral     CLASS_HeavyCruiser  3500.0
breakRange              Neutral     CLASS_HeavyCruiser  1000.0
triggerHappy            Neutral     CLASS_HeavyCruiser    11.0
faceTargetAccuracy      Neutral     CLASS_HeavyCruiser     2.5
maxAttackTime           Neutral     CLASS_HeavyCruiser     4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_HeavyCruiser  0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_HeavyCruiser  1,1,1,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_HeavyCruiser  5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_HeavyCruiser  5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_HeavyCruiser  5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Destroyer]
;
flyPastDist             Neutral     CLASS_Destroyer     3000.0
maxFlyAwayDist          Neutral     CLASS_Destroyer     3500.0
breakRange              Neutral     CLASS_Destroyer     1000.0
triggerHappy            Neutral     CLASS_Destroyer       11.0
faceTargetAccuracy      Neutral     CLASS_Destroyer        2.5
maxAttackTime           Neutral     CLASS_Destroyer        4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_Destroyer     0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_Destroyer     1,1,1,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_Destroyer     5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_Destroyer     5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_Destroyer     5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Frigate]
;
flyPastDist             Neutral     CLASS_Frigate       3000.0
maxFlyAwayDist          Neutral     CLASS_Frigate       3500.0
breakRange              Neutral     CLASS_Frigate       1000.0  //725
triggerHappy            Neutral     CLASS_Frigate         11.0
faceTargetAccuracy      Neutral     CLASS_Frigate          1.0
maxAttackTime           Neutral     CLASS_Frigate          4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_Frigate       0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_Frigate       1,1,1,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_Frigate       5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_Frigate       5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_Frigate       5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Corvette]
;
flyPastDist             Neutral     CLASS_Corvette      2100.0
maxFlyAwayDist          Neutral     CLASS_Corvette      2500.0
breakRange              Neutral     CLASS_Corvette       650.0
triggerHappy            Neutral     CLASS_Corvette       5.2
faceTargetAccuracy      Neutral     CLASS_Corvette        2.5
maxAttackTime           Neutral     CLASS_Corvette        4.0
                                                       Relative frequenciesfor:
flightmanTurnaround     Neutral     CLASS_Corvette     0,3,3,1,2            ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_Corvette     1,1,1,0,1            ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_Corvette     5,5,10,15,10,10,10,5; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_Corvette     5,5,10,0,10,10,10,5; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_Corvette     5,5,10,10,10,10,10,5; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Fighter]
;
flyPastDist             Neutral     CLASS_Fighter        1500.0
maxFlyAwayDist          Neutral     CLASS_Fighter        1700.0
breakRange              Neutral     CLASS_Fighter         600.0
triggerHappy            Neutral     CLASS_Fighter         3.2
faceTargetAccuracy      Neutral     CLASS_Fighter          0.5
maxAttackTime           Neutral     CLASS_Fighter          4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_Fighter       0,3,3,1,2              ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_Fighter       1,1,1,0,1              ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_Fighter       5,5,10,15,10,10,10,5   ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_Fighter       5,5,10,0,10,10,10,5   ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_Fighter       5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Resource]
;
flyPastDist             Neutral     CLASS_Resource      3000.0
maxFlyAwayDist          Neutral     CLASS_Resource      3500.0
breakRange              Neutral     CLASS_Resource      1000.0
triggerHappy            Neutral     CLASS_Resource        11.0
faceTargetAccuracy      Neutral     CLASS_Resource         2.0
maxAttackTime           Neutral     CLASS_Resource         4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_Resource      0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_Resource      1,1,1,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_Resource      5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_Resource      5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_Resource      5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_NonCombat]
;
flyPastDist             Neutral     CLASS_NonCombat     3000.0
maxFlyAwayDist          Neutral     CLASS_NonCombat     3500.0
breakRange              Neutral     CLASS_NonCombat     1000.0
triggerHappy            Neutral     CLASS_NonCombat       3.0
faceTargetAccuracy      Neutral     CLASS_NonCombat        2.5
maxAttackTime           Neutral     CLASS_NonCombat        4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_NonCombat     0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_NonCombat     1,1,1,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_NonCombat     5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_NonCombat     5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_NonCombat     5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE



;|||||||||||||||||||||||||||||||||||||||||------AGGRESSIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------AGGRESSIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------AGGRESSIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||

;[Default]  --  used for ships where nothing else is defined (default behaviour)
;
flyPastDist             Aggressive      Default             3000.0    ; dist which ship will try to fly past target - relative to CENTRE of ship
maxFlyAwayDist          Aggressive      Default             3500.0    ; maximum distance ship will fly away from target - relative to CENTRE of ship
breakRange              Aggressive      Default             1000.0    ; range at which ship will break off for another pass - relative to SURFACE of ship
triggerHappy            Aggressive      Default               11.0    ; how close in degrees the ship needs to be to fire fixed guns
faceTargetAccuracy      Aggressive      Default                2.0    ; within how many degrees will try to align itself with target
maxAttackTime           Aggressive      Default                4.0    ; maximum time ship will attack before breaking

                                                      ; Relative frequencies for:
flightmanTurnaround     Aggressive      Default             0,3,3,1,2              ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      Default             0,1,0,0,0              ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      Default             5,5,10,15,10,10,10,0   ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      Default             5,5,10,0,10,10,10,0   ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      Default             5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Mothership]
;
flyPastDist             Aggressive      CLASS_Mothership    8000.0
maxFlyAwayDist          Aggressive      CLASS_Mothership    10000.0
breakRange              Aggressive      CLASS_Mothership    2000.0
triggerHappy            Aggressive      CLASS_Mothership      11.0
faceTargetAccuracy      Aggressive      CLASS_Mothership       2.5
maxAttackTime           Aggressive      CLASS_Mothership       4.0

                                                      ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_Mothership    0,3,3,1,2             ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_Mothership    1,1,3,0,0             ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_Mothership    5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_Mothership    5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_Mothership    5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE


;[CLASS_Carrier]
;
flyPastDist             Aggressive      CLASS_Carrier       3000.0
maxFlyAwayDist          Aggressive      CLASS_Carrier       3500.0
breakRange              Aggressive      CLASS_Carrier       1000.0
triggerHappy            Aggressive      CLASS_Carrier         11.0
faceTargetAccuracy      Aggressive      CLASS_Carrier          2.5
maxAttackTime           Aggressive      CLASS_Carrier          4.0
                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_Carrier       0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_Carrier       1,1,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_Carrier       5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_Carrier       5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_Carrier       5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_HeavyCruiser]
;
flyPastDist             Aggressive      CLASS_HeavyCruiser  3000.0
maxFlyAwayDist          Aggressive      CLASS_HeavyCruiser  3500.0
breakRange              Aggressive      CLASS_HeavyCruiser  1000.0
triggerHappy            Aggressive      CLASS_HeavyCruiser    11.0
faceTargetAccuracy      Aggressive      CLASS_HeavyCruiser     2.5
maxAttackTime           Aggressive      CLASS_HeavyCruiser     4.0
                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_HeavyCruiser  0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_HeavyCruiser  1,1,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_HeavyCruiser  5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_HeavyCruiser  5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_HeavyCruiser  5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Destroyer]
;
flyPastDist             Aggressive      CLASS_Destroyer     3000.0
maxFlyAwayDist          Aggressive      CLASS_Destroyer     3500.0
breakRange              Aggressive      CLASS_Destroyer     1000.0
triggerHappy            Aggressive      CLASS_Destroyer       11.0
faceTargetAccuracy      Aggressive      CLASS_Destroyer        2.5
maxAttackTime           Aggressive      CLASS_Destroyer        4.0
                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_Destroyer     0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_Destroyer     1,1,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_Destroyer     5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_Destroyer     5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_Destroyer     5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Frigate]
;
flyPastDist             Aggressive      CLASS_Frigate       3000.0
maxFlyAwayDist          Aggressive      CLASS_Frigate       3500.0
breakRange              Aggressive      CLASS_Frigate       1000.0 //725
triggerHappy            Aggressive      CLASS_Frigate         11.0
faceTargetAccuracy      Aggressive      CLASS_Frigate          2.0
maxAttackTime           Aggressive      CLASS_Frigate          4.0

                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_Frigate       0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_Frigate       1,1,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_Frigate       5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_Frigate       5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_Frigate       5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Corvette]
;
flyPastDist             Aggressive      CLASS_Corvette       2000.0
maxFlyAwayDist          Aggressive      CLASS_Corvette       2600.0
breakRange              Aggressive      CLASS_Corvette        450.0
triggerHappy            Aggressive      CLASS_Corvette        4.8
faceTargetAccuracy      Aggressive      CLASS_Corvette         2.5
maxAttackTime           Aggressive      CLASS_Corvette         4.0
                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_Corvette      0,3,3,1,2             ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_Corvette      1,1,3,0,0             ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_Corvette      5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_Corvette      5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_Corvette      5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Fighter]
;
flyPastDist             Aggressive      CLASS_Fighter        1600.0
maxFlyAwayDist          Aggressive      CLASS_Fighter        1800.0
breakRange              Aggressive      CLASS_Fighter         600.0
triggerHappy            Aggressive      CLASS_Fighter         2.8
faceTargetAccuracy      Aggressive      CLASS_Fighter          0.5
maxAttackTime           Aggressive      CLASS_Fighter          4.0
                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_Fighter       0,3,3,1,2              ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_Fighter       1,1,3,0,0              ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_Fighter       5,5,10,15,10,10,10,0   ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_Fighter       5,5,10,0,10,10,10,0   ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_Fighter       5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Resource]
;
flyPastDist             Aggressive      CLASS_Resource      3000.0
maxFlyAwayDist          Aggressive      CLASS_Resource      3500.0
breakRange              Aggressive      CLASS_Resource      1000.0
triggerHappy            Aggressive      CLASS_Resource        11.0
faceTargetAccuracy      Aggressive      CLASS_Resource         2.0
maxAttackTime           Aggressive      CLASS_Resource         4.0
                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_Resource      0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_Resource      1,1,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_Resource      5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_Resource      5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_Resource      5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_NonCombat]
;
flyPastDist             Aggressive      CLASS_NonCombat     3000.0
maxFlyAwayDist          Aggressive      CLASS_NonCombat     3500.0
breakRange              Aggressive      CLASS_NonCombat     1000.0
triggerHappy            Aggressive      CLASS_NonCombat       4.0
faceTargetAccuracy      Aggressive      CLASS_NonCombat        2.5
maxAttackTime           Aggressive      CLASS_NonCombat        4.0
                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_NonCombat     0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_NonCombat     1,1,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_NonCombat     5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_NonCombat     5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_NonCombat     5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

badAI                                    FALSE                          ; normally set this to FALSE



;Ship Trails
;=---------=
trailSegments                       20
trailGranularity                    2
trailColor                          0, 0, 0, 0, 0           ;grey team
trailColor                          0, 1, 238, 238, 238
trailColor                          0, 8, 141, 106, 87
trailColor                          0, 19, 0, 0, 0
trailColor                          1, 0, 0, 0, 0           ;red team
trailColor                          1, 1, 225, 124, 33
trailColor                          1, 8, 146, 0, 0
trailColor                          1, 19, 0, 0, 0
trailColor                          2, 0, 0, 0, 0           ;blue team
trailColor                          2, 1, 11, 255, 255
trailColor                          2, 8, 51, 0, 243
trailColor                          2, 19, 0, 0, 0
trailColor                          3, 0, 0, 0, 0           ;green team
trailColor                          3, 1, 201, 254, 39
trailColor                          3, 8, 0, 84, 4
trailColor                          3, 19, 0, 0, 0
trailColor                          4, 0, 0, 0, 0           ;yellow team
trailColor                          4, 1, 255, 240, 97
trailColor                          4, 8, 160, 124, 0
trailColor                          4, 19, 0, 0, 0
trailColor                          5, 0, 0, 0, 0           ;orange team
trailColor                          5, 1, 225, 255, 11
trailColor                          5, 8, 160, 124, 0
trailColor                          5, 19, 0, 0, 0
trailColor                          6, 0, 0, 0, 0           ;purple team
trailColor                          6, 1, 255, 135, 157
trailColor                          6, 8, 121, 0, 135
trailColor                          6, 19, 0, 0, 0
trailColor                          7, 0, 0, 0, 0           ;pale blue-green team
trailColor                          7, 1, 45, 255, 149
trailColor                          7, 8, 0, 105, 137
trailColor                          7, 19, 0, 0, 0

;Engine trails
;=-----------=
trailRibbonAdjust                   0.5             ; also the default
trailWidth                          25.0
trailHeight                         14.0
trailSpriteRadius                   40.0

;trailRibbonAdjust2                   0.5             ; also the default
;trailWidth2                         18.0
;trailHeight2                         8.0
;trailSpriteRadius2                  25.0


;Explosions
;=--------=
explosionType                       ET_InterceptorExplosion


;Special Abilities
;=--------=
;tune laser range above in gun struct
;but tune everything else here...
;;;;
;;;;AttackBubbleRadius                  1500.0               ; Radius in which bullets are targetted
;;;;

NumTargetsCanAttack                 4                   ; Number of targets ship can attack
                                                       ; simultaneously...i.e. # of lasers
CoolDownTimePerLaser                0.4                ; Time it takes for a shot laser bank
                                                       ; to be freed to be able to shoot again
DamageReductionLow                  5                   ; Damage taken off a bullet when shot
DamageReductionHigh                 14                   ; High Damage Taken off bullet
DamageRate                          0                  ; Every X frames of univupdate that damage
                                                       ; is applied to tracked bullets must
                                                       ; be 1,3,7, 15, 31, etc.
RangeCheckRate                      0                  ; How often do we 'recheck' if bullet is
                                                       ; in range, and infront...slow...
                                                       ; 1,3,7,15,31, etc...
TargetOwnBullets                    0                   ; True(-1) or false (0)...
                                                       ; target your own bullets.
MultipleTargettingofSingleBullet    0                   ; True(-1) or false (0) Multiple defese
                                                       ; Fighters can attack the same bullet
                                                       ; Decreases effectiveness in large groups
                                                       ; due to nature of list walking when targetting
max_rot_speed                       9.0                 ; Maximum rotational speed during special operations
rotate_recover_time                 8.0                ; Seconds it takes for the DF to recover from
                                                       ; a rotational special ops move and to be able to
                                                       ; do it again
rotate_time                         10.0                ; Time the DF will rotate for when given special
                                                       ; ops command

minimumZoomDistance                 60

Overlay_Selection_Scalar            0.9         ; scale the tactical overlay by this amount


collSideModifiers[TRANS_UP]         0.8
collSideModifiers[TRANS_DOWN]       0.8
collSideModifiers[TRANS_RIGHT]      0.8
collSideModifiers[TRANS_LEFT]       0.8
collSideModifiers[TRANS_FORWARD]    0.7
collSideModifiers[TRANS_BACK]       1.5

{}{}{}



Defense Field Generator ~ dfgfrigate
{}{}{}
[DFGFrigate]

;Source Files
;=----------=
LODFile                             DFGFrigate.lod
pMexData                            DFGFrigate\Rl0\LOD0\DFGFrigate.mex

;Ship Physics
;=----------=
mass                                1203.0                          ; ship mass [fighter = 1]
momentOfInertiaX                    300.0                          ; resistance to rotation
momentOfInertiaY                    300.0                          ; [fighter = 1]
momentOfInertiaZ                    300.0
maxvelocity                         355.0                        ; [fighter = 1000]
maxrot                              1.0                          ; maximum rotation speed [don't make faster than ~10]

;Basic Ship Stats
;=--------------=
shipclass                           CLASS_Frigate
isCapitalShip                       TRUE
buildCost                           900                        ; resource units to build
buildTime                           75                           ; time in seconds to build
maxhealth                           7300 //14600                         ; hit points
groupSize                           2                            ; size of group ships of this type tend to form
repairTime                          16                           ; every this many seconds
repairDamage                        100                         ; this much damage is repaired
repairCombatTime                    25                           ; every this many seconds
repairCombatDamage                  50                            ; this much damage is repaired

blastRadiusShockWave                1.75
blastRadiusDamage                   275

;Moving Around
;=-----------=
thruststrength[TRANS_UP]            35.0                         ; acceleration (m/s^2) [1-1000 approx. range]
thruststrength[TRANS_DOWN]          35.0
thruststrength[TRANS_RIGHT]         35.0
thruststrength[TRANS_LEFT]          35.0
thruststrength[TRANS_FORWARD]       45.0
thruststrength[TRANS_BACK]          35.0
rotstrength[ROT_YAWLEFT]            0.05                          ; rotational acceleration (deg/s^2) [0.01 - 10]
rotstrength[ROT_YAWRIGHT]           0.05
rotstrength[ROT_PITCHUP]            0.05
rotstrength[ROT_PITCHDOWN]          0.05
rotstrength[ROT_ROLLRIGHT]          0.05
rotstrength[ROT_ROLLLEFT]           0.05
turnspeed[TURN_YAW]                 0.3                          ; speed at which ship tries to turn (1=standard)
turnspeed[TURN_PITCH]               0.3
turnspeed[TURN_ROLL]                0.3


;No Weapons except for the missile launcher! :)
;=--------------------------------------------=
tooCloseRange                       2000.0


NUMBER_OF_SALVAGE_POINTS        2
NUM_NEEDED_FOR_SALVAGE          2               ;number of ships needed to capture a craft
NEED_BIGR1                      FALSE
NEED_BIGR2                      TRUE
WILL_FIT_CARRIER                TRUE

;       format:                    name,type
SalvagePoint                       Point1,AttachPoint
SalvagePoint                       Point2,AttachPoint


NUMBER_OF_NAV_LIGHTS           6

; format is NavLight            name, type, blinkrate (in seconds), size (in meters), min LOD, texture name
NavLight                        antenna1,       NAVLIGHT_Default, 2,   1, 0.5,  7,   2, etg\textures\glow32
NavLight                        antenna2,       NAVLIGHT_Default, 2,   1, 0.5,  7,   2, etg\textures\glow32
NavLight                        caution1,       NAVLIGHT_Default, 0.5, 1, 0,    8,   2, etg\textures\glow32
NavLight                        caution2,       NAVLIGHT_Default, 0.5, 1, 0,    8,   2, etg\textures\glow32
NavLight                        caution3,       NAVLIGHT_Default, 0.5, 1, 0,    8,   2, etg\textures\glow32
NavLight                        caution4,       NAVLIGHT_Default, 0.5, 1, 0,    8,   2, etg\textures\glow32

;Explosions
;=--------=
explosionType                       ET_FrigateExplosion




repositionTime                      6
fullMovementFreedom                 TRUE




;DFG's Field Parameters
;=--------=
fieldRadius                         6000.0                   ;Radius at which point the bullets are captured by the DFG
BulletDamageMultiplier              1.0                      ;Bullets damage is multiplied by this factor
BulletLifeExtension                 1.0                     ;Bullets Life is Extended by this ammount (Set high to ensure collision)
percentageThatGetThrough            27                       ;percetage of bullets that are uneffected by the field
                                                           ;integer number between 0 and 100 (0 = perfect shield, 100 = chicken wire fence)
angleVariance                       30                       ;variance in bullet reflections


;Engine Glow
;=---------=
trailWidth          75.0
trailHeight        105.0
trailLength        100.0
trailScaleCap        0.000196

minimumZoomDistance                 265


{}{}{}



Drone Frigate ~ dddfrigate
{}{}{}
[Drone Frigate]

;Source Files
;=----------=
LODFile                             DDDFrigate.lod
pMexData                            DDDFrigate\Rl0\LOD0\DDDFrigate.mex

;Ship Physics
;=----------=
mass                                1256.0                          ; ship mass [fighter = 1]
momentOfInertiaX                    300.0                          ; resistance to rotation
momentOfInertiaY                    300.0                          ; [fighter = 1]
momentOfInertiaZ                    300.0
maxvelocity                         355.0                        ; [fighter = 1000]
maxrot                              2.0                          ; maximum rotation speed [don't make faster than ~10]

;Basic Ship Stats
;=--------------=
shipclass                           CLASS_Frigate
isCapitalShip                       TRUE
buildCost                           900                         ; resource units to build
buildTime                           75                           ; time in seconds to build
maxhealth                           8000 //16000                         ; hit points
groupSize                           2                            ; size of group ships of this type tend to form
repairTime                          15                           ; every this many seconds
repairDamage                        100                         ; this much damage is repaired
repairCombatTime                    25                           ; every this many seconds
repairCombatDamage                  50                            ; this much damage is repaired

blastRadiusShockWave                1.75
blastRadiusDamage                   275

canReceiveShipsPermanently          TRUE                ; drones can dock permanently here

;Moving Around
;=-----------=
thruststrength[TRANS_UP]            35.0                         ; acceleration (m/s^2) [1-1000 approx. range]
thruststrength[TRANS_DOWN]          35.0
thruststrength[TRANS_RIGHT]         35.0
thruststrength[TRANS_LEFT]          35.0
thruststrength[TRANS_FORWARD]       45.0
thruststrength[TRANS_BACK]          35.0
rotstrength[ROT_YAWLEFT]            0.05                          ; rotational acceleration (deg/s^2) [0.01 - 10]
rotstrength[ROT_YAWRIGHT]           0.05
rotstrength[ROT_PITCHUP]            0.05
rotstrength[ROT_PITCHDOWN]          0.05
rotstrength[ROT_ROLLRIGHT]          0.05
rotstrength[ROT_ROLLLEFT]           0.05
turnspeed[TURN_YAW]                 0.3                          ; speed at which ship tries to turn (1=standard)
turnspeed[TURN_PITCH]               0.3
turnspeed[TURN_ROLL]                0.3

rotateToRetaliate                   TRUE

repositionTime                      2                          ; time in seconds which corvette will spend to reposition
                                                              ; itself to a new location for it to fire.
circleRange                         5000.0


;Weapons
;=-----=
;all the guns are in the drones

//this causes a crash if true
canTargetMultipleTargets            FALSE

;Docking
;

NUMBER_OF_DOCK_POINTS           24

; format is DockPoint           name,type,flyawaydist,mindist,maxdist,[headingdirection,updirection]  (0=up,1=right,2=forward,4=down,5=left,6=back) for direction
DockPoint                       Drone0,LaunchPoint,300,200,2000,0,6
DockPoint                       Drone1,LaunchPoint,300,200,2000,0,6
DockPoint                       Drone2,LaunchPoint,300,200,2000,0,6
DockPoint                       Drone3,LaunchPoint,300,200,2000,0,6
DockPoint                       Drone4,LaunchPoint,300,200,2000,0,6
DockPoint                       Drone5,LaunchPoint,300,200,2000,0,6
DockPoint                       Drone6,LaunchPoint,300,200,2000,0,6
DockPoint                       Drone7,LaunchPoint,300,200,2000,0,6
DockPoint                       Drone8,LaunchPoint,300,200,2000,0,6</pre><pre id="faqspan-5">
DockPoint                       Drone9,LaunchPoint,300,200,2000,0,6
DockPoint                       Drone10,LaunchPoint,300,200,2000,0,6
DockPoint                       Drone11,LaunchPoint,300,200,2000,0,6
DockPoint                       Drone12,LaunchPoint,300,200,2000,0,6
DockPoint                       Drone13,LaunchPoint,300,200,2000,0,6
DockPoint                       Drone14,LaunchPoint,300,200,2000,0,6
DockPoint                       Drone15,LaunchPoint,300,200,2000,0,6
DockPoint                       Drone16,LaunchPoint,300,200,2000,0,6
DockPoint                       Drone17,LaunchPoint,300,200,2000,0,6
DockPoint                       Drone18,LaunchPoint,300,200,2000,0,6
DockPoint                       Drone19,LaunchPoint,300,200,2000,0,6
DockPoint                       Drone20,LaunchPoint,300,200,2000,0,6
DockPoint                       Drone21,LaunchPoint,300,200,2000,0,6
DockPoint                       Drone22,LaunchPoint,300,200,2000,0,6
DockPoint                       Drone23,LaunchPoint,300,200,2000,0,6

NUMBER_OF_NAV_LIGHTS           4

; format is NavLight            name, type, blinkrate (in seconds), size (in meters), min LOD, texture name
NavLight                        antenna1,    NAVLIGHT_Default, 2, 1, 0,  7, 2, etg\textures\glow32
NavLight                        antenna3,       NAVLIGHT_Default, 1.5, 1, 0,  7, 2, etg\textures\glow32
NavLight                        antenna2,   NAVLIGHT_Default, 2, 1, 0.5,  6, 2, etg\textures\glow32
NavLight                        bridge,       NAVLIGHT_Default, 1, 1, 0.5,  6, 2, etg\textures\glow32


NUMBER_OF_SALVAGE_POINTS        2
NUM_NEEDED_FOR_SALVAGE          2               ;number of ships needed to capture a craft
NEED_BIGR1                      FALSE
NEED_BIGR2                      TRUE
WILL_FIT_CARRIER                TRUE

;       format:                    name,type
SalvagePoint                       Point1,AttachPoint
SalvagePoint                       Point2,AttachPoint


;Explosions
;=--------=
explosionType                       ET_FrigateExplosion

;AI
;=--=

bulletRange[0]                      5000.0      ; explicitly set bulletRange for DDDFrigate because it doesn't have guns
bulletRange[1]                      5000.0
bulletRange[2]                      5000.0
minBulletRange[0]                   1000.0
minBulletRange[1]                   1000.0
minBulletRange[2]                   1000.0
attackRange                         4000.0
tooCloseRange                       200.0
internalRegenerateRate              25.0
externalRegenerateRate              45.0
droneDeploymentRange                800.0      ; Range from ship's centre point drones will deploy to.





;Engine Glow
;=---------=
trailWidth          60.0
trailHeight        105.0
trailLength        90.0
trailStyle           3
trailScaleCap        0.00025

minimumZoomDistance                 230

Overlay_Selection_Scalar            1.1         ; scale the tactical overlay by this amount



{}{}{}



Drone Frigate Drone ~ drone
{}{}{}
[Drone]

;Source Files
;=----------=
LODFile                             Drone.lod
pMexData                            Drone\Rl0\LOD0\Drone.mex

;Ship Physics
;=----------=
mass                                4.0                           ; ship mass [fighter = 1]
momentOfInertiaX                    1.0                           ; resistance to rotation
momentOfInertiaY                    1.0                           ; [fighter = 1]
momentOfInertiaZ                    1.0
maxvelocity                         700.0                         ; [fighter = 1000]
maxrot                              10.0                          ; maximum rotation speed [don't make faster than ~10]

;Basic Ship Stats
;=--------------=
shipclass                           CLASS_Fighter
maxhealth                           25 //50                            ; hit points
groupSize                           48

blastRadiusShockWave                6.0
blastRadiusDamage                   75

passiveAttackPenaltyExempt          TRUE

;Moving Around
;=-----------=
thruststrength[TRANS_UP]            600.0                        ; acceleration (m/s^2) [1-1000 approx. range]
thruststrength[TRANS_DOWN]          600.0
thruststrength[TRANS_RIGHT]         600.0
thruststrength[TRANS_LEFT]          600.0
thruststrength[TRANS_FORWARD]       600.0
thruststrength[TRANS_BACK]          600.0
rotstrength[ROT_YAWLEFT]            140.0                        ; rotational acceleration (deg/s^2) [0.01 - 400]
rotstrength[ROT_YAWRIGHT]           140.0
rotstrength[ROT_PITCHUP]            140.0
rotstrength[ROT_PITCHDOWN]          140.0
rotstrength[ROT_ROLLRIGHT]          140.0
rotstrength[ROT_ROLLLEFT]           140.0
turnspeed[TURN_YAW]                 3.5                          ; speed at which ship tries to turn (1=standard)
turnspeed[TURN_PITCH]               3.5
turnspeed[TURN_ROLL]                3.5

;Weapons
;=-----=

NUMBER_OF_GUNS                      1

rotateToRetaliate                   TRUE
passiveRetaliateZone                7000.0
tooCloseRange                       500.0


GUN         0
{
Type                            GUN_Gimble
SoundType                       GS_SmallProjectile
DamageLo                        5                              ; damage variance per shot - low
DamageHi                        7                              ; damage variance per shot - high
BulletLength                    15.0                           ; visual only.  Length of bullet on screen
BulletRange                     3500.0                         ; distance bullets travel before disappearing
BulletSpeed                     4000.0                         ; measured in m/s.
BulletMass                      0.4                            ; mass of bullet
FireTime                        0.15                            ; fire repeat rate (reciprocal = shots/second)
BurstFireTime                   0.6
BurstWaitTime                   1.35
TriggerHappy                    5                           ; how triggerHapppy the ship is when firing the fixed.
MinAngle                        0.0
MaxAngle                        4.0
BulletLifeTime                  2.0                            ;Life time of bullet
}




{}{}{}



Gravity Well Generator ~ gravwellgenerator
{}{}{}
[GravWellGenerator]

;Source Files
;=----------=
LODFile                             GravWellGenerator.lod
pMexData                            GravWellGenerator\Rl0\LOD0\GravWellGenerator.mex

;Ship Physics
;=----------=
mass                                1423.0                           ; ship mass [fighter = 1]
momentOfInertiaX                    350.0                           ; resistance to rotation
momentOfInertiaY                    350.0                           ; [fighter = 1]
momentOfInertiaZ                    350.0
maxvelocity                         325.0                         ; [fighter = 1000]
maxrot                              5.0                          ; maximum rotation speed [don't make faster than ~10]

;Basic Ship Stats
;=--------------=
shipclass                           CLASS_NonCombat
isCapitalShip                       TRUE
buildCost                           900                           ; resource units to build
buildTime                           90                            ; time in seconds to build
maxhealth                           4000 //8000                          ; hit points
groupSize                           2                             ; size of group ships of this type tend to form
repairTime                          15                           ; every this many seconds
repairDamage                        45                         ; this much damage is repaired
repairCombatTime                    25                           ; every this many seconds
repairCombatDamage                  22                            ; this much damage is repaired

blastRadiusShockWave                1.75
blastRadiusDamage                   275

;Moving Around
;=-----------=
thruststrength[TRANS_UP]            35.0                         ; acceleration (m/s^2) [1-1000 approx. range]
thruststrength[TRANS_DOWN]          35.0
thruststrength[TRANS_RIGHT]         35.0
thruststrength[TRANS_LEFT]          35.0
thruststrength[TRANS_FORWARD]       45.0
thruststrength[TRANS_BACK]          25.0
rotstrength[ROT_YAWLEFT]            0.05                          ; rotational acceleration (deg/s^2) [0.01 - 10]
rotstrength[ROT_YAWRIGHT]           0.05
rotstrength[ROT_PITCHUP]            0.05
rotstrength[ROT_PITCHDOWN]          0.05
rotstrength[ROT_ROLLRIGHT]          0.05
rotstrength[ROT_ROLLLEFT]           0.05
turnspeed[TURN_YAW]                 0.3                          ; speed at which ship tries to turn (1=standard)
turnspeed[TURN_PITCH]               0.3
turnspeed[TURN_ROLL]                0.3


;Weapons
;=-----=
;
;no weapons


;Ship Trails
;=---------=


;Explosions
;=--------=
explosionType                       ET_InterceptorExplosion


NUMBER_OF_NAV_LIGHTS           2

; format is NavLight            name, type, blinkrate (in seconds), size (in meters), min LOD, texture name
NavLight                        side1,        NAVLIGHT_Default, 1,  1, 0,  7,  2, etg\textures\glow32
NavLight                        side2,        NAVLIGHT_Default, 1,   1, 0,  7,  2, etg\textures\glow32


NUMBER_OF_SALVAGE_POINTS        2
NUM_NEEDED_FOR_SALVAGE          2               ;number of ships needed to capture a craft
NEED_BIGR1                      FALSE
NEED_BIGR2                      TRUE
WILL_FIT_CARRIER                TRUE

;       format:                    name,type
SalvagePoint                       Point1,AttachPoint
SalvagePoint                       Point2,AttachPoint


BindAnimations      1

;MadStartInfo        needs a starting paused     / Animation Text Name  / needs starting animation  / Animation Text Name
                    animation(when built+placed)/ (no spaces allowed!) / (when built and launched) / (no spaces allowed!)
MadStartInfo                   1 , arms_open , 1 , arms_open

;MadDockAnims        definitions of explanation below
;                        n = number, d = docking, p = post docking, w = damaged
;
;                       nd, names, ..., np, names, ..., ndw, names, npw, names
MadSpecialCaseAnims            1, arms_open, 1 arms_close, 1, damage_open,1,damage_close

;Ships health must be below this percentage to use the damaged animations.
madGunOpenDamagedHealthThreshold                0.70    ;<= 1.0f



;Special Effects
;=--------=
GravWellRadius                      4000.0                  ; Radius in which things are affected
OperationTime                       410.0                    ; Time in Seconds the Well is On
EffectConstant                      0.070                     ; velocity multiplier to slow ships down and stop them!
scanrate                            63                       ; Every Xth frame at which gravwell scans for objects to capture..lower = slower
                                                            ; 1,3,7, 15, 31, etc.
repulseForce                        70.0                   ; repulsion force
warmupdowntime                      4.0                      ; seconds it takes for grav well to
;rotaion speeds are maximums...random values are chosen between
;-rot and +rot and then applied to object
xrot                                200.0                    ;maximum rotation speed in x direction
yrot                                200.0                    ;maximum rotation speed in y direction
zrot                                200.0                    ;maximum rotation speed in z direction
                                                            ; power up,down

;Engine Glow
;=---------=
trailWidth                120.0
trailHeight               95.0
trailLength              130.0
trailScaleCap              0.000196

minimumZoomDistance                 300

Overlay_Selection_Scalar            0.75         ; scale the tactical overlay by this amount

;Override face-specific damage:
collSideModifiers[TRANS_UP]         1.3
collSideModifiers[TRANS_DOWN]       1.3
collSideModifiers[TRANS_RIGHT]      1.0
collSideModifiers[TRANS_LEFT]       1.0
collSideModifiers[TRANS_FORWARD]    1.0
collSideModifiers[TRANS_BACK]       1.5



{}{}{}



HeadShot Asteroid ~ headshotasteroid
{}{}{}
[HeadShotAsteroid]
LODFile                             headshotasteroid.lod
pMexData                            headshotasteroid\Rl0\LOD0\headshotasteroid.mex
mass                             150000.0
momentOfInertiaX                 37000.0
momentOfInertiaY                 37000.0
momentOfInertiaZ                 37000.0
maxvelocity                         1000.0
maxrot                              2.0
renderlistFade                                          12000.0
renderlistLimit                                         18000.0
shipclass                           CLASS_Mothership
maxhealth                           450000

blastRadiusShockWave                1.0
blastRadiusDamage                   125

;Moving Around
;=-----------=
thruststrength[TRANS_UP]            35.0                ; acceleration (m/s^2) [1-1000 approx. range]
thruststrength[TRANS_DOWN]          35.0
thruststrength[TRANS_RIGHT]         35.0
thruststrength[TRANS_LEFT]          35.0
thruststrength[TRANS_FORWARD]       35.0
thruststrength[TRANS_BACK]          35.0
rotstrength[ROT_YAWLEFT]            0.05                        ; rotational acceleration (deg/s^2) [0.01 - 1.0]
rotstrength[ROT_YAWRIGHT]           0.05
rotstrength[ROT_PITCHUP]            0.02
rotstrength[ROT_PITCHDOWN]          0.02
rotstrength[ROT_ROLLRIGHT]          0.02
rotstrength[ROT_ROLLLEFT]           0.02
turnspeed[TURN_YAW]                 0.2                          ; speed at which ship tries to turn (1=standard)
turnspeed[TURN_PITCH]               0.2
turnspeed[TURN_ROLL]                0.2

asteroidCanBreak                    TRUE
breakinto[Asteroid0]                0
breakinto[Asteroid1]                4
breakinto[Asteroid2]                2
breakinto[Asteroid3]                3
breakinto[Asteroid4]                5

minimumZoomDistance                     1000
{}{}{}



Heavy Corvette ~ HeavyCorvette
{}{}{}
[HeavyCorvette]

;Source Files
;=----------=
LODFile                             HeavyCorvette.lod
pMexData                            HeavyCorvette\Rl0\LOD0\HeavyCorvette.mex

;Ship Physics
;=----------=
mass                                250.0                        ; ship mass [fighter = 1]
momentOfInertiaX                    25.0                        ; resistance to rotation
momentOfInertiaY                    25.0                        ; [fighter = 1]
momentOfInertiaZ                    25.0
maxvelocity                         520.0                      ; [fighter = 1000]
maxrot                              10.0                       ; maximum rotation speed [don't make faster than ~10]

;Basic Ship Stats
;=--------------=
shipclass                           CLASS_Corvette
buildCost                           240                        ; resource units to build
buildTime                           32                         ; time in seconds to build
maxhealth                           1150 //2300                        ; hit points
maxfuel                             30000.0
lowfuelpoint                        0.25                       ; percentage of tank which is considered "low on fuel"
fuelburnrate                        0.036
attackfuelburnrate                  0.06
groupSize                           2                          ; size of group ships of this type tend to form

blastRadiusDamage                   230

;Moving Around
;=-----------=
thruststrength[TRANS_UP]            320.0                      ; acceleration (m/s^2) [1-1000 approx. range]
thruststrength[TRANS_DOWN]          320.0
thruststrength[TRANS_RIGHT]         320.0
thruststrength[TRANS_LEFT]          320.0
thruststrength[TRANS_FORWARD]       350.0
thruststrength[TRANS_BACK]          220.0
rotstrength[ROT_YAWLEFT]              0.9                    ; rotational acceleration (deg/s^2) [0.01 - 1.0]
rotstrength[ROT_YAWRIGHT]             0.9
rotstrength[ROT_PITCHUP]              0.9
rotstrength[ROT_PITCHDOWN]            0.9
rotstrength[ROT_ROLLRIGHT]            0.9
rotstrength[ROT_ROLLLEFT]             0.9
turnspeed[TURN_YAW]                   1.5
turnspeed[TURN_PITCH]                 1.5
turnspeed[TURN_ROLL]                  1.5

;Weapons
;=-----=
NUMBER_OF_GUNS                      2

canTargetMultipleTargets            TRUE
rotateToRetaliate                   TRUE
tooCloseRange                       500.0

;Left gun
GUN         0
{
Type                                GUN_NewGimble
SoundType                           GS_MediumEnergyCannon
DamageLo                            30.5
DamageHi                            40.0
BulletLength                        25.0
BulletRange                         4000.0
BulletSpeed                         4700.0
BulletMass                          1.35                        ; mass of bullet
FireTime                            0.325
TriggerHappy                       0.50
minturnangle                      -90.0                          ; degrees
maxturnangle                       30.0
mindeclination                     -0.0
maxdeclination                     30.0
maxanglespeed                     500.0                          ; degrees/s
maxdeclinationspeed               500.0
BarrelLength                        8.0
RecoilLength                        7.00
BulletLifeTime                  2.0                            ;Life time of bullet
angletracking                       3.4
declinationtracking                 3.4
}

;Right gun
GUN         1
{
Type                                GUN_NewGimble
SoundType                           GS_MediumEnergyCannon
DamageLo                            30.5
DamageHi                            40.0
BulletLength                        25.0
BulletRange                         4000.0
BulletSpeed                         4700.0
BulletMass                          1.35
FireTime                            0.325
TriggerHappy                       0.50
minturnangle                      -30.0                          ; degrees
maxturnangle                       90.0
mindeclination                     -0.0
maxdeclination                     30.0
maxanglespeed                     500.0                          ; degrees/s
maxdeclinationspeed               500.0
BarrelLength                        8.0
RecoilLength                        7.00
BulletLifeTime                  2.0                            ;Life time of bullet
angletracking                       3.4
declinationtracking                 3.4
}



;Ship AI
;=-----=
repositionTime                      1.6                        ; time in seconds which corvette will spend to reposition
                                                              ; itself to a new location for it to fire.
circleRange                         1800.0

fullMovementFreedom                 TRUE


;|||||||||||||||||||||||||||||||||||||||||------EVASIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------EVASIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------EVASIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||

;[Default]  --  used for ships where nothing else is defined (default behaviour)
;
flyPastDist             Evasive     Default             3000.0       ; dist which ship will try to fly past target - relative to CENTRE of ship
maxFlyAwayDist          Evasive     Default             3500.0       ; maximum distance ship will fly away from target - relative to CENTRE of ship
breakRange              Evasive     Default             1000.0       ; range at which ship will break off for another pass - relative to SURFACE of ship
triggerHappy            Evasive     Default               11.0       ; how close in degrees the ship needs to be to fire fixed guns
faceTargetAccuracy      Evasive     Default                4.0       ; within how many degrees will try to align itself with target
maxAttackTime           Evasive     Default                4.0       ; maximum time ship will attack before breaking

                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     Default             0,2,2,0,3              ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     Default             0,1,0,0,0              ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     Default             5,5,10,15,10,10,10,5   ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     Default             5,5,10,0,10,10,10,5   ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     Default             5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Mothership]
;
flyPastDist             Evasive     CLASS_Mothership    8000.0
maxFlyAwayDist          Evasive     CLASS_Mothership    10000.0
breakRange              Evasive     CLASS_Mothership    2000.0
triggerHappy            Evasive     CLASS_Mothership      11.0
faceTargetAccuracy      Evasive     CLASS_Mothership       4.5
maxAttackTime           Evasive     CLASS_Mothership       8.0

                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_Mothership    0,3,2,0,2             ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_Mothership    1,3,3,0,1             ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_Mothership    5,5,10,10,10,10,10,8 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_Mothership    5,5,10,0,10,10,10,8 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_Mothership    5,5,10,10,10,10,10,8 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE


;[CLASS_Carrier]
;
flyPastDist             Evasive     CLASS_Carrier       3000.0
maxFlyAwayDist          Evasive     CLASS_Carrier       3500.0
breakRange              Evasive     CLASS_Carrier       1000.0
triggerHappy            Evasive     CLASS_Carrier         11.0
faceTargetAccuracy      Evasive     CLASS_Carrier          4.5
maxAttackTime           Evasive     CLASS_Carrier          8.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_Carrier       0,3,2,0,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_Carrier       1,2,3,0,1       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_Carrier       5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_Carrier       5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_Carrier       5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_HeavyCruiser]
;
flyPastDist             Evasive     CLASS_HeavyCruiser  3000.0
maxFlyAwayDist          Evasive     CLASS_HeavyCruiser  3500.0
breakRange              Evasive     CLASS_HeavyCruiser  1000.0
triggerHappy            Evasive     CLASS_HeavyCruiser    11.0
faceTargetAccuracy      Evasive     CLASS_HeavyCruiser     4.5
maxAttackTime           Evasive     CLASS_HeavyCruiser     4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_HeavyCruiser  0,3,2,0,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_HeavyCruiser  1,2,3,0,1       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_HeavyCruiser  5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_HeavyCruiser  5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_HeavyCruiser  5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Destroyer]
;
flyPastDist             Evasive     CLASS_Destroyer     3000.0
maxFlyAwayDist          Evasive     CLASS_Destroyer     3500.0
breakRange              Evasive     CLASS_Destroyer     1000.0
triggerHappy            Evasive     CLASS_Destroyer       11.0
faceTargetAccuracy      Evasive     CLASS_Destroyer        4.5
maxAttackTime           Evasive     CLASS_Destroyer        4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_Destroyer     0,3,2,0,3       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_Destroyer     1,2,3,0,1       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_Destroyer     5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_Destroyer     5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_Destroyer     5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Frigate]
;
flyPastDist             Evasive     CLASS_Frigate       3000.0   //3000
maxFlyAwayDist          Evasive     CLASS_Frigate       3500.0   //3300
breakRange              Evasive     CLASS_Frigate       1000.0   //725
triggerHappy            Evasive     CLASS_Frigate         11.0   //4
faceTargetAccuracy      Evasive     CLASS_Frigate          4.0
maxAttackTime           Evasive     CLASS_Frigate          4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_Frigate       0,3,2,0,3       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_Frigate       1,2,3,0,1       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_Frigate       5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_Frigate       5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_Frigate       5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Corvette]
;
flyPastDist             Evasive     CLASS_Corvette       2200.0
maxFlyAwayDist          Evasive     CLASS_Corvette       2600.0
breakRange              Evasive     CLASS_Corvette        750.0
triggerHappy            Evasive     CLASS_Corvette        4.5
faceTargetAccuracy      Evasive     CLASS_Corvette         4.5
maxAttackTime           Evasive     CLASS_Corvette         4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_Corvette      0,4,3,0,3             ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_Corvette      1,2,3,1,2             ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_Corvette      5,5,8,10,8,13,13,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_Corvette      5,5,8,0,8,13,13,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_Corvette      5,5,8,10,8,13,13,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Fighter]
;
flyPastDist             Evasive     CLASS_Fighter        1200.0
maxFlyAwayDist          Evasive     CLASS_Fighter        1300.0
breakRange              Evasive     CLASS_Fighter         600.0
triggerHappy            Evasive     CLASS_Fighter          2.5
faceTargetAccuracy      Evasive     CLASS_Fighter           4.5
maxAttackTime           Evasive     CLASS_Fighter           4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_Fighter       0,5,5,2,2              ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_Fighter       1,2,3,1,2              ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_Fighter       5,5,10,15,10,10,10,15   ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_Fighter       5,5,10,5,10,10,10,5   ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_Fighter       5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Resource]
;
flyPastDist             Evasive     CLASS_Resource      3000.0
maxFlyAwayDist          Evasive     CLASS_Resource      3500.0
breakRange              Evasive     CLASS_Resource      1000.0
triggerHappy            Evasive     CLASS_Resource        11.0
faceTargetAccuracy      Evasive     CLASS_Resource         4.0
maxAttackTime           Evasive     CLASS_Resource         4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_Resource      0,4,4,0,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_Resource      1,2,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_Resource      5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_Resource      5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_Resource      5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_NonCombat]
;
flyPastDist             Evasive     CLASS_NonCombat     3000.0
maxFlyAwayDist          Evasive     CLASS_NonCombat     3500.0
breakRange              Evasive     CLASS_NonCombat     1000.0
triggerHappy            Evasive     CLASS_NonCombat       4.0
faceTargetAccuracy      Evasive     CLASS_NonCombat        4.5
maxAttackTime           Evasive     CLASS_NonCombat        4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_NonCombat     0,4,2,0,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_NonCombat     1,2,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_NonCombat     5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_NonCombat     5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_NonCombat     5,5,10,0,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE



;|||||||||||||||||||||||||||||||||||||||||------NEUTRAL-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------NEUTRAL-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------NEUTRAL-------||||||||||||||||||||||||||||||||||||||||||||||||||||||

;[Default]  --  used for ships where nothing else is defined (default behaviour)
;
flyPastDist             Neutral     Default             3000.0    ; dist which ship will try to fly past target - relative to CENTRE of ship
maxFlyAwayDist          Neutral     Default             3500.0    ; maximum distance ship will fly away from target - relative to CENTRE of ship
breakRange              Neutral     Default             1000.0    ; range at which ship will break off for another pass - relative to SURFACE of ship
triggerHappy            Neutral     Default               11.0    ; how close in degrees the ship needs to be to fire fixed guns
faceTargetAccuracy      Neutral     Default                4.0    ; within how many degrees will try to align itself with target
maxAttackTime           Neutral     Default                4.0    ; maximum time ship will attack before breaking

                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     Default             0,1,1,1,1              ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     Default             0,1,0,0,0              ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     Default             5,5,10,10,10,10,10,5   ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     Default             5,5,10,0,10,10,10,5   ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     Default             5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Mothership]
;
flyPastDist             Neutral     CLASS_Mothership    8000.0
maxFlyAwayDist          Neutral     CLASS_Mothership    10000.0
breakRange              Neutral     CLASS_Mothership    2000.0
triggerHappy            Neutral     CLASS_Mothership      11.0
faceTargetAccuracy      Neutral     CLASS_Mothership       4.5
maxAttackTime           Neutral     CLASS_Mothership       4.0

                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_Mothership    0,3,3,1,2             ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_Mothership    1,1,1,0,0             ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_Mothership    5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_Mothership    5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_Mothership    5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE


;[CLASS_Carrier]
;
flyPastDist             Neutral     CLASS_Carrier       3000.0
maxFlyAwayDist          Neutral     CLASS_Carrier       3500.0
breakRange              Neutral     CLASS_Carrier       1000.0
triggerHappy            Neutral     CLASS_Carrier         11.0
faceTargetAccuracy      Neutral     CLASS_Carrier          4.5
maxAttackTime           Neutral     CLASS_Carrier          4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_Carrier       0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_Carrier       1,1,1,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_Carrier       5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_Carrier       5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_Carrier       5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_HeavyCruiser]
;
flyPastDist             Neutral     CLASS_HeavyCruiser  3000.0
maxFlyAwayDist          Neutral     CLASS_HeavyCruiser  3500.0
breakRange              Neutral     CLASS_HeavyCruiser  1000.0
triggerHappy            Neutral     CLASS_HeavyCruiser    11.0
faceTargetAccuracy      Neutral     CLASS_HeavyCruiser     4.5
maxAttackTime           Neutral     CLASS_HeavyCruiser     4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_HeavyCruiser  0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_HeavyCruiser  1,1,1,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_HeavyCruiser  5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_HeavyCruiser  5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_HeavyCruiser  5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Destroyer]
;
flyPastDist             Neutral     CLASS_Destroyer     3000.0
maxFlyAwayDist          Neutral     CLASS_Destroyer     3500.0
breakRange              Neutral     CLASS_Destroyer     1000.0
triggerHappy            Neutral     CLASS_Destroyer       11.0
faceTargetAccuracy      Neutral     CLASS_Destroyer        4.5
maxAttackTime           Neutral     CLASS_Destroyer        4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_Destroyer     0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_Destroyer     1,1,1,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_Destroyer     5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_Destroyer     5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_Destroyer     5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Frigate]
;
flyPastDist             Neutral     CLASS_Frigate       3000.0
maxFlyAwayDist          Neutral     CLASS_Frigate       3500.0
breakRange              Neutral     CLASS_Frigate       1000.0  //725
triggerHappy            Neutral     CLASS_Frigate         11.0
faceTargetAccuracy      Neutral     CLASS_Frigate          4.0
maxAttackTime           Neutral     CLASS_Frigate          4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_Frigate       0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_Frigate       1,1,1,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_Frigate       5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_Frigate       5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_Frigate       5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Corvette]
;
flyPastDist             Neutral     CLASS_Corvette      2100.0
maxFlyAwayDist          Neutral     CLASS_Corvette      2500.0
breakRange              Neutral     CLASS_Corvette       650.0
triggerHappy            Neutral     CLASS_Corvette       5.2
faceTargetAccuracy      Neutral     CLASS_Corvette        4.5
maxAttackTime           Neutral     CLASS_Corvette        4.0
                                                       Relative frequenciesfor:
flightmanTurnaround     Neutral     CLASS_Corvette     0,3,3,1,2            ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_Corvette     1,1,1,0,1            ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_Corvette     5,5,10,15,10,10,10,5; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_Corvette     5,5,10,0,10,10,10,5; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_Corvette     5,5,10,10,10,10,10,5; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Fighter]
;
flyPastDist             Neutral     CLASS_Fighter        1500.0
maxFlyAwayDist          Neutral     CLASS_Fighter        1700.0
breakRange              Neutral     CLASS_Fighter         600.0
triggerHappy            Neutral     CLASS_Fighter         3.2
faceTargetAccuracy      Neutral     CLASS_Fighter          4.5
maxAttackTime           Neutral     CLASS_Fighter          4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_Fighter       0,3,3,1,2              ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_Fighter       1,1,1,0,1              ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_Fighter       5,5,10,15,10,10,10,5   ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_Fighter       5,5,10,0,10,10,10,5   ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_Fighter       5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Resource]
;
flyPastDist             Neutral     CLASS_Resource      3000.0
maxFlyAwayDist          Neutral     CLASS_Resource      3500.0
breakRange              Neutral     CLASS_Resource      1000.0
triggerHappy            Neutral     CLASS_Resource        11.0
faceTargetAccuracy      Neutral     CLASS_Resource         4.0
maxAttackTime           Neutral     CLASS_Resource         4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_Resource      0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_Resource      1,1,1,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_Resource      5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_Resource      5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_Resource      5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_NonCombat]
;
flyPastDist             Neutral     CLASS_NonCombat     3000.0
maxFlyAwayDist          Neutral     CLASS_NonCombat     3500.0
breakRange              Neutral     CLASS_NonCombat     1000.0
triggerHappy            Neutral     CLASS_NonCombat       3.0
faceTargetAccuracy      Neutral     CLASS_NonCombat        4.5
maxAttackTime           Neutral     CLASS_NonCombat        4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_NonCombat     0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_NonCombat     1,1,1,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_NonCombat     5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_NonCombat     5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_NonCombat     5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE



;|||||||||||||||||||||||||||||||||||||||||------AGGRESSIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------AGGRESSIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------AGGRESSIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||

;[Default]  --  used for ships where nothing else is defined (default behaviour)
;
flyPastDist             Aggressive      Default             3000.0    ; dist which ship will try to fly past target - relative to CENTRE of ship
maxFlyAwayDist          Aggressive      Default             3500.0    ; maximum distance ship will fly away from target - relative to CENTRE of ship
breakRange              Aggressive      Default             1000.0    ; range at which ship will break off for another pass - relative to SURFACE of ship
triggerHappy            Aggressive      Default               11.0    ; how close in degrees the ship needs to be to fire fixed guns
faceTargetAccuracy      Aggressive      Default                4.0    ; within how many degrees will try to align itself with target
maxAttackTime           Aggressive      Default                4.0    ; maximum time ship will attack before breaking

                                                      ; Relative frequencies for:
flightmanTurnaround     Aggressive      Default             0,3,3,1,2              ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      Default             0,1,0,0,0              ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      Default             5,5,10,15,10,10,10,0   ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      Default             5,5,10,0,10,10,10,0   ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      Default             5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Mothership]
;
flyPastDist             Aggressive      CLASS_Mothership    8000.0
maxFlyAwayDist          Aggressive      CLASS_Mothership    10000.0
breakRange              Aggressive      CLASS_Mothership    2000.0
triggerHappy            Aggressive      CLASS_Mothership      11.0
faceTargetAccuracy      Aggressive      CLASS_Mothership       4.5
maxAttackTime           Aggressive      CLASS_Mothership       4.0

                                                      ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_Mothership    0,3,3,1,2             ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_Mothership    1,1,3,0,0             ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT</pre><pre id="faqspan-6">
flightmanEvasiveBehind  Aggressive      CLASS_Mothership    5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_Mothership    5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_Mothership    5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE


;[CLASS_Carrier]
;
flyPastDist             Aggressive      CLASS_Carrier       3000.0
maxFlyAwayDist          Aggressive      CLASS_Carrier       3500.0
breakRange              Aggressive      CLASS_Carrier       1000.0
triggerHappy            Aggressive      CLASS_Carrier         11.0
faceTargetAccuracy      Aggressive      CLASS_Carrier          4.5
maxAttackTime           Aggressive      CLASS_Carrier          4.0
                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_Carrier       0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_Carrier       1,1,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_Carrier       5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_Carrier       5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_Carrier       5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_HeavyCruiser]
;
flyPastDist             Aggressive      CLASS_HeavyCruiser  3000.0
maxFlyAwayDist          Aggressive      CLASS_HeavyCruiser  3500.0
breakRange              Aggressive      CLASS_HeavyCruiser  1000.0
triggerHappy            Aggressive      CLASS_HeavyCruiser    11.0
faceTargetAccuracy      Aggressive      CLASS_HeavyCruiser     4.5
maxAttackTime           Aggressive      CLASS_HeavyCruiser     4.0
                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_HeavyCruiser  0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_HeavyCruiser  1,1,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_HeavyCruiser  5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_HeavyCruiser  5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_HeavyCruiser  5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Destroyer]
;
flyPastDist             Aggressive      CLASS_Destroyer     3000.0
maxFlyAwayDist          Aggressive      CLASS_Destroyer     3500.0
breakRange              Aggressive      CLASS_Destroyer     1000.0
triggerHappy            Aggressive      CLASS_Destroyer       11.0
faceTargetAccuracy      Aggressive      CLASS_Destroyer        4.5
maxAttackTime           Aggressive      CLASS_Destroyer        4.0
                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_Destroyer     0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_Destroyer     1,1,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_Destroyer     5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_Destroyer     5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_Destroyer     5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Frigate]
;
flyPastDist             Aggressive      CLASS_Frigate       3000.0
maxFlyAwayDist          Aggressive      CLASS_Frigate       3500.0
breakRange              Aggressive      CLASS_Frigate       1000.0 //725
triggerHappy            Aggressive      CLASS_Frigate         11.0
faceTargetAccuracy      Aggressive      CLASS_Frigate          4.0
maxAttackTime           Aggressive      CLASS_Frigate          4.0

                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_Frigate       0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_Frigate       1,1,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_Frigate       5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_Frigate       5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_Frigate       5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Corvette]
;
flyPastDist             Aggressive      CLASS_Corvette       2000.0
maxFlyAwayDist          Aggressive      CLASS_Corvette       2600.0
breakRange              Aggressive      CLASS_Corvette        450.0
triggerHappy            Aggressive      CLASS_Corvette        4.8
faceTargetAccuracy      Aggressive      CLASS_Corvette         4.5
maxAttackTime           Aggressive      CLASS_Corvette         4.0
                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_Corvette      0,3,3,1,2             ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_Corvette      1,1,3,0,0             ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_Corvette      5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_Corvette      5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_Corvette      5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Fighter]
;
flyPastDist             Aggressive      CLASS_Fighter        1600.0
maxFlyAwayDist          Aggressive      CLASS_Fighter        1800.0
breakRange              Aggressive      CLASS_Fighter         600.0
triggerHappy            Aggressive      CLASS_Fighter         2.8
faceTargetAccuracy      Aggressive      CLASS_Fighter          4.5
maxAttackTime           Aggressive      CLASS_Fighter          4.0
                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_Fighter       0,3,3,1,2              ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_Fighter       1,1,3,0,0              ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_Fighter       5,5,10,15,10,10,10,0   ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_Fighter       5,5,10,0,10,10,10,0   ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_Fighter       5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Resource]
;
flyPastDist             Aggressive      CLASS_Resource      3000.0
maxFlyAwayDist          Aggressive      CLASS_Resource      3500.0
breakRange              Aggressive      CLASS_Resource      1000.0
triggerHappy            Aggressive      CLASS_Resource        11.0
faceTargetAccuracy      Aggressive      CLASS_Resource         4.0
maxAttackTime           Aggressive      CLASS_Resource         4.0
                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_Resource      0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_Resource      1,1,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_Resource      5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_Resource      5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_Resource      5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_NonCombat]
;
flyPastDist             Aggressive      CLASS_NonCombat     3000.0
maxFlyAwayDist          Aggressive      CLASS_NonCombat     3500.0
breakRange              Aggressive      CLASS_NonCombat     1000.0
triggerHappy            Aggressive      CLASS_NonCombat       4.0
faceTargetAccuracy      Aggressive      CLASS_NonCombat        4.5
maxAttackTime           Aggressive      CLASS_NonCombat        4.0
                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_NonCombat     0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_NonCombat     1,1,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_NonCombat     5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_NonCombat     5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_NonCombat     5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

badAI                                    FALSE                          ; normally set this to FALSE


;Ship Trails
;=---------=
trailSegments                       20
trailGranularity                    3
trailColor                          0, 0, 0, 0, 0           ;grey team
trailColor                          0, 1, 238, 238, 238
trailColor                          0, 8, 141, 106, 87
trailColor                          0, 19, 0, 0, 0
trailColor                          1, 0, 0, 0, 0           ;red team
trailColor                          1, 1, 225, 124, 33
trailColor                          1, 8, 146, 0, 0
trailColor                          1, 19, 0, 0, 0
trailColor                          2, 0, 0, 0, 0           ;blue team
trailColor                          2, 1, 11, 255, 255
trailColor                          2, 8, 51, 0, 243
trailColor                          2, 19, 0, 0, 0
trailColor                          3, 0, 0, 0, 0           ;green team
trailColor                          3, 1, 201, 254, 39
trailColor                          3, 8, 0, 84, 4
trailColor                          3, 19, 0, 0, 0
trailColor                          4, 0, 0, 0, 0           ;yellow team
trailColor                          4, 1, 255, 240, 97
trailColor                          4, 8, 160, 124, 0
trailColor                          4, 19, 0, 0, 0
trailColor                          5, 0, 0, 0, 0           ;orange team
trailColor                          5, 1, 225, 255, 11
trailColor                          5, 8, 160, 124, 0
trailColor                          5, 19, 0, 0, 0
trailColor                          6, 0, 0, 0, 0           ;purple team
trailColor                          6, 1, 255, 135, 157
trailColor                          6, 8, 121, 0, 135
trailColor                          6, 19, 0, 0, 0
trailColor                          7, 0, 0, 0, 0           ;pale blue-green team
trailColor                          7, 1, 45, 255, 149
trailColor                          7, 8, 0, 105, 137
trailColor                          7, 19, 0, 0, 0

;Explosions
;=--------=
explosionType                       ET_CorvetteExplosion



;Gun Bindings:
;=----------=
//Left
BindGun                             CorvetteGun(2)  Gun0,Azimuth,Recoil,Frequency 1
//Right
BindGun                             CorvetteGun(1)  Gun1,Azimuth,Recoil,Frequency 1

BindAnimations                      1



;Engine trails
;=-----------=
trailWidth                         30.0
trailHeight                         4.0

minimumZoomDistance                     85

collSideModifiers[TRANS_UP]         0.7
collSideModifiers[TRANS_DOWN]       0.7
collSideModifiers[TRANS_RIGHT]      0.7
collSideModifiers[TRANS_LEFT]       0.7
collSideModifiers[TRANS_FORWARD]    0.6
collSideModifiers[TRANS_BACK]       1.5

{}{}{}



Heavy Cruiser ~ HeavyCruiser
{}{}{}
[HeavyCruiser]

;Source Files
;=----------=
pMexData                            HeavyCruiser\Rl0\LOD0\HeavyCruiser.mex
LODFile                             HeavyCruiser.lod

;Ship Physics
;=----------=
mass                                12126.0              ; ship mass [fighter = 1]
momentOfInertiaX                    3000.0               ; resistance to rotation
momentOfInertiaY                    3000.0               ; [fighter = 1]
momentOfInertiaZ                    3000.0
avoidcollmodifier                   0.8
maxvelocity                         280.0               ; [fighter = 1000]
maxrot                              1.0                ; maximum rotation speed [don't make faster than ~10]

;Basic Ship Stats
;=--------------=
shipclass                           CLASS_HeavyCruiser
isCapitalShip                       TRUE
buildCost                           4200 //3700                ; resource units to build
buildTime                           420                 ; time in seconds to build
maxhealth                           45000 //184000               ; hit points
groupSize                           1                   ; size of group ships of this type tend to form
repairTime                          14                   ; every this many seconds
repairDamage                        250                  ; this much damage is repaired
repairCombatTime                    18                   ; every this many seconds
repairCombatDamage                  125                  ; this much damage is repaired

blastRadiusShockWave                1.0
blastRadiusDamage                   125

;Moving Around
;=-----------=
thruststrength[TRANS_UP]            16.0                ; acceleration (m/s^2) [1-1000 approx. range]
thruststrength[TRANS_DOWN]          16.0
thruststrength[TRANS_RIGHT]         16.0
thruststrength[TRANS_LEFT]          16.0
thruststrength[TRANS_FORWARD]       19.0
thruststrength[TRANS_BACK]          14.0
rotstrength[ROT_YAWLEFT]            0.06                        ; rotational acceleration (deg/s^2) [0.01 - 1.0]
rotstrength[ROT_YAWRIGHT]           0.06
rotstrength[ROT_PITCHUP]            0.06
rotstrength[ROT_PITCHDOWN]          0.06
rotstrength[ROT_ROLLRIGHT]          0.06
rotstrength[ROT_ROLLLEFT]           0.06
turnspeed[TURN_YAW]                 0.20                         ; speed at which ship tries to turn (1=standard)
turnspeed[TURN_PITCH]               0.20
turnspeed[TURN_ROLL]                0.20



;Weapons
;=------=

canTargetMultipleTargets            TRUE
rotateToRetaliate                   TRUE
passiveRetaliateZone                7000.0
tooCloseRange                       500.0


NUMBER_OF_GUNS                      10

;This is the large Ion Cannon turret on TOP - the first gun is slaved to the second
GUN         0
//ADD this amount: 690 to compensate for centrepoint
//ADD this amount:1058 to compensate for stopping distance
{
Type                                GUN_NewGimble
SoundType                           GS_LargeIonCannon
BulletType                          BULLET_Beam
DamageLo                            50
DamageHi                            60
BulletLength                        8748.0
BulletRange                         7748.0
BulletSpeed                         5000.0
BulletLifeTime                      2.2
BulletMass                          0.85
FireTime                            16.0
TriggerHappy                        2
minturnangle                       -85.0                         ; degrees
maxturnangle                        85.0
mindeclination                     -1.0
maxdeclination                     13.0
maxanglespeed                     360.0                         ; degrees/s
maxdeclinationspeed               360.0
BarrelLength                      82.0
OffsetX                             0.01
OffsetY                             -19
angletracking                       1.5
declinationtracking                 1.5
}

GUN         1
//ADD this amount: 690 to compensate for centrepoint
//ADD this amount:1058 to compensate for stopping distance
{
Type                                GUN_NewGimble
SoundType                           GS_LargeIonCannon
BulletType                          BULLET_Beam
DamageLo                            50
DamageHi                            60
BulletLength                        8748.0
BulletRange                         7748.0
BulletSpeed                         5000.0
BulletLifeTime                      2.2
BulletMass                          0.85
FireTime                            16.0
TriggerHappy                        2
minturnangle                      -85.0                        ; degrees
maxturnangle                       85.0
mindeclination                     -1.0
maxdeclination                     13.0
maxanglespeed                     360.0                         ; degrees/s
maxdeclinationspeed               360.0
BarrelLength                      82.0
OffsetX                             0.01
OffsetY                             19
SlaveDriver                         0
angletracking                       1.5
declinationtracking                 1.5
}

;This is the large Ion Cannon turret on BOTTOM - the first gun is slaved to the second
GUN         2
//ADD this amount: 690 to compensate for centrepoint
//ADD this amount:1058 to compensate for stopping distance
{
Type                                GUN_NewGimble
SoundType                           GS_VeryLargeIonCannon
BulletType                          BULLET_Beam
DamageLo                           50
DamageHi                           60
BulletLength                        8748.0
BulletRange                         7748.0
BulletSpeed                         5000.0
BulletLifeTime                      2.2
BulletMass                          0.85
FireTime                            16.0
TriggerHappy                        2
minturnangle                       -85.0                         ; degrees
maxturnangle                        85.0
mindeclination                      -1.0
maxdeclination                      13.0
maxanglespeed                      360.0                         ; degrees/s
maxdeclinationspeed                360.0
BarrelLength                      82.0
OffsetX                             0.01
OffsetY                             -19
angletracking                       1.5
declinationtracking                 1.5
}

GUN         3
//ADD this amount: 690 to compensate for centrepoint
//ADD this amount:1058 to compensate for stopping distance
{
Type                                GUN_NewGimble
SoundType                           GS_VeryLargeIonCannon
BulletType                          BULLET_Beam
DamageLo                            50
DamageHi                            60
BulletLength                        8748.0
BulletRange                         7748.0
BulletSpeed                         5000.0
BulletLifeTime                      2.2
BulletMass                          0.85
FireTime                            16.0
TriggerHappy                        2
minturnangle                      -85.0                        ; degrees
maxturnangle                       85.0
mindeclination                     -1.0
maxdeclination                     13.0
maxanglespeed                     360.0                         ; degrees/s
maxdeclinationspeed               360.0
BarrelLength                      82.0
OffsetX                             0.01
OffsetY                             19
SlaveDriver                         2
angletracking                       1.5
declinationtracking                 1.5
}


;Very Large Energy Cannon - Right side of ship, top
GUN         4
//ADD this amount: 723 to compensate for centrepoint
//ADD this amount:1058 to compensate for stopping distance
{
Type                                GUN_NewGimble                   ; type of gun - either GUN_Fixed or GUN_Gimble
SoundType                           GS_VeryLargeEnergyCannon
DamageLo                            875                            ; damage variance per shot - low
DamageHi                            1125                          ; damage variance per shot - high
BulletLength                       18.0                          ; visual only.  Length of bullet on screen
BulletRange                      7781.0                       ; distance bullets travel before disappearing
BulletSpeed                      4000.0                        ; measured in m/s.
BulletMass                          10.0
FireTime                            7.7                          ; fire repeat rate (reciprocal = shots/second)
TriggerHappy                        2.0
minturnangle                     -180.0                         ; degrees
maxturnangle                       15.0
mindeclination                    -5.42
maxdeclination                     40.0
maxanglespeed                     360.0                         ; degrees/s
maxdeclinationspeed               360.0
angletracking                       1.5
declinationtracking                 1.5
BarrelLength                       49
RecoilLength                       14.0
BulletLifeTime                  4.0                            ;Life time of bullet
}

;Very Large Energy Cannon - Left side of ship, top
GUN         5
//ADD this amount: 723 to compensate for centrepoint
//ADD this amount:1058 to compensate for stopping distance
{
Type                                GUN_NewGimble
SoundType                           GS_VeryLargeEnergyCannon
DamageLo                            875
DamageHi                            1125
BulletLength                       18.0
BulletRange                      7781.0
BulletSpeed                      4000.0
BulletMass                          10.0
FireTime                            7.7
TriggerHappy                        2.0
minturnangle                      -15.0                         ; degrees
maxturnangle                      180.0
mindeclination                    -5.42
maxdeclination                     40.0
maxanglespeed                     360.0                         ; degrees/s
maxdeclinationspeed               360.0
angletracking                       1.5
declinationtracking                 1.5
BarrelLength                       49
RecoilLength                       14.0
BulletLifeTime                  4.0                            ;Life time of bullet
}

;Very large Energy Cannon - right side of ship, bottom
GUN         6
//ADD this amount: 723 to compensate for centrepoint
//ADD this amount:1058 to compensate for stopping distance
{
Type                                GUN_NewGimble
SoundType                           GS_VeryLargeEnergyCannon
DamageLo                           875
DamageHi                           1125
BulletLength                       18.0
BulletRange                      7781.0
BulletSpeed                      4000.0
BulletMass                          10.0
FireTime                            7.7
TriggerHappy                        2.0
minturnangle                     -180.0                      ; degrees
maxturnangle                       12.0
mindeclination                    -5.42
maxdeclination                     40.0
maxanglespeed                     360.0                      ; degrees/s
maxdeclinationspeed               360.0
angletracking                       1.5
declinationtracking                 1.5
BarrelLength                       49
RecoilLength                       14.0
BulletLifeTime                  4.0                            ;Life time of bullet
}

;Very large Energy Cannon - left side of ship, bottom
GUN         7
//ADD this amount: 723 to compensate for centrepoint
//ADD this amount:1058 to compensate for stopping distance
{
Type                                GUN_NewGimble
SoundType                           GS_VeryLargeEnergyCannon
DamageLo                           875
DamageHi                           1125
BulletLength                       18.0
BulletRange                      7781.0
BulletSpeed                      4000.0
BulletMass                          10.0
FireTime                            7.7
TriggerHappy                        2.0
minturnangle                      -12.0                     ; degrees
maxturnangle                      180.0
mindeclination                    -5.42
maxdeclination                     40.0
maxanglespeed                     360.0                      ; degrees/s
maxdeclinationspeed               360.0
angletracking                       1.5
declinationtracking                 1.5
BarrelLength                       49
RecoilLength                       14.0
BulletLifeTime                  4.0                            ;Life time of bullet
}

;Very large Energy Cannon - left wing
GUN         8
//ADD this amount: 521 to compensate for centrepoint
//ADD this amount:1058 to compensate for stopping distance
{
Type                                GUN_NewGimble
SoundType                           GS_VeryLargeEnergyCannon
DamageLo                           875
DamageHi                           1125
BulletLength                       18.0
BulletRange                      7579.0
BulletSpeed                      4000.0
BulletMass                          10.0
FireTime                            7.7
TriggerHappy                        2.0
minturnangle                     -180.0                      ; degrees
maxturnangle                      180.0
mindeclination                    -5.42
maxdeclination                     40.0
maxanglespeed                     360.0                      ; degrees/s
maxdeclinationspeed               360.0
angletracking                       1.5
declinationtracking                 1.5
BarrelLength                       49
RecoilLength                       20.0
BulletLifeTime                  4.0                            ;Life time of bullet
}

;Very large Energy Cannon - Right Wing
GUN         9
//ADD this amount: 521 to compensate for centrepoint
//ADD this amount:1058 to compensate for stopping distance
{
Type                                GUN_NewGimble
SoundType                           GS_VeryLargeEnergyCannon
DamageLo                           875
DamageHi                           1125
BulletLength                       18.0
BulletRange                      7579.0
BulletSpeed                      4000.0
BulletMass                          10.0
FireTime                            7.7
TriggerHappy                        2.0
minturnangle                     -180.0                      ; degrees
maxturnangle                      180.0
mindeclination                    -5.42
maxdeclination                     40.0
maxanglespeed                     360.0                      ; degrees/s
maxdeclinationspeed               360.0
angletracking                       1.5
declinationtracking                 1.5
BarrelLength                       49
RecoilLength                       20.0
BulletLifeTime                  4.0                            ;Life time of bullet
}


NUMBER_OF_SALVAGE_POINTS        6
NUM_NEEDED_FOR_SALVAGE          5               ;number of ships needed to capture a craft
NEED_BIGR1                      TRUE
NEED_BIGR2                      TRUE
WILL_FIT_CARRIER                FALSE

;       format:                    name,type
SalvagePoint                       Point1,AttachPoint
SalvagePoint                       Point2,AttachPoint
SalvagePoint                       Point3,AttachPoint
SalvagePoint                       Point4,AttachPoint
SalvagePoint                       Point5,AttachPoint
SalvagePoint                       Point6,AttachPoint


NUMBER_OF_NAV_LIGHTS           6

; format is NavLight            name, type, blinkrate (in seconds), size (in meters), min LOD, texture name
NavLight                        antenna1,       NAVLIGHT_Default, 2,   1, 0,   8, 2, etg\textures\glow32
NavLight                        antenna2,       NAVLIGHT_Default, 1.5,   1, 0,   7, 2, etg\textures\glow32
NavLight                        sideright1,     NAVLIGHT_Default, 0.5, 1, 1,   9, 2, etg\textures\glow32
NavLight                        sideright2,     NAVLIGHT_Default, 0.5, 1, 0,  9, 2, etg\textures\glow32
NavLight                        sideleft1,      NAVLIGHT_Default, 0.5, 1, 1,   9, 2, etg\textures\glow32
NavLight                        sideleft2,      NAVLIGHT_Default, 0.5, 1, 0,   9, 2, etg\textures\glow32

;Explosions
;=--------=
explosionType                       ET_CarrierExplosion


;GUN BINDINGS:

//Very Large Energy Cannon, Top turret, left side
BindGun                             HeavyCruiserTurret(3) Gun4,Azimuth,Recoil,Frequency 1

//Very Large Energy Cannon, Top turret, right side
BindGun                             HeavyCruiserTurret(4) Gun5,Azimuth,Recoil,Frequency 1

//Very Large Energy Cannon, Left wing,
BindGun                             HeavyCruiserTurret(1) Gun8,Azimuth,Recoil,Frequency 1

//Very Large Energy Cannon, Right wing,
BindGun                             HeavyCruiserTurret(2) Gun9,Azimuth,Recoil,Frequency 1

//Very Large Energy Cannon, Bottom turret, left side
BindGun                             HeavyCruiserTurret(5) Gun7,Azimuth,Recoil,Frequency 1

//Very Large Energy Cannon, Bottom turret, right side
BindGun                             HeavyCruiserTurret(6) Gun6,Azimuth,Recoil,Frequency 1

//bottom ion cannon turret
BindGun                             HeavyCruiserIon(1)     Gun0,Azimuth,Declination,Frequency 1
BindGun                             HeavyCruiserIon(1)     Gun1,Declination,Frequency 1
BindGun                             HeavyCruiserIon(1)     Gun0,Azimuth,Declination,Frequency 1
BindGun                             HeavyCruiserIon(1)     Gun0,Declination,Frequency 1
//top ion cannon turret
BindGun                             HeavyCruiserIon(2)     Gun2,Azimuth,Declination,Frequency 1
BindGun                             HeavyCruiserIon(2)     Gun3,Declination,Frequency 1
BindGun                             HeavyCruiserIon(2)     Gun2,Azimuth,Declination,Frequency 1
BindGun                             HeavyCruiserIon(2)     Gun2,Declination,Frequency 1


;Engine Glow
;=---------=
trailWidth   270.0
trailHeight  310.0
trailLength  300.0

minimumZoomDistance                 825

Overlay_Selection_Scalar            1.35         ; scale the tactical overlay by this amount


{}{}{}



Defender ~ HeavyDefender
{}{}{}
[HeavyDefender]

;Source Files
;=----------=
LODFile                             HeavyDefender.lod
pMexData                            HeavyDefender\Rl0\LOD0\HeavyDefender.mex

;Ship Physics
;=----------=
mass                                30.0                           ; ship mass [fighter = 1]
momentOfInertiaX                    3.0                           ; resistance to rotation
momentOfInertiaY                    3.0                           ; [fighter = 1]
momentOfInertiaZ                    3.0
maxvelocity                         585.0                         ; [fighter = 1000]
maxrot                              10.0                          ; maximum rotation speed [don't make faster than ~10]

;Basic Ship Stats
;=--------------=
shipclass                           CLASS_Fighter
buildCost                           65                            ; resource units to build
buildTime                           16                             ; time in seconds to build
maxhealth                           60                            ; hit points
maxfuel                             8000.0
lowfuelpoint                        0.35                          ; percentage of tank which is considered "low on fuel"
fuelburnrate                        0.030                         ; based on distance ship moves in the world
attackfuelburnrate                  0.045
groupSize                           4                             ; size of group ships of this type tend to form

blastRadiusShockWave                6.0
blastRadiusDamage                   75

formationPaddingModifier            2.0

;Moving Around
;=-----------=
thruststrength[TRANS_UP]            385.0                        ; acceleration (m/s^2) [1-1000 approx. range]
thruststrength[TRANS_DOWN]          385.0
thruststrength[TRANS_RIGHT]         385.0
thruststrength[TRANS_LEFT]          385.0
thruststrength[TRANS_FORWARD]       485.0
thruststrength[TRANS_BACK]          285.0
rotstrength[ROT_YAWLEFT]            125.0                        ; rotational acceleration (deg/s^2) [0.01 - 400]
rotstrength[ROT_YAWRIGHT]           125.0
rotstrength[ROT_PITCHUP]            125.0
rotstrength[ROT_PITCHDOWN]          125.0
rotstrength[ROT_ROLLRIGHT]          125.0
rotstrength[ROT_ROLLLEFT]           125.0
turnspeed[TURN_YAW]                 2.8                         ; speed at which ship tries to turn (1=standard)
turnspeed[TURN_PITCH]               2.8
turnspeed[TURN_ROLL]                2.8


;Weapons
;=-----=
NUMBER_OF_GUNS                      3

canTargetMultipleTargets            TRUE
rotateToRetaliate                   TRUE

;Bottom gun
GUN         0
{
Type                            GUN_NewGimble
SoundType                       GS_SmallEnergyCannon
DamageLo                        8                             ; damage variance per shot - low
DamageHi                        10                             ; damage variance per shot - high
BulletLength                    15.0                           ; visual only.  Length of bullet on screen
BulletRange                     4200.0                         ; distance bullets travel before disappearing
BulletSpeed                     4500.0                         ; measured in m/s.
BulletMass                      0.7                            ; mass of bullet
FireTime                        0.125                            ; fire repeat rate (reciprocal = shots/second)
BurstFireTime                   1.0
BurstWaitTime                   1.4
TriggerHappy                   5.0
minturnangle                  -51.5                            ; degrees
maxturnangle                    6.8
mindeclination                -90.0
maxdeclination                 90.0
maxanglespeed                 1000.0                            ; degrees/s
maxdeclinationspeed           1000.0
BarrelLength                   21.0
RecoilLength                    3.1
BulletLifeTime                  2.0                            ;Life time of bullet
}

;Right gun
GUN         1
{
Type                            GUN_NewGimble
SoundType                       GS_SmallEnergyCannon
DamageLo                        8                            ; damage variance per shot - low
DamageHi                        10                            ; damage variance per shot - high
BulletLength                    15.0                           ; visual only.  Length of bullet on screen
BulletRange                     4200.0                         ; distance bullets travel before disappearing
BulletSpeed                     4500.0                         ; measured in m/s.
BulletMass                      0.7                             ; mass of bullet
FireTime                        0.125                            ; fire repeat rate (reciprocal = shots/second)
BurstFireTime                   1.0
BurstWaitTime                   1.4
TriggerHappy                   5.0
minturnangle                  -51.5                            ; degrees
maxturnangle                   10.0
mindeclination                -90.0
maxdeclination                 90.0
maxanglespeed                 1000.0                            ; degrees/s
maxdeclinationspeed           1000.0
BarrelLength                   21.0
RecoilLength                    3.1
BulletLifeTime                  2.0                            ;Life time of bullet
}

;Left gun
GUN         2
{
Type                            GUN_NewGimble
SoundType                       GS_SmallEnergyCannon
DamageLo                        8                             ; damage variance per shot - low
DamageHi                        10                             ; damage variance per shot - high
BulletLength                    15.0                           ; visual only.  Length of bullet on screen
BulletRange                     4200.0                         ; distance bullets travel before disappearing
BulletSpeed                     4500.0                         ; measured in m/s.
BulletMass                      0.7                             ; mass of bullet
FireTime                        0.125                            ; fire repeat rate (reciprocal = shots/second)
BurstFireTime                   1.0
BurstWaitTime                   2.4
TriggerHappy                   5.0
minturnangle                  -51.5                            ; degrees
maxturnangle                    10.0
mindeclination                -90.0
maxdeclination                 90.0
maxanglespeed                 1000.0                            ; degrees/s
maxdeclinationspeed           1000.0
BarrelLength                   21.0
RecoilLength                    3.1
BulletLifeTime                  2.0                            ;Life time of bullet
}

CIRCLE_RIGHT_VELOCITY       40.0
CIRCLE_RIGHT_THRUST         0.1


;Ship AI

repositionTime                      1.6                          ; time in seconds which corvette will spend to reposition
                                                              ; itself to a new location for it to fire.
circleRange                         500.0
fullMovementFreedom                 TRUE


;|||||||||||||||||||||||||||||||||||||||||------EVASIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------EVASIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------EVASIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||

;[Default]  --  used for ships where nothing else is defined (default behaviour)
;
flyPastDist             Evasive     Default             3000.0       ; dist which ship will try to fly past target - relative to CENTRE of ship
maxFlyAwayDist          Evasive     Default             3500.0       ; maximum distance ship will fly away from target - relative to CENTRE of ship
breakRange              Evasive     Default             1000.0       ; range at which ship will break off for another pass - relative to SURFACE of ship
triggerHappy            Evasive     Default               11.0       ; how close in degrees the ship needs to be to fire fixed guns
faceTargetAccuracy      Evasive     Default                4.0       ; within how many degrees will try to align itself with target
maxAttackTime           Evasive     Default                4.0       ; maximum time ship will attack before breaking

                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     Default             0,2,2,0,3              ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     Default             0,1,0,0,0              ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     Default             5,5,10,15,10,10,10,5   ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     Default             5,5,10,0,10,10,10,5   ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     Default             5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Mothership]
;
flyPastDist             Evasive     CLASS_Mothership    8000.0
maxFlyAwayDist          Evasive     CLASS_Mothership    10000.0
breakRange              Evasive     CLASS_Mothership    2000.0
triggerHappy            Evasive     CLASS_Mothership      11.0
faceTargetAccuracy      Evasive     CLASS_Mothership       4.5
maxAttackTime           Evasive     CLASS_Mothership       8.0

                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_Mothership    0,3,2,0,2             ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_Mothership    1,3,3,0,1             ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_Mothership    5,5,10,10,10,10,10,8 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_Mothership    5,5,10,0,10,10,10,8 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_Mothership    5,5,10,10,10,10,10,8 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE


;[CLASS_Carrier]
;
flyPastDist             Evasive     CLASS_Carrier       3000.0
maxFlyAwayDist          Evasive     CLASS_Carrier       3500.0
breakRange              Evasive     CLASS_Carrier       1000.0
triggerHappy            Evasive     CLASS_Carrier         11.0
faceTargetAccuracy      Evasive     CLASS_Carrier          4.5
maxAttackTime           Evasive     CLASS_Carrier          8.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_Carrier       0,3,2,0,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_Carrier       1,2,3,0,1       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_Carrier       5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_Carrier       5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_Carrier       5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_HeavyCruiser]
;
flyPastDist             Evasive     CLASS_HeavyCruiser  3000.0
maxFlyAwayDist          Evasive     CLASS_HeavyCruiser  3500.0
breakRange              Evasive     CLASS_HeavyCruiser  1000.0
triggerHappy            Evasive     CLASS_HeavyCruiser    11.0
faceTargetAccuracy      Evasive     CLASS_HeavyCruiser     4.5
maxAttackTime           Evasive     CLASS_HeavyCruiser     4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_HeavyCruiser  0,3,2,0,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_HeavyCruiser  1,2,3,0,1       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_HeavyCruiser  5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_HeavyCruiser  5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_HeavyCruiser  5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Destroyer]
;
flyPastDist             Evasive     CLASS_Destroyer     3000.0
maxFlyAwayDist          Evasive     CLASS_Destroyer     3500.0
breakRange              Evasive     CLASS_Destroyer     1000.0
triggerHappy            Evasive     CLASS_Destroyer       11.0
faceTargetAccuracy      Evasive     CLASS_Destroyer        4.5
maxAttackTime           Evasive     CLASS_Destroyer        4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_Destroyer     0,3,2,0,3       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_Destroyer     1,2,3,0,1       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_Destroyer     5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_Destroyer     5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_Destroyer     5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Frigate]
;
flyPastDist             Evasive     CLASS_Frigate       3000.0   //3000
maxFlyAwayDist          Evasive     CLASS_Frigate       3500.0   //3300
breakRange              Evasive     CLASS_Frigate       1000.0   //725
triggerHappy            Evasive     CLASS_Frigate         11.0   //4
faceTargetAccuracy      Evasive     CLASS_Frigate          4.0
maxAttackTime           Evasive     CLASS_Frigate          4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_Frigate       0,3,2,0,3       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_Frigate       1,2,3,0,1       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_Frigate       5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_Frigate       5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_Frigate       5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Corvette]
;
flyPastDist             Evasive     CLASS_Corvette       2200.0
maxFlyAwayDist          Evasive     CLASS_Corvette       2600.0
breakRange              Evasive     CLASS_Corvette        750.0
triggerHappy            Evasive     CLASS_Corvette        4.0
faceTargetAccuracy      Evasive     CLASS_Corvette         4.5
maxAttackTime           Evasive     CLASS_Corvette         4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_Corvette      0,4,3,0,3             ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_Corvette      1,2,3,1,2             ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_Corvette      5,5,8,10,8,13,13,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_Corvette      5,5,8,0,8,13,13,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_Corvette      5,5,8,10,8,13,13,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Fighter]
;
flyPastDist             Evasive     CLASS_Fighter        1200.0
maxFlyAwayDist          Evasive     CLASS_Fighter        1300.0
breakRange              Evasive     CLASS_Fighter         600.0
triggerHappy            Evasive     CLASS_Fighter          2.5</pre><pre id="faqspan-7">
faceTargetAccuracy      Evasive     CLASS_Fighter           4.5
maxAttackTime           Evasive     CLASS_Fighter           4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_Fighter       0,5,5,2,2              ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_Fighter       1,2,3,1,2              ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_Fighter       5,5,10,15,10,10,10,15   ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_Fighter       5,5,10,5,10,10,10,5   ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_Fighter       5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Resource]
;
flyPastDist             Evasive     CLASS_Resource      3000.0
maxFlyAwayDist          Evasive     CLASS_Resource      3500.0
breakRange              Evasive     CLASS_Resource      1000.0
triggerHappy            Evasive     CLASS_Resource        11.0
faceTargetAccuracy      Evasive     CLASS_Resource         4.0
maxAttackTime           Evasive     CLASS_Resource         4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_Resource      0,4,4,0,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_Resource      1,2,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_Resource      5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_Resource      5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_Resource      5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_NonCombat]
;
flyPastDist             Evasive     CLASS_NonCombat     3000.0
maxFlyAwayDist          Evasive     CLASS_NonCombat     3500.0
breakRange              Evasive     CLASS_NonCombat     1000.0
triggerHappy            Evasive     CLASS_NonCombat       4.0
faceTargetAccuracy      Evasive     CLASS_NonCombat        4.5
maxAttackTime           Evasive     CLASS_NonCombat        4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_NonCombat     0,4,2,0,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_NonCombat     1,2,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_NonCombat     5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_NonCombat     5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_NonCombat     5,5,10,0,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE



;|||||||||||||||||||||||||||||||||||||||||------NEUTRAL-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------NEUTRAL-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------NEUTRAL-------||||||||||||||||||||||||||||||||||||||||||||||||||||||

;[Default]  --  used for ships where nothing else is defined (default behaviour)
;
flyPastDist             Neutral     Default             3000.0    ; dist which ship will try to fly past target - relative to CENTRE of ship
maxFlyAwayDist          Neutral     Default             3500.0    ; maximum distance ship will fly away from target - relative to CENTRE of ship
breakRange              Neutral     Default             1000.0    ; range at which ship will break off for another pass - relative to SURFACE of ship
triggerHappy            Neutral     Default               11.0    ; how close in degrees the ship needs to be to fire fixed guns
faceTargetAccuracy      Neutral     Default                4.0    ; within how many degrees will try to align itself with target
maxAttackTime           Neutral     Default                4.0    ; maximum time ship will attack before breaking

                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     Default             0,1,1,1,1              ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     Default             0,1,0,0,0              ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     Default             5,5,10,10,10,10,10,5   ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     Default             5,5,10,0,10,10,10,5   ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     Default             5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Mothership]
;
flyPastDist             Neutral     CLASS_Mothership    8000.0
maxFlyAwayDist          Neutral     CLASS_Mothership    10000.0
breakRange              Neutral     CLASS_Mothership    2000.0
triggerHappy            Neutral     CLASS_Mothership      11.0
faceTargetAccuracy      Neutral     CLASS_Mothership       4.5
maxAttackTime           Neutral     CLASS_Mothership       4.0

                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_Mothership    0,3,3,1,2             ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_Mothership    1,1,1,0,0             ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_Mothership    5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_Mothership    5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_Mothership    5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE


;[CLASS_Carrier]
;
flyPastDist             Neutral     CLASS_Carrier       3000.0
maxFlyAwayDist          Neutral     CLASS_Carrier       3500.0
breakRange              Neutral     CLASS_Carrier       1000.0
triggerHappy            Neutral     CLASS_Carrier         11.0
faceTargetAccuracy      Neutral     CLASS_Carrier          4.5
maxAttackTime           Neutral     CLASS_Carrier          4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_Carrier       0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_Carrier       1,1,1,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_Carrier       5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_Carrier       5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_Carrier       5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_HeavyCruiser]
;
flyPastDist             Neutral     CLASS_HeavyCruiser  3000.0
maxFlyAwayDist          Neutral     CLASS_HeavyCruiser  3500.0
breakRange              Neutral     CLASS_HeavyCruiser  1000.0
triggerHappy            Neutral     CLASS_HeavyCruiser    11.0
faceTargetAccuracy      Neutral     CLASS_HeavyCruiser     4.5
maxAttackTime           Neutral     CLASS_HeavyCruiser     4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_HeavyCruiser  0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_HeavyCruiser  1,1,1,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_HeavyCruiser  5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_HeavyCruiser  5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_HeavyCruiser  5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Destroyer]
;
flyPastDist             Neutral     CLASS_Destroyer     3000.0
maxFlyAwayDist          Neutral     CLASS_Destroyer     3500.0
breakRange              Neutral     CLASS_Destroyer     1000.0
triggerHappy            Neutral     CLASS_Destroyer       11.0
faceTargetAccuracy      Neutral     CLASS_Destroyer        4.5
maxAttackTime           Neutral     CLASS_Destroyer        4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_Destroyer     0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_Destroyer     1,1,1,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_Destroyer     5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_Destroyer     5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_Destroyer     5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Frigate]
;
flyPastDist             Neutral     CLASS_Frigate       3000.0
maxFlyAwayDist          Neutral     CLASS_Frigate       3500.0
breakRange              Neutral     CLASS_Frigate       1000.0  //725
triggerHappy            Neutral     CLASS_Frigate         11.0
faceTargetAccuracy      Neutral     CLASS_Frigate          4.0
maxAttackTime           Neutral     CLASS_Frigate          4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_Frigate       0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_Frigate       1,1,1,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_Frigate       5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_Frigate       5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_Frigate       5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Corvette]
;
flyPastDist             Neutral     CLASS_Corvette      2100.0
maxFlyAwayDist          Neutral     CLASS_Corvette      2500.0
breakRange              Neutral     CLASS_Corvette       650.0
triggerHappy            Neutral     CLASS_Corvette       4.2
faceTargetAccuracy      Neutral     CLASS_Corvette        4.5
maxAttackTime           Neutral     CLASS_Corvette        4.0
                                                       Relative frequenciesfor:
flightmanTurnaround     Neutral     CLASS_Corvette     0,3,3,1,2            ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_Corvette     1,1,1,0,1            ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_Corvette     5,5,10,15,10,10,10,5; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_Corvette     5,5,10,0,10,10,10,5; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_Corvette     5,5,10,10,10,10,10,5; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Fighter]
;
flyPastDist             Neutral     CLASS_Fighter        1500.0
maxFlyAwayDist          Neutral     CLASS_Fighter        1700.0
breakRange              Neutral     CLASS_Fighter         600.0
triggerHappy            Neutral     CLASS_Fighter         3.2
faceTargetAccuracy      Neutral     CLASS_Fighter          4.5
maxAttackTime           Neutral     CLASS_Fighter          4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_Fighter       0,3,3,1,2              ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_Fighter       1,1,1,0,1              ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_Fighter       5,5,10,15,10,10,10,5   ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_Fighter       5,5,10,0,10,10,10,5   ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_Fighter       5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Resource]
;
flyPastDist             Neutral     CLASS_Resource      3000.0
maxFlyAwayDist          Neutral     CLASS_Resource      3500.0
breakRange              Neutral     CLASS_Resource      1000.0
triggerHappy            Neutral     CLASS_Resource        11.0
faceTargetAccuracy      Neutral     CLASS_Resource         4.0
maxAttackTime           Neutral     CLASS_Resource         4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_Resource      0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_Resource      1,1,1,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_Resource      5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_Resource      5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_Resource      5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_NonCombat]
;
flyPastDist             Neutral     CLASS_NonCombat     3000.0
maxFlyAwayDist          Neutral     CLASS_NonCombat     3500.0
breakRange              Neutral     CLASS_NonCombat     1000.0
triggerHappy            Neutral     CLASS_NonCombat       3.0
faceTargetAccuracy      Neutral     CLASS_NonCombat        4.5
maxAttackTime           Neutral     CLASS_NonCombat        4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_NonCombat     0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_NonCombat     1,1,1,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_NonCombat     5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_NonCombat     5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_NonCombat     5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE



;|||||||||||||||||||||||||||||||||||||||||------AGGRESSIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------AGGRESSIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------AGGRESSIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||

;[Default]  --  used for ships where nothing else is defined (default behaviour)
;
flyPastDist             Aggressive      Default             3000.0    ; dist which ship will try to fly past target - relative to CENTRE of ship
maxFlyAwayDist          Aggressive      Default             3500.0    ; maximum distance ship will fly away from target - relative to CENTRE of ship
breakRange              Aggressive      Default             1000.0    ; range at which ship will break off for another pass - relative to SURFACE of ship
triggerHappy            Aggressive      Default               11.0    ; how close in degrees the ship needs to be to fire fixed guns
faceTargetAccuracy      Aggressive      Default                4.0    ; within how many degrees will try to align itself with target
maxAttackTime           Aggressive      Default                4.0    ; maximum time ship will attack before breaking

                                                      ; Relative frequencies for:
flightmanTurnaround     Aggressive      Default             0,3,3,1,2              ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      Default             0,1,0,0,0              ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      Default             5,5,10,15,10,10,10,0   ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      Default             5,5,10,0,10,10,10,0   ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      Default             5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Mothership]
;
flyPastDist             Aggressive      CLASS_Mothership    8000.0
maxFlyAwayDist          Aggressive      CLASS_Mothership    10000.0
breakRange              Aggressive      CLASS_Mothership    2000.0
triggerHappy            Aggressive      CLASS_Mothership      11.0
faceTargetAccuracy      Aggressive      CLASS_Mothership       4.5
maxAttackTime           Aggressive      CLASS_Mothership       4.0

                                                      ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_Mothership    0,3,3,1,2             ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_Mothership    1,1,3,0,0             ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_Mothership    5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_Mothership    5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_Mothership    5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE


;[CLASS_Carrier]
;
flyPastDist             Aggressive      CLASS_Carrier       3000.0
maxFlyAwayDist          Aggressive      CLASS_Carrier       3500.0
breakRange              Aggressive      CLASS_Carrier       1000.0
triggerHappy            Aggressive      CLASS_Carrier         11.0
faceTargetAccuracy      Aggressive      CLASS_Carrier          4.5
maxAttackTime           Aggressive      CLASS_Carrier          4.0
                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_Carrier       0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_Carrier       1,1,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_Carrier       5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_Carrier       5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_Carrier       5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_HeavyCruiser]
;
flyPastDist             Aggressive      CLASS_HeavyCruiser  3000.0
maxFlyAwayDist          Aggressive      CLASS_HeavyCruiser  3500.0
breakRange              Aggressive      CLASS_HeavyCruiser  1000.0
triggerHappy            Aggressive      CLASS_HeavyCruiser    11.0
faceTargetAccuracy      Aggressive      CLASS_HeavyCruiser     4.5
maxAttackTime           Aggressive      CLASS_HeavyCruiser     4.0
                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_HeavyCruiser  0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_HeavyCruiser  1,1,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_HeavyCruiser  5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_HeavyCruiser  5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_HeavyCruiser  5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Destroyer]
;
flyPastDist             Aggressive      CLASS_Destroyer     3000.0
maxFlyAwayDist          Aggressive      CLASS_Destroyer     3500.0
breakRange              Aggressive      CLASS_Destroyer     1000.0
triggerHappy            Aggressive      CLASS_Destroyer       11.0
faceTargetAccuracy      Aggressive      CLASS_Destroyer        4.5
maxAttackTime           Aggressive      CLASS_Destroyer        4.0
                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_Destroyer     0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_Destroyer     1,1,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_Destroyer     5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_Destroyer     5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_Destroyer     5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Frigate]
;
flyPastDist             Aggressive      CLASS_Frigate       3000.0
maxFlyAwayDist          Aggressive      CLASS_Frigate       3500.0
breakRange              Aggressive      CLASS_Frigate       1000.0 //725
triggerHappy            Aggressive      CLASS_Frigate         11.0
faceTargetAccuracy      Aggressive      CLASS_Frigate          4.0
maxAttackTime           Aggressive      CLASS_Frigate          4.0

                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_Frigate       0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_Frigate       1,1,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_Frigate       5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_Frigate       5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_Frigate       5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Corvette]
;
flyPastDist             Aggressive      CLASS_Corvette       2000.0
maxFlyAwayDist          Aggressive      CLASS_Corvette       2600.0
breakRange              Aggressive      CLASS_Corvette        450.0
triggerHappy            Aggressive      CLASS_Corvette        3.8
faceTargetAccuracy      Aggressive      CLASS_Corvette         4.5
maxAttackTime           Aggressive      CLASS_Corvette         4.0
                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_Corvette      0,3,3,1,2             ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_Corvette      1,1,3,0,0             ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_Corvette      5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_Corvette      5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_Corvette      5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Fighter]
;
flyPastDist             Aggressive      CLASS_Fighter        1600.0
maxFlyAwayDist          Aggressive      CLASS_Fighter        1800.0
breakRange              Aggressive      CLASS_Fighter         600.0
triggerHappy            Aggressive      CLASS_Fighter         2.8
faceTargetAccuracy      Aggressive      CLASS_Fighter          4.5
maxAttackTime           Aggressive      CLASS_Fighter          4.0
                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_Fighter       0,3,3,1,2              ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_Fighter       1,1,3,0,0              ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_Fighter       5,5,10,15,10,10,10,0   ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_Fighter       5,5,10,0,10,10,10,0   ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_Fighter       5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Resource]
;
flyPastDist             Aggressive      CLASS_Resource      3000.0
maxFlyAwayDist          Aggressive      CLASS_Resource      3500.0
breakRange              Aggressive      CLASS_Resource      1000.0
triggerHappy            Aggressive      CLASS_Resource        11.0
faceTargetAccuracy      Aggressive      CLASS_Resource         4.0
maxAttackTime           Aggressive      CLASS_Resource         4.0
                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_Resource      0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_Resource      1,1,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_Resource      5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_Resource      5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_Resource      5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_NonCombat]
;
flyPastDist             Aggressive      CLASS_NonCombat     3000.0
maxFlyAwayDist          Aggressive      CLASS_NonCombat     3500.0
breakRange              Aggressive      CLASS_NonCombat     1000.0
triggerHappy            Aggressive      CLASS_NonCombat       4.0
faceTargetAccuracy      Aggressive      CLASS_NonCombat        4.5
maxAttackTime           Aggressive      CLASS_NonCombat        4.0
                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_NonCombat     0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_NonCombat     1,1,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_NonCombat     5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_NonCombat     5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_NonCombat     5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

badAI                                    FALSE                          ; normally set this to FALSE


;Ship Trails
;=---------=
trailSegments                       20
trailGranularity                    2
trailColor                          0, 0, 0, 0, 0           ;grey team
trailColor                          0, 1, 238, 238, 238
trailColor                          0, 8, 141, 106, 87
trailColor                          0, 19, 0, 0, 0
trailColor                          1, 0, 0, 0, 0           ;red team
trailColor                          1, 1, 225, 124, 33
trailColor                          1, 8, 146, 0, 0
trailColor                          1, 19, 0, 0, 0
trailColor                          2, 0, 0, 0, 0           ;blue team
trailColor                          2, 1, 11, 255, 255
trailColor                          2, 8, 51, 0, 243
trailColor                          2, 19, 0, 0, 0
trailColor                          3, 0, 0, 0, 0           ;green team
trailColor                          3, 1, 201, 254, 39
trailColor                          3, 8, 0, 84, 4
trailColor                          3, 19, 0, 0, 0
trailColor                          4, 0, 0, 0, 0           ;yellow team
trailColor                          4, 1, 255, 240, 97
trailColor                          4, 8, 160, 124, 0
trailColor                          4, 19, 0, 0, 0
trailColor                          5, 0, 0, 0, 0           ;orange team
trailColor                          5, 1, 225, 255, 11
trailColor                          5, 8, 160, 124, 0
trailColor                          5, 19, 0, 0, 0
trailColor                          6, 0, 0, 0, 0           ;purple team
trailColor                          6, 1, 255, 135, 157
trailColor                          6, 8, 121, 0, 135
trailColor                          6, 19, 0, 0, 0
trailColor                          7, 0, 0, 0, 0           ;pale blue-green team
trailColor                          7, 1, 45, 255, 149
trailColor                          7, 8, 0, 105, 137
trailColor                          7, 19, 0, 0, 0

;Mad Animation Sillyness
;upon creation animation state:
;animation specified is started then paused
;i.e:   HeaveyDefender needs to start a gun opening animation,
;       and then pause it.

;MadStartInfo        needs a starting     /Animation Text Name(no spaces allowed!)
                    animation(1-yes,0-no)/
MadStartInfo                   1 , Arms_OPEN , 1 , Arms_OPEN

;MadGunAnims          definitions in explination below
;                       n = number, g = gun, o = open, c = close, d = damaged, a = animations

;                            ;ngoa,names,...,ngca,names,...,ngoda,names,... ,ngcda,names,...
;if this doesn't
;makes sence, ask Bryce
MadGunAnims                     1, Arms_OPEN, 1, Arms_CLOSE, 1,Arms_Damaged_OPEN, 1, Arms_Damaged_CLOSE

;Ships health must be below this percentage to use the damaged animations.
madGunOpenDamagedHealthThreshold                0.70    ;<= 1.0f

;Explosions
;=--------=
explosionType                       ET_InterceptorExplosion



//bottom gun
BindGun                             HeavyDefenderArm(3)      Gun0,Azimuth,Declination,Recoil,Frequency 1
BindGun                             HeavyDefenderGun(3)      Gun0,Recoil,Frequency 1

//right gun
BindGun                             HeavyDefenderArm(1)      Gun1,Azimuth,Declination,Recoil,Frequency 1
BindGun                             HeavyDefenderGun(1)      Gun1,Recoil,Frequency 1

//left gun
BindGun                             HeavyDefenderArm(2)      Gun2,Azimuth,Declination,Recoil,Frequency 1
BindGun                             HeavyDefenderGun(2)      Gun2,Recoil,Frequency 1

BindAnimations                      1

;Engine trails
;=-----------=
trailWidth                          18.5
trailHeight                          3.7

minimumZoomDistance                 40

Overlay_Selection_Scalar            1.3         ; scale the tactical overlay by this amount

collSideModifiers[TRANS_UP]         0.8
collSideModifiers[TRANS_DOWN]       0.8
collSideModifiers[TRANS_RIGHT]      0.8
collSideModifiers[TRANS_LEFT]       0.8
collSideModifiers[TRANS_FORWARD]    0.7
collSideModifiers[TRANS_BACK]       1.5


{}{}{}



Interceptor ~ HeavyInterceptor
{}{}{}
[HeavyInterceptor]

;Source Files
;=----------=
LODFile                             HeavyInterceptor.lod
pMexData                            HeavyInterceptor\Rl0\LOD0\HeavyInterceptor.mex

;Ship Physics
;=----------=
mass                                20.0                           ; ship mass [fighter = 1]
momentOfInertiaX                    2.0                           ; resistance to rotation
momentOfInertiaY                    2.0                           ; [fighter = 1]
momentOfInertiaZ                    2.0
maxvelocity                         875.0                         ; [fighter = 1000]
maxrot                              10.0                          ; maximum rotation speed [don't make faster than ~10]

;Basic Ship Stats
;=--------------=
shipclass                           CLASS_Fighter
buildCost                           55                            ; resource units to build
buildTime                           20                             ; time in seconds to build
maxhealth                           90                            ; hit points
maxfuel                             14000.0
lowfuelpoint                        0.35                          ; percentage of tank which is considered "low on fuel"
fuelburnrate                        0.021                         ; based on distance ship moves in the world
attackfuelburnrate                  0.040
groupSize                           4                             ; size of group ships of this type tend to form

blastRadiusShockWave                6.0
blastRadiusDamage                   75

;Moving Around
;=-----------=
thruststrength[TRANS_UP]            775.0                        ; acceleration (m/s^2) [1-1000 approx. range]
thruststrength[TRANS_DOWN]          775.0
thruststrength[TRANS_RIGHT]         800.0
thruststrength[TRANS_LEFT]          800.0
thruststrength[TRANS_FORWARD]       875.0
thruststrength[TRANS_BACK]          300.0
rotstrength[ROT_YAWLEFT]            120.0                        ; rotational acceleration (deg/s^2) [0.01 - 400]
rotstrength[ROT_YAWRIGHT]           120.0
rotstrength[ROT_PITCHUP]            120.0
rotstrength[ROT_PITCHDOWN]          120.0
rotstrength[ROT_ROLLRIGHT]          120.0
rotstrength[ROT_ROLLLEFT]           120.0
turnspeed[TURN_YAW]                 2.8                          ; speed at which ship tries to turn (1=standard)
turnspeed[TURN_PITCH]               2.8
turnspeed[TURN_ROLL]                2.8

;Weapons
;=-----=
NUMBER_OF_GUNS                      2

rotateToRetaliate                   TRUE
tooCloseRange                       500.0

GUN         0
{
Type                            GUN_Gimble
SoundType                       GS_SmallEnergyCannon
DamageLo                        12   //5                             ; damage variance per shot - low
DamageHi                        18   //8                          ; damage variance per shot - high
MinAngle                        0
MaxAngle                        4
BulletLength                    15.0                           ; visual only.  Length of bullet on screen
BulletRange                     3200.0                         ; distance bullets travel before disappearing
BulletSpeed                     4500.0                         ; measured in m/s.
BulletMass                      0.65                              ; mass of bullet
FireTime                        0.17   //0.2                          ; fire repeat rate (reciprocal = shots/second)
BurstFireTime                   0.75
BurstWaitTime                   1.25
TriggerHappy                    3
BulletLifeTime                  2.0                            ;Life time of bullet
}

GUN         1
{
Type                            GUN_Gimble
SoundType                       GS_SmallEnergyCannon
DamageLo                        12  //5                              ; damage variance per shot - low
DamageHi                        18  //8                           ; damage variance per shot - high
MinAngle                        0
MaxAngle                        4
BulletLength                    15.0                            ; visual only.  Length of bullet on screen
BulletRange                     3200.0                         ; distance bullets travel before disappearing
BulletSpeed                     4500.0                         ; measured in m/s.
BulletMass                      0.65                              ; mass of bullet
FireTime                        0.17  //0.2                           ; fire repeat rate (reciprocal = shots/second)
BurstFireTime                   0.75
BurstWaitTime                   1.25
TriggerHappy                     3
BulletLifeTime                  2.0                            ;Life time of bullet
}

gunsFireTime                    0.16                            ; tune this value, not FireTime

;Ship AI
;=-----=


;|||||||||||||||||||||||||||||||||||||||||------EVASIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------EVASIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------EVASIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||

;[Default]  --  used for ships where nothing else is defined (default behaviour)
;
flyPastDist             Evasive     Default             3000.0       ; dist which ship will try to fly past target - relative to CENTRE of ship
maxFlyAwayDist          Evasive     Default             3500.0       ; maximum distance ship will fly away from target - relative to CENTRE of ship
breakRange              Evasive     Default             1000.0       ; range at which ship will break off for another pass - relative to SURFACE of ship
triggerHappy            Evasive     Default               11.0       ; how close in degrees the ship needs to be to fire fixed guns
faceTargetAccuracy      Evasive     Default                2.0       ; within how many degrees will try to align itself with target
maxAttackTime           Evasive     Default                4.0       ; maximum time ship will attack before breaking

                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     Default             0,2,2,0,3              ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     Default             0,1,0,0,0              ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     Default             5,5,10,15,10,10,10,5   ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     Default             5,5,10,0,10,10,10,5   ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     Default             5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Mothership]
;
flyPastDist             Evasive     CLASS_Mothership    8000.0
maxFlyAwayDist          Evasive     CLASS_Mothership    10000.0
breakRange              Evasive     CLASS_Mothership    2000.0
triggerHappy            Evasive     CLASS_Mothership      11.0
faceTargetAccuracy      Evasive     CLASS_Mothership       2.5
maxAttackTime           Evasive     CLASS_Mothership       8.0

                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_Mothership    0,3,2,0,2             ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_Mothership    1,3,3,0,1             ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_Mothership    5,5,10,10,10,10,10,8 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_Mothership    5,5,10,0,10,10,10,8 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_Mothership    5,5,10,10,10,10,10,8 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE


;[CLASS_Carrier]
;
flyPastDist             Evasive     CLASS_Carrier       3000.0
maxFlyAwayDist          Evasive     CLASS_Carrier       3500.0
breakRange              Evasive     CLASS_Carrier       1000.0
triggerHappy            Evasive     CLASS_Carrier         11.0
faceTargetAccuracy      Evasive     CLASS_Carrier          2.5
maxAttackTime           Evasive     CLASS_Carrier          8.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_Carrier       0,3,2,0,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_Carrier       1,2,3,0,1       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_Carrier       5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_Carrier       5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_Carrier       5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_HeavyCruiser]
;
flyPastDist             Evasive     CLASS_HeavyCruiser  3000.0
maxFlyAwayDist          Evasive     CLASS_HeavyCruiser  3500.0
breakRange              Evasive     CLASS_HeavyCruiser  1000.0
triggerHappy            Evasive     CLASS_HeavyCruiser    11.0
faceTargetAccuracy      Evasive     CLASS_HeavyCruiser     2.5
maxAttackTime           Evasive     CLASS_HeavyCruiser     4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_HeavyCruiser  0,3,2,0,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_HeavyCruiser  1,2,3,0,1       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_HeavyCruiser  5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_HeavyCruiser  5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_HeavyCruiser  5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Destroyer]
;
flyPastDist             Evasive     CLASS_Destroyer     3000.0
maxFlyAwayDist          Evasive     CLASS_Destroyer     3500.0
breakRange              Evasive     CLASS_Destroyer     1000.0
triggerHappy            Evasive     CLASS_Destroyer       11.0
faceTargetAccuracy      Evasive     CLASS_Destroyer        2.5
maxAttackTime           Evasive     CLASS_Destroyer        4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_Destroyer     0,3,2,0,3       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_Destroyer     1,2,3,0,1       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_Destroyer     5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_Destroyer     5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_Destroyer     5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Frigate]
;
flyPastDist             Evasive     CLASS_Frigate       3000.0   //3000
maxFlyAwayDist          Evasive     CLASS_Frigate       3500.0   //3300
breakRange              Evasive     CLASS_Frigate       1000.0   //725
triggerHappy            Evasive     CLASS_Frigate         11.0   //4
faceTargetAccuracy      Evasive     CLASS_Frigate          2.0
maxAttackTime           Evasive     CLASS_Frigate          4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_Frigate       0,3,2,0,3       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_Frigate       1,2,3,0,1       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_Frigate       5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_Frigate       5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_Frigate       5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Corvette]
;
flyPastDist             Evasive     CLASS_Corvette       2200.0
maxFlyAwayDist          Evasive     CLASS_Corvette       2600.0
breakRange              Evasive     CLASS_Corvette        750.0</pre><pre id="faqspan-8">
triggerHappy            Evasive     CLASS_Corvette        3.5
faceTargetAccuracy      Evasive     CLASS_Corvette         3.5
maxAttackTime           Evasive     CLASS_Corvette         4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_Corvette      0,4,3,0,3             ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_Corvette      1,2,3,1,2             ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_Corvette      5,5,8,10,8,13,13,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_Corvette      5,5,8,0,8,13,13,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_Corvette      5,5,8,10,8,13,13,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Fighter]
;
flyPastDist             Evasive     CLASS_Fighter        1200.0
maxFlyAwayDist          Evasive     CLASS_Fighter        1300.0
breakRange              Evasive     CLASS_Fighter         600.0
triggerHappy            Evasive     CLASS_Fighter          2.5
faceTargetAccuracy      Evasive     CLASS_Fighter           0.5
maxAttackTime           Evasive     CLASS_Fighter           4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_Fighter       0,5,5,2,2              ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_Fighter       1,2,3,1,2              ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_Fighter       5,5,10,15,10,10,10,15   ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_Fighter       5,5,10,5,10,10,10,5   ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_Fighter       5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Resource]
;
flyPastDist             Evasive     CLASS_Resource      3000.0
maxFlyAwayDist          Evasive     CLASS_Resource      3500.0
breakRange              Evasive     CLASS_Resource      1000.0
triggerHappy            Evasive     CLASS_Resource        11.0
faceTargetAccuracy      Evasive     CLASS_Resource         2.0
maxAttackTime           Evasive     CLASS_Resource         4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_Resource      0,4,4,0,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_Resource      1,2,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_Resource      5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_Resource      5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_Resource      5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_NonCombat]
;
flyPastDist             Evasive     CLASS_NonCombat     3000.0
maxFlyAwayDist          Evasive     CLASS_NonCombat     3500.0
breakRange              Evasive     CLASS_NonCombat     1000.0
triggerHappy            Evasive     CLASS_NonCombat       4.0
faceTargetAccuracy      Evasive     CLASS_NonCombat        2.5
maxAttackTime           Evasive     CLASS_NonCombat        4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_NonCombat     0,4,2,0,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_NonCombat     1,2,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_NonCombat     5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_NonCombat     5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_NonCombat     5,5,10,0,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE



;|||||||||||||||||||||||||||||||||||||||||------NEUTRAL-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------NEUTRAL-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------NEUTRAL-------||||||||||||||||||||||||||||||||||||||||||||||||||||||

;[Default]  --  used for ships where nothing else is defined (default behaviour)
;
flyPastDist             Neutral     Default             3000.0    ; dist which ship will try to fly past target - relative to CENTRE of ship
maxFlyAwayDist          Neutral     Default             3500.0    ; maximum distance ship will fly away from target - relative to CENTRE of ship
breakRange              Neutral     Default             1000.0    ; range at which ship will break off for another pass - relative to SURFACE of ship
triggerHappy            Neutral     Default               11.0    ; how close in degrees the ship needs to be to fire fixed guns
faceTargetAccuracy      Neutral     Default                2.0    ; within how many degrees will try to align itself with target
maxAttackTime           Neutral     Default                4.0    ; maximum time ship will attack before breaking

                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     Default             0,1,1,1,1              ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     Default             0,1,0,0,0              ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     Default             5,5,10,10,10,10,10,5   ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     Default             5,5,10,0,10,10,10,5   ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     Default             5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Mothership]
;
flyPastDist             Neutral     CLASS_Mothership    8000.0
maxFlyAwayDist          Neutral     CLASS_Mothership    10000.0
breakRange              Neutral     CLASS_Mothership    2000.0
triggerHappy            Neutral     CLASS_Mothership      11.0
faceTargetAccuracy      Neutral     CLASS_Mothership       2.5
maxAttackTime           Neutral     CLASS_Mothership       4.0

                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_Mothership    0,3,3,1,2             ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_Mothership    1,1,1,0,0             ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_Mothership    5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_Mothership    5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_Mothership    5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE


;[CLASS_Carrier]
;
flyPastDist             Neutral     CLASS_Carrier       3000.0
maxFlyAwayDist          Neutral     CLASS_Carrier       3500.0
breakRange              Neutral     CLASS_Carrier       1000.0
triggerHappy            Neutral     CLASS_Carrier         11.0
faceTargetAccuracy      Neutral     CLASS_Carrier          2.5
maxAttackTime           Neutral     CLASS_Carrier          4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_Carrier       0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_Carrier       1,1,1,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_Carrier       5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_Carrier       5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_Carrier       5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_HeavyCruiser]
;
flyPastDist             Neutral     CLASS_HeavyCruiser  3000.0
maxFlyAwayDist          Neutral     CLASS_HeavyCruiser  3500.0
breakRange              Neutral     CLASS_HeavyCruiser  1000.0
triggerHappy            Neutral     CLASS_HeavyCruiser    11.0
faceTargetAccuracy      Neutral     CLASS_HeavyCruiser     2.5
maxAttackTime           Neutral     CLASS_HeavyCruiser     4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_HeavyCruiser  0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_HeavyCruiser  1,1,1,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_HeavyCruiser  5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_HeavyCruiser  5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_HeavyCruiser  5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Destroyer]
;
flyPastDist             Neutral     CLASS_Destroyer     3000.0
maxFlyAwayDist          Neutral     CLASS_Destroyer     3500.0
breakRange              Neutral     CLASS_Destroyer     1000.0
triggerHappy            Neutral     CLASS_Destroyer       11.0
faceTargetAccuracy      Neutral     CLASS_Destroyer        2.5
maxAttackTime           Neutral     CLASS_Destroyer        4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_Destroyer     0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_Destroyer     1,1,1,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_Destroyer     5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_Destroyer     5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_Destroyer     5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Frigate]
;
flyPastDist             Neutral     CLASS_Frigate       3000.0
maxFlyAwayDist          Neutral     CLASS_Frigate       3500.0
breakRange              Neutral     CLASS_Frigate       1000.0  //725
triggerHappy            Neutral     CLASS_Frigate         11.0
faceTargetAccuracy      Neutral     CLASS_Frigate          1.0
maxAttackTime           Neutral     CLASS_Frigate          4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_Frigate       0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_Frigate       1,1,1,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_Frigate       5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_Frigate       5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_Frigate       5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Corvette]
;
flyPastDist             Neutral     CLASS_Corvette      2100.0
maxFlyAwayDist          Neutral     CLASS_Corvette      2500.0
breakRange              Neutral     CLASS_Corvette       650.0
triggerHappy            Neutral     CLASS_Corvette       4.2
faceTargetAccuracy      Neutral     CLASS_Corvette        2.5
maxAttackTime           Neutral     CLASS_Corvette        4.0
                                                       Relative frequenciesfor:
flightmanTurnaround     Neutral     CLASS_Corvette     0,3,3,1,2            ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_Corvette     1,1,1,0,1            ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_Corvette     5,5,10,15,10,10,10,5; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_Corvette     5,5,10,0,10,10,10,5; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_Corvette     5,5,10,10,10,10,10,5; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Fighter]
;
flyPastDist             Neutral     CLASS_Fighter        1500.0
maxFlyAwayDist          Neutral     CLASS_Fighter        1700.0
breakRange              Neutral     CLASS_Fighter         600.0
triggerHappy            Neutral     CLASS_Fighter         3.2
faceTargetAccuracy      Neutral     CLASS_Fighter          0.5
maxAttackTime           Neutral     CLASS_Fighter          4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_Fighter       0,3,3,1,2              ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_Fighter       1,1,1,0,1              ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_Fighter       5,5,10,15,10,10,10,5   ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_Fighter       5,5,10,0,10,10,10,5   ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_Fighter       5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Resource]
;
flyPastDist             Neutral     CLASS_Resource      3000.0
maxFlyAwayDist          Neutral     CLASS_Resource      3500.0
breakRange              Neutral     CLASS_Resource      1000.0
triggerHappy            Neutral     CLASS_Resource        11.0
faceTargetAccuracy      Neutral     CLASS_Resource         2.0
maxAttackTime           Neutral     CLASS_Resource         4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_Resource      0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_Resource      1,1,1,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_Resource      5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_Resource      5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_Resource      5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_NonCombat]
;
flyPastDist             Neutral     CLASS_NonCombat     3000.0
maxFlyAwayDist          Neutral     CLASS_NonCombat     3500.0
breakRange              Neutral     CLASS_NonCombat     1000.0
triggerHappy            Neutral     CLASS_NonCombat       3.0
faceTargetAccuracy      Neutral     CLASS_NonCombat        2.5
maxAttackTime           Neutral     CLASS_NonCombat        4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_NonCombat     0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_NonCombat     1,1,1,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_NonCombat     5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_NonCombat     5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_NonCombat     5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE



;|||||||||||||||||||||||||||||||||||||||||------AGGRESSIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------AGGRESSIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------AGGRESSIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||

;[Default]  --  used for ships where nothing else is defined (default behaviour)
;
flyPastDist             Aggressive      Default             3000.0    ; dist which ship will try to fly past target - relative to CENTRE of ship
maxFlyAwayDist          Aggressive      Default             3500.0    ; maximum distance ship will fly away from target - relative to CENTRE of ship
breakRange              Aggressive      Default             1000.0    ; range at which ship will break off for another pass - relative to SURFACE of ship
triggerHappy            Aggressive      Default               11.0    ; how close in degrees the ship needs to be to fire fixed guns
faceTargetAccuracy      Aggressive      Default                2.0    ; within how many degrees will try to align itself with target
maxAttackTime           Aggressive      Default                4.0    ; maximum time ship will attack before breaking

                                                      ; Relative frequencies for:
flightmanTurnaround     Aggressive      Default             0,3,3,1,2              ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      Default             0,1,0,0,0              ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      Default             5,5,10,15,10,10,10,0   ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      Default             5,5,10,0,10,10,10,0   ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      Default             5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Mothership]
;
flyPastDist             Aggressive      CLASS_Mothership    8000.0
maxFlyAwayDist          Aggressive      CLASS_Mothership    10000.0
breakRange              Aggressive      CLASS_Mothership    2000.0
triggerHappy            Aggressive      CLASS_Mothership      11.0
faceTargetAccuracy      Aggressive      CLASS_Mothership       2.5
maxAttackTime           Aggressive      CLASS_Mothership       4.0

                                                      ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_Mothership    0,3,3,1,2             ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_Mothership    1,1,3,0,0             ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_Mothership    5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_Mothership    5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_Mothership    5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE


;[CLASS_Carrier]
;
flyPastDist             Aggressive      CLASS_Carrier       3000.0
maxFlyAwayDist          Aggressive      CLASS_Carrier       3500.0
breakRange              Aggressive      CLASS_Carrier       1000.0
triggerHappy            Aggressive      CLASS_Carrier         11.0
faceTargetAccuracy      Aggressive      CLASS_Carrier          2.5
maxAttackTime           Aggressive      CLASS_Carrier          4.0
                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_Carrier       0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_Carrier       1,1,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_Carrier       5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_Carrier       5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_Carrier       5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_HeavyCruiser]
;
flyPastDist             Aggressive      CLASS_HeavyCruiser  3000.0
maxFlyAwayDist          Aggressive      CLASS_HeavyCruiser  3500.0
breakRange              Aggressive      CLASS_HeavyCruiser  1000.0
triggerHappy            Aggressive      CLASS_HeavyCruiser    11.0
faceTargetAccuracy      Aggressive      CLASS_HeavyCruiser     2.5
maxAttackTime           Aggressive      CLASS_HeavyCruiser     4.0
                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_HeavyCruiser  0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_HeavyCruiser  1,1,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_HeavyCruiser  5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_HeavyCruiser  5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_HeavyCruiser  5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Destroyer]
;
flyPastDist             Aggressive      CLASS_Destroyer     3000.0
maxFlyAwayDist          Aggressive      CLASS_Destroyer     3500.0
breakRange              Aggressive      CLASS_Destroyer     1000.0
triggerHappy            Aggressive      CLASS_Destroyer       11.0
faceTargetAccuracy      Aggressive      CLASS_Destroyer        2.5
maxAttackTime           Aggressive      CLASS_Destroyer        4.0
                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_Destroyer     0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_Destroyer     1,1,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_Destroyer     5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_Destroyer     5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_Destroyer     5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Frigate]
;
flyPastDist             Aggressive      CLASS_Frigate       3000.0
maxFlyAwayDist          Aggressive      CLASS_Frigate       3500.0
breakRange              Aggressive      CLASS_Frigate       1000.0 //725
triggerHappy            Aggressive      CLASS_Frigate         11.0
faceTargetAccuracy      Aggressive      CLASS_Frigate          2.0
maxAttackTime           Aggressive      CLASS_Frigate          4.0

                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_Frigate       0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_Frigate       1,1,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_Frigate       5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_Frigate       5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_Frigate       5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Corvette]
;
flyPastDist             Aggressive      CLASS_Corvette       2000.0
maxFlyAwayDist          Aggressive      CLASS_Corvette       2600.0
breakRange              Aggressive      CLASS_Corvette        450.0
triggerHappy            Aggressive      CLASS_Corvette        3.8
faceTargetAccuracy      Aggressive      CLASS_Corvette         2.5
maxAttackTime           Aggressive      CLASS_Corvette         4.0
                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_Corvette      0,3,3,1,2             ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_Corvette      1,1,3,0,0             ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_Corvette      5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_Corvette      5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_Corvette      5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Fighter]
;
flyPastDist             Aggressive      CLASS_Fighter        1600.0
maxFlyAwayDist          Aggressive      CLASS_Fighter        1800.0
breakRange              Aggressive      CLASS_Fighter         600.0
triggerHappy            Aggressive      CLASS_Fighter         2.8
faceTargetAccuracy      Aggressive      CLASS_Fighter          0.5
maxAttackTime           Aggressive      CLASS_Fighter          4.0
                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_Fighter       0,3,3,1,2              ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_Fighter       1,1,3,0,0              ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_Fighter       5,5,10,15,10,10,10,0   ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_Fighter       5,5,10,0,10,10,10,0   ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_Fighter       5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Resource]
;
flyPastDist             Aggressive      CLASS_Resource      3000.0
maxFlyAwayDist          Aggressive      CLASS_Resource      3500.0
breakRange              Aggressive      CLASS_Resource      1000.0
triggerHappy            Aggressive      CLASS_Resource        11.0
faceTargetAccuracy      Aggressive      CLASS_Resource         2.0
maxAttackTime           Aggressive      CLASS_Resource         4.0
                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_Resource      0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_Resource      1,1,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_Resource      5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_Resource      5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_Resource      5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_NonCombat]
;
flyPastDist             Aggressive      CLASS_NonCombat     3000.0
maxFlyAwayDist          Aggressive      CLASS_NonCombat     3500.0
breakRange              Aggressive      CLASS_NonCombat     1000.0
triggerHappy            Aggressive      CLASS_NonCombat       4.0
faceTargetAccuracy      Aggressive      CLASS_NonCombat        2.5
maxAttackTime           Aggressive      CLASS_NonCombat        4.0
                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_NonCombat     0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_NonCombat     1,1,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_NonCombat     5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_NonCombat     5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_NonCombat     5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

badAI                                    FALSE                          ; normally set this to FALSE



;Ship Trails
;=---------=
trailSegments                       20
trailGranularity                    2
trailColor                          0, 0, 0, 0, 0           ;grey team
trailColor                          0, 1, 238, 238, 238
trailColor                          0, 8, 141, 106, 87
trailColor                          0, 19, 0, 0, 0
trailColor                          1, 0, 0, 0, 0           ;red team
trailColor                          1, 1, 225, 124, 33
trailColor                          1, 8, 146, 0, 0
trailColor                          1, 19, 0, 0, 0
trailColor                          2, 0, 0, 0, 0           ;blue team
trailColor                          2, 1, 11, 255, 255
trailColor                          2, 8, 51, 0, 243
trailColor                          2, 19, 0, 0, 0
trailColor                          3, 0, 0, 0, 0           ;green team
trailColor                          3, 1, 201, 254, 39
trailColor                          3, 8, 0, 84, 4
trailColor                          3, 19, 0, 0, 0
trailColor                          4, 0, 0, 0, 0           ;yellow team
trailColor                          4, 1, 255, 240, 97
trailColor                          4, 8, 160, 124, 0
trailColor                          4, 19, 0, 0, 0
trailColor                          5, 0, 0, 0, 0           ;orange team
trailColor                          5, 1, 225, 255, 11
trailColor                          5, 8, 160, 124, 0
trailColor                          5, 19, 0, 0, 0
trailColor                          6, 0, 0, 0, 0           ;purple team
trailColor                          6, 1, 255, 135, 157
trailColor                          6, 8, 121, 0, 135
trailColor                          6, 19, 0, 0, 0
trailColor                          7, 0, 0, 0, 0           ;pale blue-green team
trailColor                          7, 1, 45, 255, 149
trailColor                          7, 8, 0, 105, 137
trailColor                          7, 19, 0, 0, 0

;Explosions
;=--------=
explosionType                       ET_InterceptorExplosion



;Engine trails
;=-----------=
trailWidth                         23.9
trailHeight                         3.25

minimumZoomDistance                 50

collSideModifiers[TRANS_UP]         0.7
collSideModifiers[TRANS_DOWN]       0.7
collSideModifiers[TRANS_RIGHT]      0.7
collSideModifiers[TRANS_LEFT]       0.7
collSideModifiers[TRANS_FORWARD]    0.6
collSideModifiers[TRANS_BACK]       1.5


{}{}{}



Ion Cannon Frigate ~ IonCannonFrigate
{}{}{}
[IonCannonFrigate]

;Source Files
;=----------=
LODFile                             IonCannonFrigate.lod
pMexData                            IonCannonFrigate\Rl0\LOD0\IonCannonFrigate.mex

;Ship Physics
;=----------=
mass                                1312.0                          ; ship mass [fighter = 1]
momentOfInertiaX                    325.0                          ; resistance to rotation
momentOfInertiaY                    325.0                          ; [fighter = 1]
momentOfInertiaZ                    325.0
maxvelocity                         350.0                        ; [fighter = 1000]
maxrot                              1.0                          ; maximum rotation speed [don't make faster than ~10]

;Basic Ship Stats
;=--------------=
shipclass                           CLASS_Frigate
isCapitalShip                       TRUE
buildCost                           850                          ; resource units to build
buildTime                           70                           ; time in seconds to build
maxhealth                           7000 //14000                         ; hit points
groupSize                           2                            ; size of group ships of this type tend to form
repairTime                          16                            ; every this many seconds
repairDamage                        100                           ; this much damage is repaired
repairCombatTime                    25                            ; every this many seconds
repairCombatDamage                  50                           ; this much damage is repaired

blastRadiusShockWave                1.75
blastRadiusDamage                   275

;Moving Around
;=-----------=
thruststrength[TRANS_UP]           25.0                         ; acceleration (m/s^2) [1-1000 approx. range]
thruststrength[TRANS_DOWN]         25.0
thruststrength[TRANS_RIGHT]        25.0
thruststrength[TRANS_LEFT]         25.0
thruststrength[TRANS_FORWARD]      35.0
thruststrength[TRANS_BACK]         25.0
rotstrength[ROT_YAWLEFT]           0.09                          ; rotational acceleration (deg/s^2) [0.01 - 10]
rotstrength[ROT_YAWRIGHT]          0.09
rotstrength[ROT_PITCHUP]           0.09
rotstrength[ROT_PITCHDOWN]         0.09
rotstrength[ROT_ROLLRIGHT]         0.09
rotstrength[ROT_ROLLLEFT]          0.09
turnspeed[TURN_YAW]                0.4                           ; speed at which ship tries to turn (1=standard)
turnspeed[TURN_PITCH]              0.4
turnspeed[TURN_ROLL]               0.4

rotateToRetaliate                   TRUE
passiveRetaliateZone                7000.0
tooCloseRange                       500.0


;Weapons
;=-----=
NUMBER_OF_GUNS                      1
;(one BIG gun)

GUN         0
{
//ADD this amount:  78 to compensate for centrepoint
//ADD this amount: 702 to compensate for stopping distance
Type                            GUN_Gimble
SoundType                       GS_LargeIonCannon
BulletType                      BULLET_Beam
DamageLo                        80                            ; damage variance per shot - low  (continuous damage for BULLET_Beam)
DamageHi                        90                            ; damage variance per shot - high
MinAngle                        0
MaxAngle                        3
BulletLength                    7280.0                        ; visual only.  Length of bullet on screen
BulletRange                     6280.0                        ; distance bullets travel before disappearing
BulletSpeed                     5000.0                           ; measured in m/s.
BulletLifeTime                  2.6
BulletMass                      0.75                           ; mass of bullet
FireTime                        9.8                           ; fire repeat rate (reciprocal = shots/second)
TriggerHappy                    5
}


NUMBER_OF_SALVAGE_POINTS        2
NUM_NEEDED_FOR_SALVAGE          2               ;number of ships needed to capture a craft
NEED_BIGR1                      FALSE
NEED_BIGR2                      TRUE
WILL_FIT_CARRIER                TRUE

;       format:                    name,type
SalvagePoint                       Point1,AttachPoint
SalvagePoint                       Point2,AttachPoint


NUMBER_OF_NAV_LIGHTS           4

; format is NavLight            name, type, blinkrate (in seconds), size (in meters), min LOD, texture name
NavLight                        antenna1,        NAVLIGHT_Default, 2,   1, 0.5,  7,  2, etg\textures\glow32
NavLight                        antenna2,       NAVLIGHT_Default, 2,   1, 0,  6,  2, etg\textures\glow32
NavLight                        caution,       NAVLIGHT_Default, 1,   0.5, 0, 7,  2, etg\textures\glow32
NavLight                        bridge,       NAVLIGHT_Default, 1.5,   0.75, 0.5,  6,  2, etg\textures\glow32


;Explosions
;=--------=
explosionType                       ET_FrigateExplosion


;Engine Glow
;=---------=
trailWidth          60.0
trailHeight        110.0
trailLength        100.0
trailStyle           3
trailScaleCap        0.00025

minimumZoomDistance                 270

Overlay_Selection_Scalar            0.9         ; scale the tactical overlay by this amount


{}{}{}



Light Corvette ~ LightCorvette
{}{}{}
[LightCorvette]

;Source Files
;=----------=
LODFile                             LightCorvette.lod
pMexData                            LightCorvette\Rl0\LOD0\LightCorvette.mex

;Ship Physics
;=----------=
mass                                150.0                        ; ship mass [fighter = 1]
momentOfInertiaX                    15.0                        ; resistance to rotation
momentOfInertiaY                    15.0                        ; [fighter = 1]
momentOfInertiaZ                    15.0
maxvelocity                         715.0                      ; [fighter = 1000]
maxrot                              10.0                       ; maximum rotation speed [don't make faster than ~10]

;Basic Ship Stats
;=--------------=
shipclass                           CLASS_Corvette
buildCost                           185                        ; resource units to build
buildTime                           28                         ; time in seconds to build
maxhealth                           450 //900                        ; hit points
maxfuel                             25000.0
lowfuelpoint                        0.25                       ; percentage of tank which is considered "low on fuel"
fuelburnrate                        0.036
attackfuelburnrate                  0.06
groupSize                           2                          ; size of group ships of this type tend to form

blastRadiusDamage                   230


;Moving Around
;=-----------=
thruststrength[TRANS_UP]            380.0                     ; acceleration (m/s^2) [1-1000 approx. range]
thruststrength[TRANS_DOWN]          380.0
thruststrength[TRANS_RIGHT]         380.0
thruststrength[TRANS_LEFT]          380.0
thruststrength[TRANS_FORWARD]       420.0
thruststrength[TRANS_BACK]          280.0
rotstrength[ROT_YAWLEFT]              1.2                   ; rotational acceleration (deg/s^2) [0.01 - 1.0]
rotstrength[ROT_YAWRIGHT]             1.2
rotstrength[ROT_PITCHUP]              1.2
rotstrength[ROT_PITCHDOWN]            1.2
rotstrength[ROT_ROLLRIGHT]            1.2
rotstrength[ROT_ROLLLEFT]             1.2
turnspeed[TURN_YAW]                   1.5
turnspeed[TURN_PITCH]                 1.5
turnspeed[TURN_ROLL]                  1.5

;Weapons
;=-----=

NUMBER_OF_GUNS                      1
rotateToRetaliate                   TRUE
tooCloseRange                       500.0

GUN         0
{
Type                             GUN_NewGimble
SoundType                        GS_MediumEnergyCannon
DamageLo                         27.25                         ; damage variance per shot - low
DamageHi                         37.5                        ; damage variance per shot - high
BulletLength                     22.0                       ; visual only.  Length of bullet on screen
BulletRange                      3900.0                     ; distance bullets travel before disappearing; also defines the range of the gun
BulletSpeed                      4700.0                     ; measured in m/s.
BulletMass                       1.25                        ; mass of bullet
FireTime                         0.3                        ; fire repeat rate (reciprocal = shots/second)
TriggerHappy                     0.50
minturnangle                   -80.0                          ; degrees
maxturnangle                    80.0
mindeclination                 -30.0
maxdeclination                  30.0
maxanglespeed                  500.0                          ; degrees/s
maxdeclinationspeed            500.0
BarrelLength                    10.5
RecoilLength                     6.0
BulletLifeTime                  2.0                            ;Life time of bullet
angletracking                       3.4
declinationtracking                 3.4
}

;Ship AI
;=-----=
repositionTime                      1.6                          ; time in seconds which corvette will spend to reposition
                                                              ; itself to a new location for it to fire.
circleRange                         1800.0
fullMovementFreedom                 TRUE



;|||||||||||||||||||||||||||||||||||||||||------EVASIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------EVASIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------EVASIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||

;[Default]  --  used for ships where nothing else is defined (default behaviour)
;
flyPastDist             Evasive     Default             3000.0       ; dist which ship will try to fly past target - relative to CENTRE of ship
maxFlyAwayDist          Evasive     Default             3500.0       ; maximum distance ship will fly away from target - relative to CENTRE of ship
breakRange              Evasive     Default             1000.0       ; range at which ship will break off for another pass - relative to SURFACE of ship
triggerHappy            Evasive     Default               11.0       ; how close in degrees the ship needs to be to fire fixed guns
faceTargetAccuracy      Evasive     Default                4.0       ; within how many degrees will try to align itself with target
maxAttackTime           Evasive     Default                4.0       ; maximum time ship will attack before breaking

                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     Default             0,2,2,0,3              ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     Default             0,1,0,0,0              ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     Default             5,5,10,15,10,10,10,5   ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     Default             5,5,10,0,10,10,10,5   ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     Default             5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Mothership]
;
flyPastDist             Evasive     CLASS_Mothership    8000.0
maxFlyAwayDist          Evasive     CLASS_Mothership    10000.0
breakRange              Evasive     CLASS_Mothership    2000.0
triggerHappy            Evasive     CLASS_Mothership      11.0
faceTargetAccuracy      Evasive     CLASS_Mothership       4.5
maxAttackTime           Evasive     CLASS_Mothership       8.0

                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_Mothership    0,3,2,0,2             ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_Mothership    1,3,3,0,1             ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_Mothership    5,5,10,10,10,10,10,8 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_Mothership    5,5,10,0,10,10,10,8 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_Mothership    5,5,10,10,10,10,10,8 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE


;[CLASS_Carrier]
;
flyPastDist             Evasive     CLASS_Carrier       3000.0
maxFlyAwayDist          Evasive     CLASS_Carrier       3500.0
breakRange              Evasive     CLASS_Carrier       1000.0
triggerHappy            Evasive     CLASS_Carrier         11.0
faceTargetAccuracy      Evasive     CLASS_Carrier          4.5
maxAttackTime           Evasive     CLASS_Carrier          8.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_Carrier       0,3,2,0,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_Carrier       1,2,3,0,1       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_Carrier       5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_Carrier       5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE</pre><pre id="faqspan-9">
flightmanEvasivePure    Evasive     CLASS_Carrier       5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_HeavyCruiser]
;
flyPastDist             Evasive     CLASS_HeavyCruiser  3000.0
maxFlyAwayDist          Evasive     CLASS_HeavyCruiser  3500.0
breakRange              Evasive     CLASS_HeavyCruiser  1000.0
triggerHappy            Evasive     CLASS_HeavyCruiser    11.0
faceTargetAccuracy      Evasive     CLASS_HeavyCruiser     4.5
maxAttackTime           Evasive     CLASS_HeavyCruiser     4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_HeavyCruiser  0,3,2,0,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_HeavyCruiser  1,2,3,0,1       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_HeavyCruiser  5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_HeavyCruiser  5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_HeavyCruiser  5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Destroyer]
;
flyPastDist             Evasive     CLASS_Destroyer     3000.0
maxFlyAwayDist          Evasive     CLASS_Destroyer     3500.0
breakRange              Evasive     CLASS_Destroyer     1000.0
triggerHappy            Evasive     CLASS_Destroyer       11.0
faceTargetAccuracy      Evasive     CLASS_Destroyer        4.5
maxAttackTime           Evasive     CLASS_Destroyer        4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_Destroyer     0,3,2,0,3       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_Destroyer     1,2,3,0,1       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_Destroyer     5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_Destroyer     5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_Destroyer     5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Frigate]
;
flyPastDist             Evasive     CLASS_Frigate       3000.0   //3000
maxFlyAwayDist          Evasive     CLASS_Frigate       3500.0   //3300
breakRange              Evasive     CLASS_Frigate       1000.0   //725
triggerHappy            Evasive     CLASS_Frigate         11.0   //4
faceTargetAccuracy      Evasive     CLASS_Frigate          4.0
maxAttackTime           Evasive     CLASS_Frigate          4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_Frigate       0,3,2,0,3       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_Frigate       1,2,3,0,1       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_Frigate       5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_Frigate       5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_Frigate       5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Corvette]
;
flyPastDist             Evasive     CLASS_Corvette       2200.0
maxFlyAwayDist          Evasive     CLASS_Corvette       2600.0
breakRange              Evasive     CLASS_Corvette        750.0
triggerHappy            Evasive     CLASS_Corvette        4.5
faceTargetAccuracy      Evasive     CLASS_Corvette         4.5
maxAttackTime           Evasive     CLASS_Corvette         4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_Corvette      0,4,3,0,3             ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_Corvette      1,2,3,1,2             ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_Corvette      5,5,8,10,8,13,13,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_Corvette      5,5,8,0,8,13,13,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_Corvette      5,5,8,10,8,13,13,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Fighter]
;
flyPastDist             Evasive     CLASS_Fighter        1200.0
maxFlyAwayDist          Evasive     CLASS_Fighter        1300.0
breakRange              Evasive     CLASS_Fighter         600.0
triggerHappy            Evasive     CLASS_Fighter          2.5
faceTargetAccuracy      Evasive     CLASS_Fighter           4.5
maxAttackTime           Evasive     CLASS_Fighter           4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_Fighter       0,5,5,2,2              ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_Fighter       1,2,3,1,2              ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_Fighter       5,5,10,15,10,10,10,15   ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_Fighter       5,5,10,5,10,10,10,5   ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_Fighter       5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Resource]
;
flyPastDist             Evasive     CLASS_Resource      3000.0
maxFlyAwayDist          Evasive     CLASS_Resource      3500.0
breakRange              Evasive     CLASS_Resource      1000.0
triggerHappy            Evasive     CLASS_Resource        11.0
faceTargetAccuracy      Evasive     CLASS_Resource         4.0
maxAttackTime           Evasive     CLASS_Resource         4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_Resource      0,4,4,0,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_Resource      1,2,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_Resource      5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_Resource      5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_Resource      5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_NonCombat]
;
flyPastDist             Evasive     CLASS_NonCombat     3000.0
maxFlyAwayDist          Evasive     CLASS_NonCombat     3500.0
breakRange              Evasive     CLASS_NonCombat     1000.0
triggerHappy            Evasive     CLASS_NonCombat       4.0
faceTargetAccuracy      Evasive     CLASS_NonCombat        4.5
maxAttackTime           Evasive     CLASS_NonCombat        4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_NonCombat     0,4,2,0,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_NonCombat     1,2,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_NonCombat     5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_NonCombat     5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_NonCombat     5,5,10,0,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE



;|||||||||||||||||||||||||||||||||||||||||------NEUTRAL-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------NEUTRAL-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------NEUTRAL-------||||||||||||||||||||||||||||||||||||||||||||||||||||||

;[Default]  --  used for ships where nothing else is defined (default behaviour)
;
flyPastDist             Neutral     Default             3000.0    ; dist which ship will try to fly past target - relative to CENTRE of ship
maxFlyAwayDist          Neutral     Default             3500.0    ; maximum distance ship will fly away from target - relative to CENTRE of ship
breakRange              Neutral     Default             1000.0    ; range at which ship will break off for another pass - relative to SURFACE of ship
triggerHappy            Neutral     Default               11.0    ; how close in degrees the ship needs to be to fire fixed guns
faceTargetAccuracy      Neutral     Default                4.0    ; within how many degrees will try to align itself with target
maxAttackTime           Neutral     Default                4.0    ; maximum time ship will attack before breaking

                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     Default             0,1,1,1,1              ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     Default             0,1,0,0,0              ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     Default             5,5,10,10,10,10,10,5   ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     Default             5,5,10,0,10,10,10,5   ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     Default             5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Mothership]
;
flyPastDist             Neutral     CLASS_Mothership    8000.0
maxFlyAwayDist          Neutral     CLASS_Mothership    10000.0
breakRange              Neutral     CLASS_Mothership    2000.0
triggerHappy            Neutral     CLASS_Mothership      11.0
faceTargetAccuracy      Neutral     CLASS_Mothership       4.5
maxAttackTime           Neutral     CLASS_Mothership       4.0

                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_Mothership    0,3,3,1,2             ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_Mothership    1,1,1,0,0             ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_Mothership    5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_Mothership    5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_Mothership    5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE


;[CLASS_Carrier]
;
flyPastDist             Neutral     CLASS_Carrier       3000.0
maxFlyAwayDist          Neutral     CLASS_Carrier       3500.0
breakRange              Neutral     CLASS_Carrier       1000.0
triggerHappy            Neutral     CLASS_Carrier         11.0
faceTargetAccuracy      Neutral     CLASS_Carrier          4.5
maxAttackTime           Neutral     CLASS_Carrier          4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_Carrier       0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_Carrier       1,1,1,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_Carrier       5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_Carrier       5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_Carrier       5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_HeavyCruiser]
;
flyPastDist             Neutral     CLASS_HeavyCruiser  3000.0
maxFlyAwayDist          Neutral     CLASS_HeavyCruiser  3500.0
breakRange              Neutral     CLASS_HeavyCruiser  1000.0
triggerHappy            Neutral     CLASS_HeavyCruiser    11.0
faceTargetAccuracy      Neutral     CLASS_HeavyCruiser     4.5
maxAttackTime           Neutral     CLASS_HeavyCruiser     4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_HeavyCruiser  0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_HeavyCruiser  1,1,1,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_HeavyCruiser  5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_HeavyCruiser  5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_HeavyCruiser  5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Destroyer]
;
flyPastDist             Neutral     CLASS_Destroyer     3000.0
maxFlyAwayDist          Neutral     CLASS_Destroyer     3500.0
breakRange              Neutral     CLASS_Destroyer     1000.0
triggerHappy            Neutral     CLASS_Destroyer       11.0
faceTargetAccuracy      Neutral     CLASS_Destroyer        4.5
maxAttackTime           Neutral     CLASS_Destroyer        4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_Destroyer     0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_Destroyer     1,1,1,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_Destroyer     5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_Destroyer     5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_Destroyer     5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Frigate]
;
flyPastDist             Neutral     CLASS_Frigate       3000.0
maxFlyAwayDist          Neutral     CLASS_Frigate       3500.0
breakRange              Neutral     CLASS_Frigate       1000.0  //725
triggerHappy            Neutral     CLASS_Frigate         11.0
faceTargetAccuracy      Neutral     CLASS_Frigate          4.0
maxAttackTime           Neutral     CLASS_Frigate          4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_Frigate       0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_Frigate       1,1,1,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_Frigate       5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_Frigate       5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_Frigate       5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Corvette]
;
flyPastDist             Neutral     CLASS_Corvette      2100.0
maxFlyAwayDist          Neutral     CLASS_Corvette      2500.0
breakRange              Neutral     CLASS_Corvette       650.0
triggerHappy            Neutral     CLASS_Corvette       5.2
faceTargetAccuracy      Neutral     CLASS_Corvette        4.5
maxAttackTime           Neutral     CLASS_Corvette        4.0
                                                       Relative frequenciesfor:
flightmanTurnaround     Neutral     CLASS_Corvette     0,3,3,1,2            ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_Corvette     1,1,1,0,1            ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_Corvette     5,5,10,15,10,10,10,5; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_Corvette     5,5,10,0,10,10,10,5; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_Corvette     5,5,10,10,10,10,10,5; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Fighter]
;
flyPastDist             Neutral     CLASS_Fighter        1500.0
maxFlyAwayDist          Neutral     CLASS_Fighter        1700.0
breakRange              Neutral     CLASS_Fighter         600.0
triggerHappy            Neutral     CLASS_Fighter         3.2
faceTargetAccuracy      Neutral     CLASS_Fighter          4.5
maxAttackTime           Neutral     CLASS_Fighter          4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_Fighter       0,3,3,1,2              ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_Fighter       1,1,1,0,1              ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_Fighter       5,5,10,15,10,10,10,5   ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_Fighter       5,5,10,0,10,10,10,5   ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_Fighter       5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Resource]
;
flyPastDist             Neutral     CLASS_Resource      3000.0
maxFlyAwayDist          Neutral     CLASS_Resource      3500.0
breakRange              Neutral     CLASS_Resource      1000.0
triggerHappy            Neutral     CLASS_Resource        11.0
faceTargetAccuracy      Neutral     CLASS_Resource         4.0
maxAttackTime           Neutral     CLASS_Resource         4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_Resource      0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_Resource      1,1,1,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_Resource      5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_Resource      5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_Resource      5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_NonCombat]
;
flyPastDist             Neutral     CLASS_NonCombat     3000.0
maxFlyAwayDist          Neutral     CLASS_NonCombat     3500.0
breakRange              Neutral     CLASS_NonCombat     1000.0
triggerHappy            Neutral     CLASS_NonCombat       3.0
faceTargetAccuracy      Neutral     CLASS_NonCombat        4.5
maxAttackTime           Neutral     CLASS_NonCombat        4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_NonCombat     0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_NonCombat     1,1,1,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_NonCombat     5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_NonCombat     5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_NonCombat     5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE



;|||||||||||||||||||||||||||||||||||||||||------AGGRESSIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------AGGRESSIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------AGGRESSIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||

;[Default]  --  used for ships where nothing else is defined (default behaviour)
;
flyPastDist             Aggressive      Default             3000.0    ; dist which ship will try to fly past target - relative to CENTRE of ship
maxFlyAwayDist          Aggressive      Default             3500.0    ; maximum distance ship will fly away from target - relative to CENTRE of ship
breakRange              Aggressive      Default             1000.0    ; range at which ship will break off for another pass - relative to SURFACE of ship
triggerHappy            Aggressive      Default               11.0    ; how close in degrees the ship needs to be to fire fixed guns
faceTargetAccuracy      Aggressive      Default                4.0    ; within how many degrees will try to align itself with target
maxAttackTime           Aggressive      Default                4.0    ; maximum time ship will attack before breaking

                                                      ; Relative frequencies for:
flightmanTurnaround     Aggressive      Default             0,3,3,1,2              ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      Default             0,1,0,0,0              ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      Default             5,5,10,15,10,10,10,0   ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      Default             5,5,10,0,10,10,10,0   ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      Default             5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Mothership]
;
flyPastDist             Aggressive      CLASS_Mothership    8000.0
maxFlyAwayDist          Aggressive      CLASS_Mothership    10000.0
breakRange              Aggressive      CLASS_Mothership    2000.0
triggerHappy            Aggressive      CLASS_Mothership      11.0
faceTargetAccuracy      Aggressive      CLASS_Mothership       4.5
maxAttackTime           Aggressive      CLASS_Mothership       4.0

                                                      ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_Mothership    0,3,3,1,2             ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_Mothership    1,1,3,0,0             ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_Mothership    5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_Mothership    5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_Mothership    5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE


;[CLASS_Carrier]
;
flyPastDist             Aggressive      CLASS_Carrier       3000.0
maxFlyAwayDist          Aggressive      CLASS_Carrier       3500.0
breakRange              Aggressive      CLASS_Carrier       1000.0
triggerHappy            Aggressive      CLASS_Carrier         11.0
faceTargetAccuracy      Aggressive      CLASS_Carrier          4.5
maxAttackTime           Aggressive      CLASS_Carrier          4.0
                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_Carrier       0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_Carrier       1,1,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_Carrier       5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_Carrier       5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_Carrier       5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_HeavyCruiser]
;
flyPastDist             Aggressive      CLASS_HeavyCruiser  3000.0
maxFlyAwayDist          Aggressive      CLASS_HeavyCruiser  3500.0
breakRange              Aggressive      CLASS_HeavyCruiser  1000.0
triggerHappy            Aggressive      CLASS_HeavyCruiser    11.0
faceTargetAccuracy      Aggressive      CLASS_HeavyCruiser     4.5
maxAttackTime           Aggressive      CLASS_HeavyCruiser     4.0
                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_HeavyCruiser  0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_HeavyCruiser  1,1,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_HeavyCruiser  5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_HeavyCruiser  5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_HeavyCruiser  5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Destroyer]
;
flyPastDist             Aggressive      CLASS_Destroyer     3000.0
maxFlyAwayDist          Aggressive      CLASS_Destroyer     3500.0
breakRange              Aggressive      CLASS_Destroyer     1000.0
triggerHappy            Aggressive      CLASS_Destroyer       11.0
faceTargetAccuracy      Aggressive      CLASS_Destroyer        4.5
maxAttackTime           Aggressive      CLASS_Destroyer        4.0
                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_Destroyer     0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_Destroyer     1,1,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_Destroyer     5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_Destroyer     5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_Destroyer     5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Frigate]
;
flyPastDist             Aggressive      CLASS_Frigate       3000.0
maxFlyAwayDist          Aggressive      CLASS_Frigate       3500.0
breakRange              Aggressive      CLASS_Frigate       1000.0 //725
triggerHappy            Aggressive      CLASS_Frigate         11.0
faceTargetAccuracy      Aggressive      CLASS_Frigate          4.0
maxAttackTime           Aggressive      CLASS_Frigate          4.0

                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_Frigate       0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_Frigate       1,1,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_Frigate       5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_Frigate       5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_Frigate       5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Corvette]
;
flyPastDist             Aggressive      CLASS_Corvette       2000.0
maxFlyAwayDist          Aggressive      CLASS_Corvette       2600.0
breakRange              Aggressive      CLASS_Corvette        450.0
triggerHappy            Aggressive      CLASS_Corvette        4.8
faceTargetAccuracy      Aggressive      CLASS_Corvette         4.5
maxAttackTime           Aggressive      CLASS_Corvette         4.0
                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_Corvette      0,3,3,1,2             ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_Corvette      1,1,3,0,0             ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_Corvette      5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_Corvette      5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_Corvette      5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Fighter]
;
flyPastDist             Aggressive      CLASS_Fighter        1600.0
maxFlyAwayDist          Aggressive      CLASS_Fighter        1800.0
breakRange              Aggressive      CLASS_Fighter         600.0
triggerHappy            Aggressive      CLASS_Fighter         2.8
faceTargetAccuracy      Aggressive      CLASS_Fighter          4.5
maxAttackTime           Aggressive      CLASS_Fighter          4.0
                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_Fighter       0,3,3,1,2              ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_Fighter       1,1,3,0,0              ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_Fighter       5,5,10,15,10,10,10,0   ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_Fighter       5,5,10,0,10,10,10,0   ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_Fighter       5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Resource]
;
flyPastDist             Aggressive      CLASS_Resource      3000.0
maxFlyAwayDist          Aggressive      CLASS_Resource      3500.0
breakRange              Aggressive      CLASS_Resource      1000.0
triggerHappy            Aggressive      CLASS_Resource        11.0
faceTargetAccuracy      Aggressive      CLASS_Resource         4.0
maxAttackTime           Aggressive      CLASS_Resource         4.0
                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_Resource      0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_Resource      1,1,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_Resource      5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_Resource      5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_Resource      5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_NonCombat]
;
flyPastDist             Aggressive      CLASS_NonCombat     3000.0
maxFlyAwayDist          Aggressive      CLASS_NonCombat     3500.0
breakRange              Aggressive      CLASS_NonCombat     1000.0
triggerHappy            Aggressive      CLASS_NonCombat       4.0
faceTargetAccuracy      Aggressive      CLASS_NonCombat        4.5
maxAttackTime           Aggressive      CLASS_NonCombat        4.0
                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_NonCombat     0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_NonCombat     1,1,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_NonCombat     5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_NonCombat     5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_NonCombat     5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

badAI                                    FALSE                          ; normally set this to FALSE


;Ship Trails
;=---------=
trailSegments                       20
trailGranularity                    3
trailColor                          0, 0, 0, 0, 0           ;grey team
trailColor                          0, 1, 238, 238, 238
trailColor                          0, 8, 141, 106, 87
trailColor                          0, 19, 0, 0, 0
trailColor                          1, 0, 0, 0, 0           ;red team
trailColor                          1, 1, 225, 124, 33
trailColor                          1, 8, 146, 0, 0
trailColor                          1, 19, 0, 0, 0
trailColor                          2, 0, 0, 0, 0           ;blue team
trailColor                          2, 1, 11, 255, 255
trailColor                          2, 8, 51, 0, 243
trailColor                          2, 19, 0, 0, 0
trailColor                          3, 0, 0, 0, 0           ;green team
trailColor                          3, 1, 201, 254, 39
trailColor                          3, 8, 0, 84, 4
trailColor                          3, 19, 0, 0, 0
trailColor                          4, 0, 0, 0, 0           ;yellow team
trailColor                          4, 1, 255, 240, 97
trailColor                          4, 8, 160, 124, 0
trailColor                          4, 19, 0, 0, 0
trailColor                          5, 0, 0, 0, 0           ;orange team
trailColor                          5, 1, 225, 255, 11
trailColor                          5, 8, 160, 124, 0
trailColor                          5, 19, 0, 0, 0
trailColor                          6, 0, 0, 0, 0           ;purple team
trailColor                          6, 1, 255, 135, 157
trailColor                          6, 8, 121, 0, 135
trailColor                          6, 19, 0, 0, 0
trailColor                          7, 0, 0, 0, 0           ;pale blue-green team
trailColor                          7, 1, 45, 255, 149
trailColor                          7, 8, 0, 105, 137
trailColor                          7, 19, 0, 0, 0

;Explosions
;=--------=
explosionType                       ET_CorvetteExplosion


//main gun
BindGun                             CorvetteGun Gun0,Azimuth,Recoil,Frequency 1


;Engine trails
;=-----------=
trailWidth                         30.0
trailHeight                         4.0

minimumZoomDistance                     80

Overlay_Selection_Scalar            1.15         ; scale the tactical overlay by this amount

collSideModifiers[TRANS_UP]         0.8
collSideModifiers[TRANS_DOWN]       0.8
collSideModifiers[TRANS_RIGHT]      0.8
collSideModifiers[TRANS_LEFT]       0.8
collSideModifiers[TRANS_FORWARD]    0.7
collSideModifiers[TRANS_BACK]       1.5

{}{}{}



Light Defender ~ LightDefender
{}{}{}
[LightDefender]

;Source Files
;=----------=
LODFile                             LightDefender.lod
pMexData                            LightDefender\Rl0\LOD0\LightDefender.mex

;Ship Physics
;=----------=
mass                                30.0                           ; ship mass [fighter = 1]
momentOfInertiaX                    3.0                           ; resistance to rotation
momentOfInertiaY                    3.0                           ; [fighter = 1]
momentOfInertiaZ                    3.0
maxvelocity                         600.0                         ; [fighter = 1000]
maxrot                              10.0                          ; maximum rotation speed [don't make faster than ~10]

;Basic Ship Stats
;=--------------=
shipclass                           CLASS_Fighter
buildCost                           65                            ; resource units to build
buildTime                           16                             ; time in seconds to build
maxhealth                           60                            ; hit points
maxfuel                             8000.0
lowfuelpoint                        0.35                          ; percentage of tank which is considered "low on fuel"
fuelburnrate                        0.030                         ; based on distance ship moves in the world
attackfuelburnrate                    0.045
groupSize                           4                             ; size of group ships of this type tend to form

blastRadiusShockWave                6.0
blastRadiusDamage                   75

;Moving Around
;=-----------=
thruststrength[TRANS_UP]            400.0                        ; acceleration (m/s^2) [1-1000 approx. range]
thruststrength[TRANS_DOWN]          400.0
thruststrength[TRANS_RIGHT]         400.0
thruststrength[TRANS_LEFT]          400.0
thruststrength[TRANS_FORWARD]       500.0
thruststrength[TRANS_BACK]          300.0
rotstrength[ROT_YAWLEFT]            130.0                        ; rotational acceleration (deg/s^2) [0.01 - 400]
rotstrength[ROT_YAWRIGHT]           130.0
rotstrength[ROT_PITCHUP]            130.0
rotstrength[ROT_PITCHDOWN]          130.0
rotstrength[ROT_ROLLRIGHT]          130.0
rotstrength[ROT_ROLLLEFT]           130.0
turnspeed[TURN_YAW]                 3                          ; speed at which ship tries to turn (1=standard)
turnspeed[TURN_PITCH]               3
turnspeed[TURN_ROLL]                3


;Weapons
;=-----=
NUMBER_OF_GUNS                      2

canTargetMultipleTargets            TRUE
rotateToRetaliate                   TRUE

;Right gun
GUN         0
{
Type                            GUN_NewGimble
SoundType                       GS_SmallEnergyCannon
DamageLo                        8                              ; damage variance per shot - low
DamageHi                        10                              ; damage variance per shot - high
BulletLength                    15.0                           ; visual only.  Length of bullet on screen
BulletRange                     4200.0                         ; distance bullets travel before disappearing
BulletSpeed                     4500.0                         ; measured in m/s.
BulletMass                      0.7                             ; mass of bullet
FireTime                        0.125                             ; fire repeat rate (reciprocal = shots/second)
BurstFireTime                   1.0                             ; how long the ship fires the burst for
BurstWaitTime                   1.4                             ; how long the ship waits for after the burst
TriggerHappy                    5.0
minturnangle                  -51.5                            ; degrees
maxturnangle                    10.0
mindeclination                -90.0
maxdeclination                 90.0
maxanglespeed                 1000.0                            ; degrees/s
maxdeclinationspeed           1000.0
BarrelLength                   21.0
RecoilLength                    3.1
BulletLifeTime                  2.0                            ;Life time of bullet
}

;Left gun
GUN         1
{
Type                            GUN_NewGimble
SoundType                       GS_SmallEnergyCannon
DamageLo                        8                              ; damage variance per shot - low
DamageHi                        10                              ; damage variance per shot - high
BulletLength                    15.0                           ; visual only.  Length of bullet on screen
BulletRange                     4200.0                         ; distance bullets travel before disappearing
BulletSpeed                     4500.0                         ; measured in m/s.
BulletMass                      0.7                             ; mass of bullet
FireTime                        0.125                             ; fire repeat rate (reciprocal = shots/second)
BurstFireTime                   1.0                             ; how long the ship fires the burst for
BurstWaitTime                   1.4                             ; how long the ship waits for after the burst
TriggerHappy                    5.0
minturnangle                  -51.5                            ; degrees
maxturnangle                    10.0
mindeclination                -90.0
maxdeclination                 90.0
maxanglespeed                 1000.0                            ; degrees/s
maxdeclinationspeed           1000.0
BarrelLength                   21.0
RecoilLength                    3.1
BulletLifeTime                  2.0                            ;Life time of bullet
}

CIRCLE_RIGHT_VELOCITY       40.0
CIRCLE_RIGHT_THRUST         0.1



;Ship AI
;=-----=

repositionTime                      1.6                          ; time in seconds which corvette will spend to reposition
                                                              ; itself to a new location for it to fire.
circleRange                         500.0
fullMovementFreedom                 TRUE

;|||||||||||||||||||||||||||||||||||||||||------EVASIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------EVASIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------EVASIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||

;[Default]  --  used for ships where nothing else is defined (default behaviour)
;
flyPastDist             Evasive     Default             3000.0       ; dist which ship will try to fly past target - relative to CENTRE of ship
maxFlyAwayDist          Evasive     Default             3500.0       ; maximum distance ship will fly away from target - relative to CENTRE of ship
breakRange              Evasive     Default             1000.0       ; range at which ship will break off for another pass - relative to SURFACE of ship
triggerHappy            Evasive     Default               11.0       ; how close in degrees the ship needs to be to fire fixed guns
faceTargetAccuracy      Evasive     Default                4.0       ; within how many degrees will try to align itself with target
maxAttackTime           Evasive     Default                4.0       ; maximum time ship will attack before breaking

                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     Default             0,2,2,0,3              ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     Default             0,1,0,0,0              ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     Default             5,5,10,15,10,10,10,5   ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     Default             5,5,10,0,10,10,10,5   ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     Default             5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Mothership]
;
flyPastDist             Evasive     CLASS_Mothership    8000.0
maxFlyAwayDist          Evasive     CLASS_Mothership    10000.0
breakRange              Evasive     CLASS_Mothership    2000.0
triggerHappy            Evasive     CLASS_Mothership      11.0
faceTargetAccuracy      Evasive     CLASS_Mothership       4.5
maxAttackTime           Evasive     CLASS_Mothership       8.0

                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_Mothership    0,3,2,0,2             ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_Mothership    1,3,3,0,1             ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_Mothership    5,5,10,10,10,10,10,8 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_Mothership    5,5,10,0,10,10,10,8 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_Mothership    5,5,10,10,10,10,10,8 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE


;[CLASS_Carrier]
;
flyPastDist             Evasive     CLASS_Carrier       3000.0</pre><pre id="faqspan-10">
maxFlyAwayDist          Evasive     CLASS_Carrier       3500.0
breakRange              Evasive     CLASS_Carrier       1000.0
triggerHappy            Evasive     CLASS_Carrier         11.0
faceTargetAccuracy      Evasive     CLASS_Carrier          4.5
maxAttackTime           Evasive     CLASS_Carrier          8.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_Carrier       0,3,2,0,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_Carrier       1,2,3,0,1       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_Carrier       5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_Carrier       5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_Carrier       5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_HeavyCruiser]
;
flyPastDist             Evasive     CLASS_HeavyCruiser  3000.0
maxFlyAwayDist          Evasive     CLASS_HeavyCruiser  3500.0
breakRange              Evasive     CLASS_HeavyCruiser  1000.0
triggerHappy            Evasive     CLASS_HeavyCruiser    11.0
faceTargetAccuracy      Evasive     CLASS_HeavyCruiser     4.5
maxAttackTime           Evasive     CLASS_HeavyCruiser     4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_HeavyCruiser  0,3,2,0,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_HeavyCruiser  1,2,3,0,1       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_HeavyCruiser  5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_HeavyCruiser  5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_HeavyCruiser  5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Destroyer]
;
flyPastDist             Evasive     CLASS_Destroyer     3000.0
maxFlyAwayDist          Evasive     CLASS_Destroyer     3500.0
breakRange              Evasive     CLASS_Destroyer     1000.0
triggerHappy            Evasive     CLASS_Destroyer       11.0
faceTargetAccuracy      Evasive     CLASS_Destroyer        4.5
maxAttackTime           Evasive     CLASS_Destroyer        4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_Destroyer     0,3,2,0,3       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_Destroyer     1,2,3,0,1       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_Destroyer     5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_Destroyer     5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_Destroyer     5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Frigate]
;
flyPastDist             Evasive     CLASS_Frigate       3000.0   //3000
maxFlyAwayDist          Evasive     CLASS_Frigate       3500.0   //3300
breakRange              Evasive     CLASS_Frigate       1000.0   //725
triggerHappy            Evasive     CLASS_Frigate         11.0   //4
faceTargetAccuracy      Evasive     CLASS_Frigate          4.0
maxAttackTime           Evasive     CLASS_Frigate          4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_Frigate       0,3,2,0,3       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_Frigate       1,2,3,0,1       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_Frigate       5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_Frigate       5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_Frigate       5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Corvette]
;
flyPastDist             Evasive     CLASS_Corvette       2200.0
maxFlyAwayDist          Evasive     CLASS_Corvette       2600.0
breakRange              Evasive     CLASS_Corvette        750.0
triggerHappy            Evasive     CLASS_Corvette        3.5
faceTargetAccuracy      Evasive     CLASS_Corvette         4.5
maxAttackTime           Evasive     CLASS_Corvette         4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_Corvette      0,4,3,0,3             ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_Corvette      1,2,3,1,2             ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_Corvette      5,5,8,10,8,13,13,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_Corvette      5,5,8,0,8,13,13,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_Corvette      5,5,8,10,8,13,13,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Fighter]
;
flyPastDist             Evasive     CLASS_Fighter        1200.0
maxFlyAwayDist          Evasive     CLASS_Fighter        1300.0
breakRange              Evasive     CLASS_Fighter         600.0
triggerHappy            Evasive     CLASS_Fighter          2.5
faceTargetAccuracy      Evasive     CLASS_Fighter           4.5
maxAttackTime           Evasive     CLASS_Fighter           4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_Fighter       0,5,5,2,2              ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_Fighter       1,2,3,1,2              ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_Fighter       5,5,10,15,10,10,10,15   ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_Fighter       5,5,10,5,10,10,10,5   ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_Fighter       5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Resource]
;
flyPastDist             Evasive     CLASS_Resource      3000.0
maxFlyAwayDist          Evasive     CLASS_Resource      3500.0
breakRange              Evasive     CLASS_Resource      1000.0
triggerHappy            Evasive     CLASS_Resource        11.0
faceTargetAccuracy      Evasive     CLASS_Resource         4.0
maxAttackTime           Evasive     CLASS_Resource         4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_Resource      0,4,4,0,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_Resource      1,2,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_Resource      5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_Resource      5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_Resource      5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_NonCombat]
;
flyPastDist             Evasive     CLASS_NonCombat     3000.0
maxFlyAwayDist          Evasive     CLASS_NonCombat     3500.0
breakRange              Evasive     CLASS_NonCombat     1000.0
triggerHappy            Evasive     CLASS_NonCombat       4.0
faceTargetAccuracy      Evasive     CLASS_NonCombat        4.5
maxAttackTime           Evasive     CLASS_NonCombat        4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_NonCombat     0,4,2,0,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_NonCombat     1,2,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_NonCombat     5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_NonCombat     5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_NonCombat     5,5,10,0,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE



;|||||||||||||||||||||||||||||||||||||||||------NEUTRAL-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------NEUTRAL-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------NEUTRAL-------||||||||||||||||||||||||||||||||||||||||||||||||||||||

;[Default]  --  used for ships where nothing else is defined (default behaviour)
;
flyPastDist             Neutral     Default             3000.0    ; dist which ship will try to fly past target - relative to CENTRE of ship
maxFlyAwayDist          Neutral     Default             3500.0    ; maximum distance ship will fly away from target - relative to CENTRE of ship
breakRange              Neutral     Default             1000.0    ; range at which ship will break off for another pass - relative to SURFACE of ship
triggerHappy            Neutral     Default               11.0    ; how close in degrees the ship needs to be to fire fixed guns
faceTargetAccuracy      Neutral     Default                4.0    ; within how many degrees will try to align itself with target
maxAttackTime           Neutral     Default                4.0    ; maximum time ship will attack before breaking

                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     Default             0,1,1,1,1              ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     Default             0,1,0,0,0              ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     Default             5,5,10,10,10,10,10,5   ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     Default             5,5,10,0,10,10,10,5   ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     Default             5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Mothership]
;
flyPastDist             Neutral     CLASS_Mothership    8000.0
maxFlyAwayDist          Neutral     CLASS_Mothership    10000.0
breakRange              Neutral     CLASS_Mothership    2000.0
triggerHappy            Neutral     CLASS_Mothership      11.0
faceTargetAccuracy      Neutral     CLASS_Mothership       4.5
maxAttackTime           Neutral     CLASS_Mothership       4.0

                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_Mothership    0,3,3,1,2             ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_Mothership    1,1,1,0,0             ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_Mothership    5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_Mothership    5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_Mothership    5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE


;[CLASS_Carrier]
;
flyPastDist             Neutral     CLASS_Carrier       3000.0
maxFlyAwayDist          Neutral     CLASS_Carrier       3500.0
breakRange              Neutral     CLASS_Carrier       1000.0
triggerHappy            Neutral     CLASS_Carrier         11.0
faceTargetAccuracy      Neutral     CLASS_Carrier          4.5
maxAttackTime           Neutral     CLASS_Carrier          4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_Carrier       0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_Carrier       1,1,1,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_Carrier       5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_Carrier       5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_Carrier       5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_HeavyCruiser]
;
flyPastDist             Neutral     CLASS_HeavyCruiser  3000.0
maxFlyAwayDist          Neutral     CLASS_HeavyCruiser  3500.0
breakRange              Neutral     CLASS_HeavyCruiser  1000.0
triggerHappy            Neutral     CLASS_HeavyCruiser    11.0
faceTargetAccuracy      Neutral     CLASS_HeavyCruiser     4.5
maxAttackTime           Neutral     CLASS_HeavyCruiser     4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_HeavyCruiser  0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_HeavyCruiser  1,1,1,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_HeavyCruiser  5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_HeavyCruiser  5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_HeavyCruiser  5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Destroyer]
;
flyPastDist             Neutral     CLASS_Destroyer     3000.0
maxFlyAwayDist          Neutral     CLASS_Destroyer     3500.0
breakRange              Neutral     CLASS_Destroyer     1000.0
triggerHappy            Neutral     CLASS_Destroyer       11.0
faceTargetAccuracy      Neutral     CLASS_Destroyer        4.5
maxAttackTime           Neutral     CLASS_Destroyer        4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_Destroyer     0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_Destroyer     1,1,1,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_Destroyer     5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_Destroyer     5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_Destroyer     5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Frigate]
;
flyPastDist             Neutral     CLASS_Frigate       3000.0
maxFlyAwayDist          Neutral     CLASS_Frigate       3500.0
breakRange              Neutral     CLASS_Frigate       1000.0  //725
triggerHappy            Neutral     CLASS_Frigate         11.0
faceTargetAccuracy      Neutral     CLASS_Frigate          4.0
maxAttackTime           Neutral     CLASS_Frigate          4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_Frigate       0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_Frigate       1,1,1,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_Frigate       5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_Frigate       5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_Frigate       5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Corvette]
;
flyPastDist             Neutral     CLASS_Corvette      2100.0
maxFlyAwayDist          Neutral     CLASS_Corvette      2500.0
breakRange              Neutral     CLASS_Corvette       650.0
triggerHappy            Neutral     CLASS_Corvette       4.2
faceTargetAccuracy      Neutral     CLASS_Corvette        4.5
maxAttackTime           Neutral     CLASS_Corvette        4.0
                                                       Relative frequenciesfor:
flightmanTurnaround     Neutral     CLASS_Corvette     0,3,3,1,2            ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_Corvette     1,1,1,0,1            ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_Corvette     5,5,10,15,10,10,10,5; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_Corvette     5,5,10,0,10,10,10,5; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_Corvette     5,5,10,10,10,10,10,5; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Fighter]
;
flyPastDist             Neutral     CLASS_Fighter        1500.0
maxFlyAwayDist          Neutral     CLASS_Fighter        1700.0
breakRange              Neutral     CLASS_Fighter         600.0
triggerHappy            Neutral     CLASS_Fighter         3.2
faceTargetAccuracy      Neutral     CLASS_Fighter          4.5
maxAttackTime           Neutral     CLASS_Fighter          4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_Fighter       0,3,3,1,2              ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_Fighter       1,1,1,0,1              ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_Fighter       5,5,10,15,10,10,10,5   ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_Fighter       5,5,10,0,10,10,10,5   ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_Fighter       5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Resource]
;
flyPastDist             Neutral     CLASS_Resource      3000.0
maxFlyAwayDist          Neutral     CLASS_Resource      3500.0
breakRange              Neutral     CLASS_Resource      1000.0
triggerHappy            Neutral     CLASS_Resource        11.0
faceTargetAccuracy      Neutral     CLASS_Resource         4.0
maxAttackTime           Neutral     CLASS_Resource         4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_Resource      0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_Resource      1,1,1,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_Resource      5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_Resource      5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_Resource      5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_NonCombat]
;
flyPastDist             Neutral     CLASS_NonCombat     3000.0
maxFlyAwayDist          Neutral     CLASS_NonCombat     3500.0
breakRange              Neutral     CLASS_NonCombat     1000.0
triggerHappy            Neutral     CLASS_NonCombat       3.0
faceTargetAccuracy      Neutral     CLASS_NonCombat        4.5
maxAttackTime           Neutral     CLASS_NonCombat        4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_NonCombat     0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_NonCombat     1,1,1,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_NonCombat     5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_NonCombat     5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_NonCombat     5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE



;|||||||||||||||||||||||||||||||||||||||||------AGGRESSIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------AGGRESSIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------AGGRESSIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||

;[Default]  --  used for ships where nothing else is defined (default behaviour)
;
flyPastDist             Aggressive      Default             3000.0    ; dist which ship will try to fly past target - relative to CENTRE of ship
maxFlyAwayDist          Aggressive      Default             3500.0    ; maximum distance ship will fly away from target - relative to CENTRE of ship
breakRange              Aggressive      Default             1000.0    ; range at which ship will break off for another pass - relative to SURFACE of ship
triggerHappy            Aggressive      Default               11.0    ; how close in degrees the ship needs to be to fire fixed guns
faceTargetAccuracy      Aggressive      Default                4.0    ; within how many degrees will try to align itself with target
maxAttackTime           Aggressive      Default                4.0    ; maximum time ship will attack before breaking

                                                      ; Relative frequencies for:
flightmanTurnaround     Aggressive      Default             0,3,3,1,2              ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      Default             0,1,0,0,0              ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      Default             5,5,10,15,10,10,10,0   ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      Default             5,5,10,0,10,10,10,0   ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      Default             5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Mothership]
;
flyPastDist             Aggressive      CLASS_Mothership    8000.0
maxFlyAwayDist          Aggressive      CLASS_Mothership    10000.0
breakRange              Aggressive      CLASS_Mothership    2000.0
triggerHappy            Aggressive      CLASS_Mothership      11.0
faceTargetAccuracy      Aggressive      CLASS_Mothership       4.5
maxAttackTime           Aggressive      CLASS_Mothership       4.0

                                                      ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_Mothership    0,3,3,1,2             ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_Mothership    1,1,3,0,0             ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_Mothership    5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_Mothership    5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_Mothership    5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE


;[CLASS_Carrier]
;
flyPastDist             Aggressive      CLASS_Carrier       3000.0
maxFlyAwayDist          Aggressive      CLASS_Carrier       3500.0
breakRange              Aggressive      CLASS_Carrier       1000.0
triggerHappy            Aggressive      CLASS_Carrier         11.0
faceTargetAccuracy      Aggressive      CLASS_Carrier          4.5
maxAttackTime           Aggressive      CLASS_Carrier          4.0
                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_Carrier       0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_Carrier       1,1,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_Carrier       5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_Carrier       5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_Carrier       5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_HeavyCruiser]
;
flyPastDist             Aggressive      CLASS_HeavyCruiser  3000.0
maxFlyAwayDist          Aggressive      CLASS_HeavyCruiser  3500.0
breakRange              Aggressive      CLASS_HeavyCruiser  1000.0
triggerHappy            Aggressive      CLASS_HeavyCruiser    11.0
faceTargetAccuracy      Aggressive      CLASS_HeavyCruiser     4.5
maxAttackTime           Aggressive      CLASS_HeavyCruiser     4.0
                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_HeavyCruiser  0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_HeavyCruiser  1,1,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_HeavyCruiser  5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_HeavyCruiser  5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_HeavyCruiser  5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Destroyer]
;
flyPastDist             Aggressive      CLASS_Destroyer     3000.0
maxFlyAwayDist          Aggressive      CLASS_Destroyer     3500.0
breakRange              Aggressive      CLASS_Destroyer     1000.0
triggerHappy            Aggressive      CLASS_Destroyer       11.0
faceTargetAccuracy      Aggressive      CLASS_Destroyer        4.5
maxAttackTime           Aggressive      CLASS_Destroyer        4.0
                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_Destroyer     0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_Destroyer     1,1,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_Destroyer     5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_Destroyer     5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_Destroyer     5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Frigate]
;
flyPastDist             Aggressive      CLASS_Frigate       3000.0
maxFlyAwayDist          Aggressive      CLASS_Frigate       3500.0
breakRange              Aggressive      CLASS_Frigate       1000.0 //725
triggerHappy            Aggressive      CLASS_Frigate         11.0
faceTargetAccuracy      Aggressive      CLASS_Frigate          4.0
maxAttackTime           Aggressive      CLASS_Frigate          4.0

                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_Frigate       0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_Frigate       1,1,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_Frigate       5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_Frigate       5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_Frigate       5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Corvette]
;
flyPastDist             Aggressive      CLASS_Corvette       2000.0
maxFlyAwayDist          Aggressive      CLASS_Corvette       2600.0
breakRange              Aggressive      CLASS_Corvette        450.0
triggerHappy            Aggressive      CLASS_Corvette        3.8
faceTargetAccuracy      Aggressive      CLASS_Corvette         4.5
maxAttackTime           Aggressive      CLASS_Corvette         4.0
                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_Corvette      0,3,3,1,2             ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_Corvette      1,1,3,0,0             ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_Corvette      5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_Corvette      5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_Corvette      5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Fighter]
;
flyPastDist             Aggressive      CLASS_Fighter        1600.0
maxFlyAwayDist          Aggressive      CLASS_Fighter        1800.0
breakRange              Aggressive      CLASS_Fighter         600.0
triggerHappy            Aggressive      CLASS_Fighter         2.8
faceTargetAccuracy      Aggressive      CLASS_Fighter          4.5
maxAttackTime           Aggressive      CLASS_Fighter          4.0
                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_Fighter       0,3,3,1,2              ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_Fighter       1,1,3,0,0              ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_Fighter       5,5,10,15,10,10,10,0   ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_Fighter       5,5,10,0,10,10,10,0   ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_Fighter       5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Resource]
;
flyPastDist             Aggressive      CLASS_Resource      3000.0
maxFlyAwayDist          Aggressive      CLASS_Resource      3500.0
breakRange              Aggressive      CLASS_Resource      1000.0
triggerHappy            Aggressive      CLASS_Resource        11.0
faceTargetAccuracy      Aggressive      CLASS_Resource         4.0
maxAttackTime           Aggressive      CLASS_Resource         4.0
                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_Resource      0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_Resource      1,1,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_Resource      5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_Resource      5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_Resource      5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_NonCombat]
;
flyPastDist             Aggressive      CLASS_NonCombat     3000.0
maxFlyAwayDist          Aggressive      CLASS_NonCombat     3500.0
breakRange              Aggressive      CLASS_NonCombat     1000.0
triggerHappy            Aggressive      CLASS_NonCombat       4.0
faceTargetAccuracy      Aggressive      CLASS_NonCombat        4.5
maxAttackTime           Aggressive      CLASS_NonCombat        4.0
                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_NonCombat     0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_NonCombat     1,1,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_NonCombat     5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_NonCombat     5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_NonCombat     5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

badAI                                    FALSE                          ; normally set this to FALSE



;Ship Trails
;=---------=
trailSegments                       20
trailGranularity                    2
trailColor                          0, 0, 0, 0, 0           ;grey team
trailColor                          0, 1, 238, 238, 238
trailColor                          0, 8, 141, 106, 87
trailColor                          0, 19, 0, 0, 0
trailColor                          1, 0, 0, 0, 0           ;red team
trailColor                          1, 1, 225, 124, 33
trailColor                          1, 8, 146, 0, 0
trailColor                          1, 19, 0, 0, 0
trailColor                          2, 0, 0, 0, 0           ;blue team
trailColor                          2, 1, 11, 255, 255
trailColor                          2, 8, 51, 0, 243
trailColor                          2, 19, 0, 0, 0
trailColor                          3, 0, 0, 0, 0           ;green team
trailColor                          3, 1, 201, 254, 39
trailColor                          3, 8, 0, 84, 4
trailColor                          3, 19, 0, 0, 0
trailColor                          4, 0, 0, 0, 0           ;yellow team
trailColor                          4, 1, 255, 240, 97
trailColor                          4, 8, 160, 124, 0
trailColor                          4, 19, 0, 0, 0
trailColor                          5, 0, 0, 0, 0           ;orange team
trailColor                          5, 1, 225, 255, 11
trailColor                          5, 8, 160, 124, 0
trailColor                          5, 19, 0, 0, 0
trailColor                          6, 0, 0, 0, 0           ;purple team
trailColor                          6, 1, 255, 135, 157
trailColor                          6, 8, 121, 0, 135
trailColor                          6, 19, 0, 0, 0
trailColor                          7, 0, 0, 0, 0           ;pale blue-green team
trailColor                          7, 1, 45, 255, 149
trailColor                          7, 8, 0, 105, 137
trailColor                          7, 19, 0, 0, 0

;Explosions
;=--------=
explosionType                       ET_InterceptorExplosion



//right gun
BindGun                             LightDefenderArm(1)      Gun0,Azimuth,Declination,Recoil,Frequency 1
BindGun                             LightDefenderGun(1)      Gun0,Recoil,Frequency 1

//left gun
BindGun                             LightDefenderArm(2)      Gun1,Azimuth,Declination,Recoil,Frequency 1
BindGun                             LightDefenderGun(2)      Gun1,Recoil,Frequency 1

BindAnimations                      1

;MadStartInfo        needs a starting     /Animation Text Name(no spaces allowed!)
                    animation(1-yes,0-no)/
MadStartInfo                   1 , Arms_OPEN , 1 , Arms_OPEN

;MadGunAnims          definitions in explination below
;                       n = number, g = gun, o = open, c = close, d = damaged, a = animations

;                            ;ngoa,names,...,ngca,names,...,ngoda,names,... ,ngcda,names,...
;if this doesn't
;makes sence, ask Bryce
MadGunAnims                     1, Arms_OPEN, 1, Arms_CLOSE, 0,blah, 0, blah

;Ships health must be below this percentage to use the damaged animations.
madGunOpenDamagedHealthThreshold                0.70    ;<= 1.0f


;Engine trails
;=-----------=
trailWidth                          18.5
trailHeight                          3.7


collSideModifiers[TRANS_UP]         0.8
collSideModifiers[TRANS_DOWN]       0.8
collSideModifiers[TRANS_RIGHT]      0.8
collSideModifiers[TRANS_LEFT]       0.8
collSideModifiers[TRANS_FORWARD]    0.7
collSideModifiers[TRANS_BACK]       1.5


{}{}{}



Scout ~ lightinterceptor
{}{}{}
[LightInterceptor]

;Source Files
;=----------=
LODFile                             LightInterceptor.lod
pMexData                            LightInterceptor\Rl0\LOD0\LightInterceptor.mex

;Ship Physics
;=----------=
mass                                8.0                           ; ship mass [fighter = 1]
momentOfInertiaX                    1.0                           ; resistance to rotation
momentOfInertiaY                    1.0                           ; [fighter = 1]
momentOfInertiaZ                    1.0
maxvelocity                         1000.0                         ; [fighter = 1000]
maxrot                              10.0                          ; maximum rotation speed [don't make faster than ~10]

;Basic Ship Stats
;=--------------=
shipclass                           CLASS_Fighter
buildCost                           42                            ; resource units to build
buildTime                           18                             ; time in seconds to build
maxhealth                           40                            ; hit points
maxfuel                             14000.0
lowfuelpoint                        0.35                          ; percentage of tank which is considered "low on fuel"
fuelburnrate                        0.021                         ; based on distance ship moves in the world
attackfuelburnrate                  0.040
groupSize                           4                             ; size of group ships of this type tend to form

blastRadiusShockWave                6.0
blastRadiusDamage                   75

;Moving Around
;=-----------=
thruststrength[TRANS_UP]            800.0                        ; acceleration (m/s^2) [1-1000 approx. range]
thruststrength[TRANS_DOWN]          800.0
thruststrength[TRANS_RIGHT]         850.0
thruststrength[TRANS_LEFT]          850.0
thruststrength[TRANS_FORWARD]       900.0
thruststrength[TRANS_BACK]          350.0
rotstrength[ROT_YAWLEFT]            140.0                        ; rotational acceleration (deg/s^2) [0.01 - 400]
rotstrength[ROT_YAWRIGHT]           140.0
rotstrength[ROT_PITCHUP]            140.0
rotstrength[ROT_PITCHDOWN]          140.0
rotstrength[ROT_ROLLRIGHT]          140.0
rotstrength[ROT_ROLLLEFT]           140.0
turnspeed[TURN_YAW]                 3.5                          ; speed at which ship tries to turn (1=standard)
turnspeed[TURN_PITCH]               3.5
turnspeed[TURN_ROLL]                3.8

;Weapons
;=-----=

NUMBER_OF_GUNS                      2

rotateToRetaliate                   TRUE
tooCloseRange                       500.0


GUN         0
{
Type                            GUN_Gimble
SoundType                       GS_SmallEnergyCannon
DamageLo                        6                              ; damage variance per shot - low
DamageHi                        10                             ; damage variance per shot - high
MinAngle                        0
MaxAngle                        4
BulletLength                    15.0                           ; visual only.  Length of bullet on screen
BulletRange                     3000.0                         ; distance bullets travel before disappearing
BulletSpeed                     4500.0                         ; measured in m/s.
BulletMass                      0.5                            ; mass of bullet
FireTime                        0.16                           ; fire repeat rate (reciprocal = shots/second)
BurstFireTime                   0.6
BurstWaitTime                   1.25
TriggerHappy                    5                           ; how triggerHapppy the ship is when firing the fixed.
BulletLifeTime                  2.0                            ;Life time of bullet
}

GUN         1
{
Type                            GUN_Gimble
SoundType                       GS_SmallEnergyCannon
DamageLo                        6                              ; damage variance per shot - low
DamageHi                        10                               ; damage variance per shot - high
MinAngle                        0
MaxAngle                        4
BulletLength                    15.0                            ; visual only.  Length of bullet on screen
BulletRange                     3000.0                         ; distance bullets travel before disappearing
BulletSpeed                     4500.0                         ; measured in m/s.
BulletMass                      0.5                            ; mass of bullet
FireTime                        0.16                           ; fire repeat rate (reciprocal = shots/second)
BurstFireTime                   0.6
BurstWaitTime                   1.25
TriggerHappy                    5                           ; how triggerHapppy the ship is when firing the fixed.
BulletLifeTime                  2.0                            ;Life time of bullet
}

gunsFireTime                    0.15                           ; tune this value, not FireTime of individual guns

;Ship AI
;=-----=


;|||||||||||||||||||||||||||||||||||||||||------EVASIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------EVASIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------EVASIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||

;[Default]  --  used for ships where nothing else is defined (default behaviour)
;
flyPastDist             Evasive     Default             3000.0       ; dist which ship will try to fly past target - relative to CENTRE of ship
maxFlyAwayDist          Evasive     Default             3500.0       ; maximum distance ship will fly away from target - relative to CENTRE of ship
breakRange              Evasive     Default             1000.0       ; range at which ship will break off for another pass - relative to SURFACE of ship
triggerHappy            Evasive     Default               11.0       ; how close in degrees the ship needs to be to fire fixed guns
faceTargetAccuracy      Evasive     Default                2.0       ; within how many degrees will try to align itself with target
maxAttackTime           Evasive     Default                4.0       ; maximum time ship will attack before breaking

                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     Default             0,2,2,0,3              ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     Default             0,1,0,0,0              ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     Default             5,5,10,15,10,10,10,5   ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     Default             5,5,10,0,10,10,10,5   ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     Default             5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Mothership]
;
flyPastDist             Evasive     CLASS_Mothership    8000.0
maxFlyAwayDist          Evasive     CLASS_Mothership    10000.0
breakRange              Evasive     CLASS_Mothership    2000.0
triggerHappy            Evasive     CLASS_Mothership      11.0
faceTargetAccuracy      Evasive     CLASS_Mothership       2.5
maxAttackTime           Evasive     CLASS_Mothership       8.0
</pre><pre id="faqspan-11">
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_Mothership    0,3,2,0,2             ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_Mothership    1,3,3,0,1             ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_Mothership    5,5,10,10,10,10,10,8 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_Mothership    5,5,10,0,10,10,10,8 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_Mothership    5,5,10,10,10,10,10,8 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE


;[CLASS_Carrier]
;
flyPastDist             Evasive     CLASS_Carrier       3000.0
maxFlyAwayDist          Evasive     CLASS_Carrier       3500.0
breakRange              Evasive     CLASS_Carrier       1000.0
triggerHappy            Evasive     CLASS_Carrier         11.0
faceTargetAccuracy      Evasive     CLASS_Carrier          2.5
maxAttackTime           Evasive     CLASS_Carrier          8.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_Carrier       0,3,2,0,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_Carrier       1,2,3,0,1       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_Carrier       5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_Carrier       5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_Carrier       5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_HeavyCruiser]
;
flyPastDist             Evasive     CLASS_HeavyCruiser  3000.0
maxFlyAwayDist          Evasive     CLASS_HeavyCruiser  3500.0
breakRange              Evasive     CLASS_HeavyCruiser  1000.0
triggerHappy            Evasive     CLASS_HeavyCruiser    11.0
faceTargetAccuracy      Evasive     CLASS_HeavyCruiser     2.5
maxAttackTime           Evasive     CLASS_HeavyCruiser     4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_HeavyCruiser  0,3,2,0,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_HeavyCruiser  1,2,3,0,1       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_HeavyCruiser  5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_HeavyCruiser  5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_HeavyCruiser  5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Destroyer]
;
flyPastDist             Evasive     CLASS_Destroyer     3000.0
maxFlyAwayDist          Evasive     CLASS_Destroyer     3500.0
breakRange              Evasive     CLASS_Destroyer     1000.0
triggerHappy            Evasive     CLASS_Destroyer       11.0
faceTargetAccuracy      Evasive     CLASS_Destroyer        2.5
maxAttackTime           Evasive     CLASS_Destroyer        4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_Destroyer     0,3,2,0,3       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_Destroyer     1,2,3,0,1       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_Destroyer     5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_Destroyer     5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_Destroyer     5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Frigate]
;
flyPastDist             Evasive     CLASS_Frigate       3000.0   //3000
maxFlyAwayDist          Evasive     CLASS_Frigate       3500.0   //3300
breakRange              Evasive     CLASS_Frigate       1000.0   //725
triggerHappy            Evasive     CLASS_Frigate         11.0   //4
faceTargetAccuracy      Evasive     CLASS_Frigate          2.0
maxAttackTime           Evasive     CLASS_Frigate          4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_Frigate       0,3,2,0,3       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_Frigate       1,2,3,0,1       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_Frigate       5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_Frigate       5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_Frigate       5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Corvette]
;
flyPastDist             Evasive     CLASS_Corvette       2200.0
maxFlyAwayDist          Evasive     CLASS_Corvette       2600.0
breakRange              Evasive     CLASS_Corvette        750.0
triggerHappy            Evasive     CLASS_Corvette        3.5
faceTargetAccuracy      Evasive     CLASS_Corvette         3.5
maxAttackTime           Evasive     CLASS_Corvette         4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_Corvette      0,4,3,0,3             ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_Corvette      1,2,3,1,2             ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_Corvette      5,5,8,10,8,13,13,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_Corvette      5,5,8,0,8,13,13,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_Corvette      5,5,8,10,8,13,13,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Fighter]
;
flyPastDist             Evasive     CLASS_Fighter        1200.0
maxFlyAwayDist          Evasive     CLASS_Fighter        1300.0
breakRange              Evasive     CLASS_Fighter         600.0
triggerHappy            Evasive     CLASS_Fighter          2.5
faceTargetAccuracy      Evasive     CLASS_Fighter           0.5
maxAttackTime           Evasive     CLASS_Fighter           4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_Fighter       0,5,5,2,2              ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_Fighter       1,2,3,1,2              ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_Fighter       5,5,10,15,10,10,10,15   ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_Fighter       5,5,10,5,10,10,10,5   ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_Fighter       5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Resource]
;
flyPastDist             Evasive     CLASS_Resource      3000.0
maxFlyAwayDist          Evasive     CLASS_Resource      3500.0
breakRange              Evasive     CLASS_Resource      1000.0
triggerHappy            Evasive     CLASS_Resource        11.0
faceTargetAccuracy      Evasive     CLASS_Resource         2.0
maxAttackTime           Evasive     CLASS_Resource         4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_Resource      0,4,4,0,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_Resource      1,2,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_Resource      5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_Resource      5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_Resource      5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_NonCombat]
;
flyPastDist             Evasive     CLASS_NonCombat     3000.0
maxFlyAwayDist          Evasive     CLASS_NonCombat     3500.0
breakRange              Evasive     CLASS_NonCombat     1000.0
triggerHappy            Evasive     CLASS_NonCombat       4.0
faceTargetAccuracy      Evasive     CLASS_NonCombat        2.5
maxAttackTime           Evasive     CLASS_NonCombat        4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_NonCombat     0,4,2,0,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_NonCombat     1,2,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_NonCombat     5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_NonCombat     5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_NonCombat     5,5,10,0,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE



;|||||||||||||||||||||||||||||||||||||||||------NEUTRAL-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------NEUTRAL-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------NEUTRAL-------||||||||||||||||||||||||||||||||||||||||||||||||||||||

;[Default]  --  used for ships where nothing else is defined (default behaviour)
;
flyPastDist             Neutral     Default             3000.0    ; dist which ship will try to fly past target - relative to CENTRE of ship
maxFlyAwayDist          Neutral     Default             3500.0    ; maximum distance ship will fly away from target - relative to CENTRE of ship
breakRange              Neutral     Default             1000.0    ; range at which ship will break off for another pass - relative to SURFACE of ship
triggerHappy            Neutral     Default               11.0    ; how close in degrees the ship needs to be to fire fixed guns
faceTargetAccuracy      Neutral     Default                2.0    ; within how many degrees will try to align itself with target
maxAttackTime           Neutral     Default                4.0    ; maximum time ship will attack before breaking

                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     Default             0,1,1,1,1              ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     Default             0,1,0,0,0              ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     Default             5,5,10,10,10,10,10,5   ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     Default             5,5,10,0,10,10,10,5   ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     Default             5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Mothership]
;
flyPastDist             Neutral     CLASS_Mothership    8000.0
maxFlyAwayDist          Neutral     CLASS_Mothership    10000.0
breakRange              Neutral     CLASS_Mothership    2000.0
triggerHappy            Neutral     CLASS_Mothership      11.0
faceTargetAccuracy      Neutral     CLASS_Mothership       2.5
maxAttackTime           Neutral     CLASS_Mothership       4.0

                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_Mothership    0,3,3,1,2             ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_Mothership    1,1,1,0,0             ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_Mothership    5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_Mothership    5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_Mothership    5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE


;[CLASS_Carrier]
;
flyPastDist             Neutral     CLASS_Carrier       3000.0
maxFlyAwayDist          Neutral     CLASS_Carrier       3500.0
breakRange              Neutral     CLASS_Carrier       1000.0
triggerHappy            Neutral     CLASS_Carrier         11.0
faceTargetAccuracy      Neutral     CLASS_Carrier          2.5
maxAttackTime           Neutral     CLASS_Carrier          4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_Carrier       0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_Carrier       1,1,1,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_Carrier       5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_Carrier       5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_Carrier       5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_HeavyCruiser]
;
flyPastDist             Neutral     CLASS_HeavyCruiser  3000.0
maxFlyAwayDist          Neutral     CLASS_HeavyCruiser  3500.0
breakRange              Neutral     CLASS_HeavyCruiser  1000.0
triggerHappy            Neutral     CLASS_HeavyCruiser    11.0
faceTargetAccuracy      Neutral     CLASS_HeavyCruiser     2.5
maxAttackTime           Neutral     CLASS_HeavyCruiser     4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_HeavyCruiser  0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_HeavyCruiser  1,1,1,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_HeavyCruiser  5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_HeavyCruiser  5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_HeavyCruiser  5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Destroyer]
;
flyPastDist             Neutral     CLASS_Destroyer     3000.0
maxFlyAwayDist          Neutral     CLASS_Destroyer     3500.0
breakRange              Neutral     CLASS_Destroyer     1000.0
triggerHappy            Neutral     CLASS_Destroyer       11.0
faceTargetAccuracy      Neutral     CLASS_Destroyer        2.5
maxAttackTime           Neutral     CLASS_Destroyer        4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_Destroyer     0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_Destroyer     1,1,1,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_Destroyer     5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_Destroyer     5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_Destroyer     5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Frigate]
;
flyPastDist             Neutral     CLASS_Frigate       3000.0
maxFlyAwayDist          Neutral     CLASS_Frigate       3500.0
breakRange              Neutral     CLASS_Frigate       1000.0  //725
triggerHappy            Neutral     CLASS_Frigate         11.0
faceTargetAccuracy      Neutral     CLASS_Frigate          1.0
maxAttackTime           Neutral     CLASS_Frigate          4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_Frigate       0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_Frigate       1,1,1,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_Frigate       5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_Frigate       5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_Frigate       5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Corvette]
;
flyPastDist             Neutral     CLASS_Corvette      2100.0
maxFlyAwayDist          Neutral     CLASS_Corvette      2500.0
breakRange              Neutral     CLASS_Corvette       650.0
triggerHappy            Neutral     CLASS_Corvette       4.2
faceTargetAccuracy      Neutral     CLASS_Corvette        2.5
maxAttackTime           Neutral     CLASS_Corvette        4.0
                                                       Relative frequenciesfor:
flightmanTurnaround     Neutral     CLASS_Corvette     0,3,3,1,2            ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_Corvette     1,1,1,0,1            ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_Corvette     5,5,10,15,10,10,10,5; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_Corvette     5,5,10,0,10,10,10,5; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_Corvette     5,5,10,10,10,10,10,5; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Fighter]
;
flyPastDist             Neutral     CLASS_Fighter        1500.0
maxFlyAwayDist          Neutral     CLASS_Fighter        1700.0
breakRange              Neutral     CLASS_Fighter         600.0
triggerHappy            Neutral     CLASS_Fighter         3.2
faceTargetAccuracy      Neutral     CLASS_Fighter          0.5
maxAttackTime           Neutral     CLASS_Fighter          4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_Fighter       0,3,3,1,2              ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_Fighter       1,1,1,0,1              ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_Fighter       5,5,10,15,10,10,10,5   ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_Fighter       5,5,10,0,10,10,10,5   ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_Fighter       5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Resource]
;
flyPastDist             Neutral     CLASS_Resource      3000.0
maxFlyAwayDist          Neutral     CLASS_Resource      3500.0
breakRange              Neutral     CLASS_Resource      1000.0
triggerHappy            Neutral     CLASS_Resource        11.0
faceTargetAccuracy      Neutral     CLASS_Resource         2.0
maxAttackTime           Neutral     CLASS_Resource         4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_Resource      0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_Resource      1,1,1,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_Resource      5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_Resource      5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_Resource      5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_NonCombat]
;
flyPastDist             Neutral     CLASS_NonCombat     3000.0
maxFlyAwayDist          Neutral     CLASS_NonCombat     3500.0
breakRange              Neutral     CLASS_NonCombat     1000.0
triggerHappy            Neutral     CLASS_NonCombat       3.0
faceTargetAccuracy      Neutral     CLASS_NonCombat        2.5
maxAttackTime           Neutral     CLASS_NonCombat        4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_NonCombat     0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_NonCombat     1,1,1,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_NonCombat     5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_NonCombat     5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_NonCombat     5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE



;|||||||||||||||||||||||||||||||||||||||||------AGGRESSIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------AGGRESSIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------AGGRESSIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||

;[Default]  --  used for ships where nothing else is defined (default behaviour)
;
flyPastDist             Aggressive      Default             3000.0    ; dist which ship will try to fly past target - relative to CENTRE of ship
maxFlyAwayDist          Aggressive      Default             3500.0    ; maximum distance ship will fly away from target - relative to CENTRE of ship
breakRange              Aggressive      Default             1000.0    ; range at which ship will break off for another pass - relative to SURFACE of ship
triggerHappy            Aggressive      Default               11.0    ; how close in degrees the ship needs to be to fire fixed guns
faceTargetAccuracy      Aggressive      Default                2.0    ; within how many degrees will try to align itself with target
maxAttackTime           Aggressive      Default                4.0    ; maximum time ship will attack before breaking

                                                      ; Relative frequencies for:
flightmanTurnaround     Aggressive      Default             0,3,3,1,2              ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      Default             0,1,0,0,0              ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      Default             5,5,10,15,10,10,10,0   ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      Default             5,5,10,0,10,10,10,0   ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      Default             5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Mothership]
;
flyPastDist             Aggressive      CLASS_Mothership    8000.0
maxFlyAwayDist          Aggressive      CLASS_Mothership    10000.0
breakRange              Aggressive      CLASS_Mothership    2000.0
triggerHappy            Aggressive      CLASS_Mothership      11.0
faceTargetAccuracy      Aggressive      CLASS_Mothership       2.5
maxAttackTime           Aggressive      CLASS_Mothership       4.0

                                                      ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_Mothership    0,3,3,1,2             ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_Mothership    1,1,3,0,0             ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_Mothership    5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_Mothership    5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_Mothership    5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE


;[CLASS_Carrier]
;
flyPastDist             Aggressive      CLASS_Carrier       3000.0
maxFlyAwayDist          Aggressive      CLASS_Carrier       3500.0
breakRange              Aggressive      CLASS_Carrier       1000.0
triggerHappy            Aggressive      CLASS_Carrier         11.0
faceTargetAccuracy      Aggressive      CLASS_Carrier          2.5
maxAttackTime           Aggressive      CLASS_Carrier          4.0
                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_Carrier       0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_Carrier       1,1,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_Carrier       5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_Carrier       5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_Carrier       5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_HeavyCruiser]
;
flyPastDist             Aggressive      CLASS_HeavyCruiser  3000.0
maxFlyAwayDist          Aggressive      CLASS_HeavyCruiser  3500.0
breakRange              Aggressive      CLASS_HeavyCruiser  1000.0
triggerHappy            Aggressive      CLASS_HeavyCruiser    11.0
faceTargetAccuracy      Aggressive      CLASS_HeavyCruiser     2.5
maxAttackTime           Aggressive      CLASS_HeavyCruiser     4.0
                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_HeavyCruiser  0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_HeavyCruiser  1,1,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_HeavyCruiser  5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_HeavyCruiser  5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_HeavyCruiser  5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Destroyer]
;
flyPastDist             Aggressive      CLASS_Destroyer     3000.0
maxFlyAwayDist          Aggressive      CLASS_Destroyer     3500.0
breakRange              Aggressive      CLASS_Destroyer     1000.0
triggerHappy            Aggressive      CLASS_Destroyer       11.0
faceTargetAccuracy      Aggressive      CLASS_Destroyer        2.5
maxAttackTime           Aggressive      CLASS_Destroyer        4.0
                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_Destroyer     0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_Destroyer     1,1,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_Destroyer     5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_Destroyer     5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_Destroyer     5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Frigate]
;
flyPastDist             Aggressive      CLASS_Frigate       3000.0
maxFlyAwayDist          Aggressive      CLASS_Frigate       3500.0
breakRange              Aggressive      CLASS_Frigate       1000.0 //725
triggerHappy            Aggressive      CLASS_Frigate         11.0
faceTargetAccuracy      Aggressive      CLASS_Frigate          2.0
maxAttackTime           Aggressive      CLASS_Frigate          4.0

                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_Frigate       0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_Frigate       1,1,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_Frigate       5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_Frigate       5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_Frigate       5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Corvette]
;
flyPastDist             Aggressive      CLASS_Corvette       2000.0
maxFlyAwayDist          Aggressive      CLASS_Corvette       2600.0
breakRange              Aggressive      CLASS_Corvette        450.0
triggerHappy            Aggressive      CLASS_Corvette        3.8
faceTargetAccuracy      Aggressive      CLASS_Corvette         2.5
maxAttackTime           Aggressive      CLASS_Corvette         4.0
                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_Corvette      0,3,3,1,2             ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_Corvette      1,1,3,0,0             ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_Corvette      5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_Corvette      5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_Corvette      5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Fighter]
;
flyPastDist             Aggressive      CLASS_Fighter        1600.0
maxFlyAwayDist          Aggressive      CLASS_Fighter        1800.0
breakRange              Aggressive      CLASS_Fighter         600.0
triggerHappy            Aggressive      CLASS_Fighter         2.8
faceTargetAccuracy      Aggressive      CLASS_Fighter          0.5
maxAttackTime           Aggressive      CLASS_Fighter          4.0
                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_Fighter       0,3,3,1,2              ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_Fighter       1,1,3,0,0              ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_Fighter       5,5,10,15,10,10,10,0   ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_Fighter       5,5,10,0,10,10,10,0   ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_Fighter       5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Resource]
;
flyPastDist             Aggressive      CLASS_Resource      3000.0
maxFlyAwayDist          Aggressive      CLASS_Resource      3500.0
breakRange              Aggressive      CLASS_Resource      1000.0
triggerHappy            Aggressive      CLASS_Resource        11.0
faceTargetAccuracy      Aggressive      CLASS_Resource         2.0
maxAttackTime           Aggressive      CLASS_Resource         4.0
                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_Resource      0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_Resource      1,1,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_Resource      5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_Resource      5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_Resource      5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_NonCombat]
;
flyPastDist             Aggressive      CLASS_NonCombat     3000.0
maxFlyAwayDist          Aggressive      CLASS_NonCombat     3500.0
breakRange              Aggressive      CLASS_NonCombat     1000.0
triggerHappy            Aggressive      CLASS_NonCombat       4.0
faceTargetAccuracy      Aggressive      CLASS_NonCombat        2.5
maxAttackTime           Aggressive      CLASS_NonCombat        4.0
                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_NonCombat     0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_NonCombat     1,1,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_NonCombat     5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_NonCombat     5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_NonCombat     5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

badAI                                    FALSE                          ; normally set this to FALSE




;Explosions
;=--------=
explosionType                       ET_InterceptorExplosion

;Ship Trails
;=---------=
trailSegments                       20
trailGranularity                    2
trailColor                          0, 0, 0, 0, 0           ;grey team
trailColor                          0, 1, 238, 238, 238
trailColor                          0, 8, 141, 106, 87
trailColor                          0, 19, 0, 0, 0
trailColor                          1, 0, 0, 0, 0           ;red team
trailColor                          1, 1, 225, 124, 33
trailColor                          1, 8, 146, 0, 0
trailColor                          1, 19, 0, 0, 0
trailColor                          2, 0, 0, 0, 0           ;blue team
trailColor                          2, 1, 11, 255, 255
trailColor                          2, 8, 51, 0, 243
trailColor                          2, 19, 0, 0, 0
trailColor                          3, 0, 0, 0, 0           ;green team
trailColor                          3, 1, 201, 254, 39
trailColor                          3, 8, 0, 84, 4
trailColor                          3, 19, 0, 0, 0
trailColor                          4, 0, 0, 0, 0           ;yellow team
trailColor                          4, 1, 255, 240, 97
trailColor                          4, 8, 160, 124, 0
trailColor                          4, 19, 0, 0, 0
trailColor                          5, 0, 0, 0, 0           ;orange team
trailColor                          5, 1, 225, 255, 11
trailColor                          5, 8, 160, 124, 0
trailColor                          5, 19, 0, 0, 0
trailColor                          6, 0, 0, 0, 0           ;purple team
trailColor                          6, 1, 255, 135, 157
trailColor                          6, 8, 121, 0, 135
trailColor                          6, 19, 0, 0, 0
trailColor                          7, 0, 0, 0, 0           ;pale blue-green team
trailColor                          7, 1, 45, 255, 149
trailColor                          7, 8, 0, 105, 137
trailColor                          7, 19, 0, 0, 0


;Engine trails
;=-----------=
trailWidth                          17.0
trailHeight                         3.25

minimumZoomDistance                 45

Overlay_Selection_Scalar            1.2         ; scale the tactical overlay by this amount

collSideModifiers[TRANS_UP]         0.8
collSideModifiers[TRANS_DOWN]       0.8
collSideModifiers[TRANS_RIGHT]      0.8
collSideModifiers[TRANS_LEFT]       0.8
collSideModifiers[TRANS_FORWARD]    0.7
collSideModifiers[TRANS_BACK]       1.5

{}{}{}



Mine ~ mine
{}{}{}
[Mine]
LODFile                             Mine.lod
pMexData                            Mine\Rl0\LOD0\Mine.mex
mass                                30.0
momentOfInertiaX                    30.0
momentOfInertiaY                    30.0
momentOfInertiaZ                    30.0
maxvelocity                         400.0
maxvelocity_FORCED                  400.0
maxrot                              10.0
maxhealth                           38                         ; hit points


blastRadiusShockWave                6.0
blastRadiusDamage                   75


;Moving Around
;=-----------=
thruststrength[TRANS_UP]            350.0
thruststrength[TRANS_DOWN]          350.0
thruststrength[TRANS_RIGHT]         350.0
thruststrength[TRANS_LEFT]          350.0
thruststrength[TRANS_FORWARD]       350.0
thruststrength[TRANS_BACK]          350.0
rotstrength[ROT_YAWLEFT]             10.0
rotstrength[ROT_YAWRIGHT]            10.0
rotstrength[ROT_PITCHUP]             10.0
rotstrength[ROT_PITCHDOWN]           10.0
rotstrength[ROT_ROLLRIGHT]           10.0
rotstrength[ROT_ROLLLEFT]            10.0
turnspeed[TURN_YAW]                   4.1
turnspeed[TURN_PITCH]                 4.1
turnspeed[TURN_ROLL]                  4.1

;Special Stuff For Mine
;=-----------=
MINE_STOP_FRICTION                    0.090      ; Friction applied to mine to stop it in various
                                               ; places
MINE_RANGESQR                         5500.0    ; Distance mines will consider targets in
MINE_RANGESQR_FORCED                  6000.0    ; Distance force_dropped mines will consider targets in


{}{}{}



MineLayer Corvette ~ MinelayerCorvette
{}{}{}
[MinelayerCorvette]

;Source Files
;=----------=
LODFile                             MinelayerCorvette.lod
pMexData                            MinelayerCorvette\Rl0\LOD0\MinelayerCorvette.mex

;Ship Physics
;=----------=
mass                                300.0                        ; ship mass [fighter = 1]
momentOfInertiaX                    30.0                        ; resistance to rotation
momentOfInertiaY                    30.0                        ; [fighter = 1]
momentOfInertiaZ                    30.0
maxvelocity                         425.0                      ; [fighter = 1000]
maxrot                              10.0                       ; maximum rotation speed [don't make faster than ~10]

;Basic Ship Stats
;=--------------=
shipclass                           CLASS_Corvette
buildCost                           275                        ; resource units to build
buildTime                           45                         ; time in seconds to build
maxhealth                           1400 //2800                        ; hit points
maxfuel                             30000.0
lowfuelpoint                        0.25                       ; percentage of tank which is considered "low on fuel"
fuelburnrate                        0.036
attackfuelburnrate                  0.06
groupSize                           2                          ; size of group ships of this type tend to form

blastRadiusDamage                   230

;Moving Around
;=-----------=
thruststrength[TRANS_UP]            350.0                     ; acceleration (m/s^2) [1-1000 approx. range]
thruststrength[TRANS_DOWN]          350.0
thruststrength[TRANS_RIGHT]         350.0
thruststrength[TRANS_LEFT]          350.0
thruststrength[TRANS_FORWARD]       400.0
thruststrength[TRANS_BACK]          200.0
rotstrength[ROT_YAWLEFT]            1.3                     ; rotational acceleration (deg/s^2) [0.01 - 1.0]
rotstrength[ROT_YAWRIGHT]           1.3
rotstrength[ROT_PITCHUP]            1.3
rotstrength[ROT_PITCHDOWN]          1.3
rotstrength[ROT_ROLLRIGHT]          1.3
rotstrength[ROT_ROLLLEFT]           1.3
turnspeed[TURN_YAW]                 1.9
turnspeed[TURN_PITCH]               1.9
turnspeed[TURN_ROLL]                1.9

;Weapons
;=-----=
NUMBER_OF_GUNS                      2

rotateToRetaliate                   TRUE
tooCloseRange                       500.0

GUN         0
{
Type                            GUN_MineLauncher                      ; the mine dispenser
SoundType                       GS_MineLauncher
DamageLo                        700                              ; damage variance per shot - low
DamageHi                        900                              ; damage variance per shot - high
BulletRange                     3500.0                         ; distance bullets travel before disappearing
BulletSpeed                     125.0                         ; measured in m/s.
BulletLifeTime                  120.0                            ;Life time of bullet
FireTime                        6.0                            ; fire repeat rate (reciprocal = shots/second)
MaxMissiles                     3                              ; maximum # of missiles this missile launcher can carry
TriggerHappy                    60                             ; how triggerHapppy the ship is when firing the fixed.
}

GUN         1
{
Type                            GUN_MineLauncher                      ; the mine dispenser
SoundType                       GS_MineLauncher
DamageLo                        700                              ; damage variance per shot - low
DamageHi                        900                              ; damage variance per shot - high
BulletRange                     3500.0                         ; distance bullets travel before disappearing
BulletSpeed                     125.0                         ; measured in m/s.
BulletLifeTime                  120.0                            ;Life time of bullet
FireTime                        6.0                            ; fire repeat rate (reciprocal = shots/second)
MaxMissiles                     3                              ; maximum # of missiles this missile launcher can carry
TriggerHappy                    60                             ; how triggerHapppy the ship is when firing the fixed.
}

; Force drop differeing variables from normal attack drops
gunReFireTime                   8.5                            ; Total Fire time, hence 5 seconds to fire two guns
                                                               ; This number MUST be bigger than individual gun refire times above, otherwise won't function

mineRegenerateTime              15.0

forced_drop_damage_lo           1000                             ; force dropped mine dammage lo
forced_drop_damage_hi           1400                             ; obvious

forced_drop_lifetime            900                             ; force dropped equivalent of BulletLifeTime

;Ship AI
;=-----=
fullMovementFreedom                 TRUE


//Too variables NOT used by minelayer corvette
repositionTime                      4.0                        ; time in seconds which corvette will spend to reposition
                                                              ; itself to a new location for it to fire.
circleRange                         700.0

breakInAwayDist                     800.0                      ; Distance ship changes heading
                                                              ; And decides on attack pattern
DropRange                           700.0                      ; Distance Ship starts dropping mines
DropStopRange                       1000.0                      ; Distance Ship STOPS dropping mines


FlyAwayDist             Evasive         CLASS_Mothership                1500.0              ; Distance ship flys away before turning around</pre><pre id="faqspan-12">
FlyAwayDist             Evasive         CLASS_HeavyCruiser              1300.0              ; Distance ship flys away before turning around
FlyAwayDist             Evasive         CLASS_Carrier                   1300.0              ; Distance ship flys away before turning around
FlyAwayDist             Evasive         CLASS_Destroyer                 1200.0              ; Distance ship flys away before turning around
FlyAwayDist             Evasive         CLASS_Frigate                    800.0              ; Distance ship flys away before turning around
FlyAwayDist             Evasive         CLASS_Corvette                   500.0              ; Distance ship flys away before turning around
FlyAwayDist             Evasive         CLASS_Fighter                    500.0              ; Distance ship flys away before turning around
FlyAwayDist             Evasive         CLASS_Resource                   600.0              ; Distance ship flys away before turning around
FlyAwayDist             Evasive         CLASS_NonCombat                  500.0              ; Distance ship flys away before turning around

FlyAwayDist             Neutral         CLASS_Mothership                1500.0              ; Distance ship flys away before turning around
FlyAwayDist             Neutral         CLASS_HeavyCruiser              1300.0              ; Distance ship flys away before turning around
FlyAwayDist             Neutral         CLASS_Carrier                   1300.0              ; Distance ship flys away before turning around
FlyAwayDist             Neutral         CLASS_Destroyer                 1200.0              ; Distance ship flys away before turning around
FlyAwayDist             Neutral         CLASS_Frigate                    800.0              ; Distance ship flys away before turning around
FlyAwayDist             Neutral         CLASS_Corvette                   500.0              ; Distance ship flys away before turning around
FlyAwayDist             Neutral         CLASS_Fighter                    500.0              ; Distance ship flys away before turning around
FlyAwayDist             Neutral         CLASS_Resource                   600.0              ; Distance ship flys away before turning around
FlyAwayDist             Neutral         CLASS_NonCombat                  500.0              ; Distance ship flys away before turning around

FlyAwayDist             Aggressive      CLASS_Mothership                1500.0              ; Distance ship flys away before turning around
FlyAwayDist             Aggressive      CLASS_HeavyCruiser              1300.0              ; Distance ship flys away before turning around
FlyAwayDist             Aggressive      CLASS_Carrier                   1300.0              ; Distance ship flys away before turning around
FlyAwayDist             Aggressive      CLASS_Destroyer                 1200.0              ; Distance ship flys away before turning around
FlyAwayDist             Aggressive      CLASS_Frigate                    800.0              ; Distance ship flys away before turning around
FlyAwayDist             Aggressive      CLASS_Corvette                   500.0              ; Distance ship flys away before turning around
FlyAwayDist             Aggressive      CLASS_Fighter                    500.0              ; Distance ship flys away before turning around
FlyAwayDist             Aggressive      CLASS_Resource                   600.0              ; Distance ship flys away before turning around
FlyAwayDist             Aggressive      CLASS_NonCombat                  500.0              ; Distance ship flys away before turning around

FlyAwayTolerance                    100.0                      ; Within this # of FlyAway dist ship will turnaround

Break2SphereizeFreq                 3.5                        ; After 'adjusting' entering
                                                              ; mine drop off range, waits
                                                              ; this long, then recalculates
                                                              ; flight path to curve around the
                                                              ; attacked ship...lays mines more
                                                              ; effectivly.

specialActivateIsContinuous         TRUE


;Ship Trails
;=---------=
trailSegments                       20
trailGranularity                    3
trailColor                          0, 0, 0, 0, 0           ;grey team
trailColor                          0, 1, 238, 238, 238
trailColor                          0, 8, 141, 106, 87
trailColor                          0, 19, 0, 0, 0
trailColor                          1, 0, 0, 0, 0           ;red team
trailColor                          1, 1, 225, 124, 33
trailColor                          1, 8, 146, 0, 0
trailColor                          1, 19, 0, 0, 0
trailColor                          2, 0, 0, 0, 0           ;blue team
trailColor                          2, 1, 11, 255, 255
trailColor                          2, 8, 51, 0, 243
trailColor                          2, 19, 0, 0, 0
trailColor                          3, 0, 0, 0, 0           ;green team
trailColor                          3, 1, 201, 254, 39
trailColor                          3, 8, 0, 84, 4
trailColor                          3, 19, 0, 0, 0
trailColor                          4, 0, 0, 0, 0           ;yellow team
trailColor                          4, 1, 255, 240, 97
trailColor                          4, 8, 160, 124, 0
trailColor                          4, 19, 0, 0, 0
trailColor                          5, 0, 0, 0, 0           ;orange team
trailColor                          5, 1, 225, 255, 11
trailColor                          5, 8, 160, 124, 0
trailColor                          5, 19, 0, 0, 0
trailColor                          6, 0, 0, 0, 0           ;purple team
trailColor                          6, 1, 255, 135, 157
trailColor                          6, 8, 121, 0, 135
trailColor                          6, 19, 0, 0, 0
trailColor                          7, 0, 0, 0, 0           ;pale blue-green team
trailColor                          7, 1, 45, 255, 149
trailColor                          7, 8, 0, 105, 137
trailColor                          7, 19, 0, 0, 0

;Explosions
;=--------=
explosionType                       ET_CorvetteExplosion



NumMinesInSide                       5                      ; number of mines to drop in a static drop
                                                           ; between mine drops.
MINE_STOP_FRICTION                  0.95                    ; Mine Velocity is multiplied by this
MineDropDistance                    400.0                   ; Distance from end of mine layer that WALL is formed
MineSpacing                         2000.0                   ; spaceing between mines in wall
MineClearDistance                   100.0                    ; Distance mine must go from minelayer centre before it
                                                           ; starts to form a wall

;Engine trails
;=-----------=
trailAngle                      0.0
trailWidth                     30.0
trailHeight                     4.0

minimumZoomDistance                 90

Overlay_Selection_Scalar            0.95         ; scale the tactical overlay by this amount

collSideModifiers[TRANS_UP]         0.8
collSideModifiers[TRANS_DOWN]       0.8
collSideModifiers[TRANS_RIGHT]      0.8
collSideModifiers[TRANS_LEFT]       0.8
collSideModifiers[TRANS_FORWARD]    0.7
collSideModifiers[TRANS_BACK]       1.5

{}{}{}



Missile ~ missile
{}{}{}
[Missile]
LODFile                             Missile.lod
pMexData                            Missile\Rl0\LOD0\Missile.mex
mass                                30.0
momentOfInertiaX                    30.0
momentOfInertiaY                    30.0
momentOfInertiaZ                    30.0
maxvelocity                         950.0
maxrot                              10.0
maxhealth                           15                         ; hit points

blastRadiusShockWave                6.0
blastRadiusDamage                   75


tooCloseRange                       500.0


;Moving Around
;=-----------=
thruststrength[TRANS_UP]          400.0  //600.0
thruststrength[TRANS_DOWN]        400.0  //600.0
thruststrength[TRANS_RIGHT]       400.0  //600.0
thruststrength[TRANS_LEFT]        400.0  //600.0
thruststrength[TRANS_FORWARD]     450.0  //800.0
thruststrength[TRANS_BACK]        400.0  //400.0
rotstrength[ROT_YAWLEFT]           80.0   // 60.0
rotstrength[ROT_YAWRIGHT]          80.0   // 60.0
rotstrength[ROT_PITCHUP]           80.0   // 60.0
rotstrength[ROT_PITCHDOWN]         80.0   // 60.0
rotstrength[ROT_ROLLRIGHT]         80.0   // 60.0
rotstrength[ROT_ROLLLEFT]          80.0   // 60.0
turnspeed[TURN_YAW]                 1.8   //  1.8
turnspeed[TURN_PITCH]               1.8   //  1.8
turnspeed[TURN_ROLL]                1.8   //  1.8

;Ship Trails
;=---------=
trailSegments                       10
trailGranularity                    1
trailColor                          0, 0, 0, 0, 0           ;grey team
trailColor                          0, 1, 238, 238, 238
trailColor                          0, 4, 141, 106, 87
trailColor                          0, 9, 0, 0, 0
trailColor                          1, 0, 0, 0, 0           ;red team
trailColor                          1, 1, 225, 124, 33
trailColor                          1, 4, 146, 0, 0
trailColor                          1, 9, 0, 0, 0
trailColor                          2, 0, 0, 0, 0           ;blue team
trailColor                          2, 1, 11, 255, 255
trailColor                          2, 4, 51, 0, 243
trailColor                          2, 9, 0, 0, 0
trailColor                          3, 0, 0, 0, 0           ;green team
trailColor                          3, 1, 201, 254, 39
trailColor                          3, 4, 0, 84, 4
trailColor                          3, 9, 0, 0, 0
trailColor                          4, 0, 0, 0, 0           ;yellow team
trailColor                          4, 1, 255, 240, 97
trailColor                          4, 4, 160, 124, 0
trailColor                          4, 9, 0, 0, 0
trailColor                          5, 0, 0, 0, 0           ;orange team
trailColor                          5, 1, 225, 255, 11
trailColor                          5, 4, 160, 124, 0
trailColor                          5, 9, 0, 0, 0
trailColor                          6, 0, 0, 0, 0           ;purple team
trailColor                          6, 1, 255, 135, 157
trailColor                          6, 4, 121, 0, 135
trailColor                          6, 9, 0, 0, 0
trailColor                          7, 0, 0, 0, 0           ;pale blue-green team
trailColor                          7, 1, 45, 255, 149
trailColor                          7, 4, 0, 105, 137
trailColor                          7, 9, 0, 0, 0

trailWidth                          5.0
trailHeight                         4.0


{}{}{}



Missile Destroyer ~ MissileDestroyer
{}{}{}
[MissileDestroyer]

;Source Files
;=----------=
pMexData                            MissileDestroyer\Rl0\LOD0\MissileDestroyer.mex
LODFile                             MissileDestroyer.lod

;Ship Physics
;=----------=
mass                                4812.0      ; ship mass [fighter = 1]
momentOfInertiaX                    1200.0      ; resistance to rotation
momentOfInertiaY                    1200.0      ; [fighter = 1]
momentOfInertiaZ                    1200.0
maxvelocity                         295.0               ; [fighter = 1000]
maxrot                              2.0                ; maximum rotation speed [don't make faster than ~10]

;Basic Ship Stats
;=--------------=
shipclass                           CLASS_Destroyer
isCapitalShip                       TRUE
buildCost                           2500 //1700                ; resource units to build
buildTime                           215                 ; time in seconds to build
maxhealth                           16000 //72000                ; hit points
groupSize                           1                   ; size of group ships of this type tend to form
repairTime                          16                   ; every this many seconds
repairDamage                        175                  ; this much damage is repaired
repairCombatTime                    25
repairCombatDamage                  45

blastRadiusShockWave                1.75
blastRadiusDamage                   125

;Moving Around
;=-----------=
thruststrength[TRANS_UP]            12.0                ; acceleration (m/s^2) [1-1000 approx. range]
thruststrength[TRANS_DOWN]          12.0
thruststrength[TRANS_RIGHT]         12.0
thruststrength[TRANS_LEFT]          12.0
thruststrength[TRANS_FORWARD]       15.0
thruststrength[TRANS_BACK]          10.0
rotstrength[ROT_YAWLEFT]             0.025                       ; rotational acceleration (deg/s^2) [0.01 - 1.0]
rotstrength[ROT_YAWRIGHT]            0.025
rotstrength[ROT_PITCHUP]             0.025
rotstrength[ROT_PITCHDOWN]           0.025
rotstrength[ROT_ROLLRIGHT]           0.025
rotstrength[ROT_ROLLLEFT]            0.025
turnspeed[TURN_YAW]                  0.25                          ; speed at which ship tries to turn (1=standard)
turnspeed[TURN_PITCH]                0.25
turnspeed[TURN_ROLL]                 0.25


MissileRegenerateTime                2.0           ; (2.3/4) every this many seconds one missile is regenerated
MissileVolleyTime                    0.8             ; fire rate of missiles when opening massive volley attack

MissileLagVolleyTime                 12.0
passiveRetaliateZone                7000.0
tooCloseRange                       500.0


;Weapons
;=------=
NUMBER_OF_GUNS                      4

canTargetMultipleTargets            TRUE
rotateToRetaliate                   TRUE




GUN         0

//ADD this amount: 238 to compensate for centrepoint
//ADD this amount: 892 to compensate for stopping distance
{
Type                                GUN_MissileLauncher              ; type of gun.  Must spell this way.
SoundType                           GS_MissleLauncher                ; must spell this way.
DamageLo                                400                      ; damage variance per shot - low
DamageHi                                525                      ; damage variance per shot - high
MaxMissiles                              6                      ; maximum # of missiles this missile launcher can carry
BulletRange                           15130.0
BulletSpeed                             250.0                     ; initial speed for missile
BulletLifeTime                  32.0                            ;Life time of bullet
FireTime                                 10.0                    ; fire repeat rate (reciprocal = shots/second)
TriggerHappy                            60                      ; how triggerHapppy the ship is when firing the fixed.
}

GUN         1
//Desired Range = 5000
//ADD this amount: 238 to compensate for centrepoint
//ADD this amount: 892 to compensate for stopping distance
{
Type                                GUN_MissileLauncher
SoundType                           GS_MissleLauncher
DamageLo                                400                      ; damage variance per shot - low
DamageHi                                525                      ; damage variance per shot - high
MaxMissiles                             6
BulletRange                           15130.0
BulletSpeed                             250.0                     ; initial speed for missile
BulletLifeTime                  32.0                            ;Life time of bullet
FireTime                                 10.0                    ; fire repeat rate (reciprocal = shots/second)
TriggerHappy                            60                      ; how triggerHapppy the ship is when firing the fixed.
}

GUN         2
//Desired Range = 5000
//ADD this amount: 238 to compensate for centrepoint
//ADD this amount: 892 to compensate for stopping distance
//Added 1000 m range in tuning

{
Type                                GUN_MissileLauncher      ; type of gun - either GUN_Fixed or GUN_Gimble
SoundType                           GS_MissleLauncher
DamageLo                                400                     ; damage variance per shot - low
DamageHi                                525                     ; damage variance per shot - high
MaxMissiles                              6
BulletRange                           15130.0
BulletSpeed                             250.0                     ; initial speed for missile
BulletLifeTime                  32.0                            ;Life time of bullet
FireTime                                 10.0                    ; fire repeat rate (reciprocal = shots/second)
TriggerHappy                            60                      ; how triggerHapppy the ship is when firing the fixed.
}

GUN         3
//Desired Range = 5000
//ADD this amount: 238 to compensate for centrepoint
//ADD this amount: 892 to compensate for stopping distance

{
Type                                GUN_MissileLauncher     ; type of gun - either GUN_Fixed or GUN_Gimble
SoundType                           GS_MissleLauncher
DamageLo                                400                      ; damage variance per shot - low
DamageHi                                525                      ; damage variance per shot - high
MaxMissiles                              6
BulletRange                           15130.0
BulletSpeed                            250.0                     ; initial speed for missile
BulletLifeTime                  32.0                            ;Life time of bullet
FireTime                                 10.0                    ; fire repeat rate (reciprocal = shots/second)
TriggerHappy                            60                      ; how triggerHapppy the ship is when firing the fixed.
}


NUMBER_OF_SALVAGE_POINTS        3
NUM_NEEDED_FOR_SALVAGE          3               ;number of ships needed to capture a craft
NEED_BIGR1                      TRUE
NEED_BIGR2                      TRUE
WILL_FIT_CARRIER                FALSE

;       format:                    name,type
SalvagePoint                       Point1,AttachPoint
SalvagePoint                       Point2,AttachPoint
SalvagePoint                       Point3,AttachPoint


NUMBER_OF_NAV_LIGHTS           4

; format is NavLight            name, type, blinkrate (in seconds), size (in meters), min LOD, texture name
NavLight                        antenna,        NAVLIGHT_Default, 1.5,   0.5, 0.5,   9,  2, etg\textures\glow32
NavLight                        antenna1,       NAVLIGHT_Default, 2.5,   1, 0,   9,  2, etg\textures\glow32
NavLight                        antenna2,       NAVLIGHT_Default, 2,   1, 0,   9,  2, etg\textures\glow32
NavLight                        bridge,         NAVLIGHT_Default, 2, 1, 0.5,   8, 2, etg\textures\glow32


;Explosions
;=--------=
explosionType                       ET_CarrierExplosion


;Engine Glow
;=---------=
trailWidth    130.0
trailHeight   178.0
trailLength   180.0
trailScaleCap 0.000196

minimumZoomDistance                     650



{}{}{}



Mothership ~ mothership
{}{}{}
[Mothership]

;Source Files
;=----------=
LODFile                             Mothership.lod
pMexData                            Mothership\Rl0\LOD0\Mothership.mex

;Ship Physics
;=----------=
mass                                250000.0                    ; ship mass [fighter = 1]
momentOfInertiaX                    75000.0                    ; resistance to rotation
momentOfInertiaY                    75000.0                        ; don't allow mothership to rotate about Y,Z (pitch, roll)
momentOfInertiaZ                    75000.0
immobile                            FALSE                       ; indicates object is immobile
maxvelocity                         100.0                        ; [fighter = 1000]
maxrot                              1.0                        ; maximum rotation speed [don't make faster than ~10]
avoidcollmodifier                   0.6

;Basic Ship Stats
;=--------------=
shipclass                           CLASS_Mothership
isCapitalShip                       TRUE
buildCost                           28000 //18000                        ; resource units to build
buildTime                           11300                         ; time in seconds to build
maxhealth                           160000 //360000                       ; hit points
groupSize                           1                           ; size of group ships of this type tend to form
repairTime                          18                            ; every this many seconds
repairDamage                        375                          ; this much damage is repaired
repairCombatTime                    25                            ; every this many seconds
repairCombatDamage                  185                           ; this much damage is repaired

passiveAttackPenaltyExempt          TRUE
                                                              ; itself to a new location for it to fire.

canBuildShips                       TRUE                        ; ship can build ships
canReceiveShips                     TRUE                        ; other ships can dock in this ship
canReceiveResources                 TRUE                        ; Resource Collectors,etc can deposit resources in this ship
canReceiveShipsPermanently          TRUE                        ; ships can dock permanently here
canReceiveShipsForRetire            TRUE                        ; ships can dock here and be converted to RU's!
canBuildBigShips                    TRUE                        ; can build Destroyers, Carriers, Heavy Cruisers, etc.

canReceiveFighters                  TRUE
canReceiveCorvettes                 TRUE
canReceiveResourceCollectors        TRUE
canReceiveOtherNonCapitalShips      TRUE

maxDockableFighters                 80
maxDockableCorvettes                40


pumpFuelRate                        300.0                       ; how fast carrier pumps fuel in.
repairOtherShipRate                 0.15                         ; how fast carrier heals damaged ships.  Percentage of the ship's health that gets repaired every univupdate (16 times a second)
repairResourceCollectorRate         0.15

clearanceDirection                  2                           ; (0=up,1=right,2=forward,4=down,5=left,6=back)
clearanceDistance                   100.0                       ; how far ships go away from this ship when they are just built.
                                                               ; Note that this number is added to the minimum collision distance.

dockShipRange                       1550.0              ; how close ships should get before considering docking (to ship surface)

blastRadiusShockWave                1.0
blastRadiusDamage                   10000

;Moving Around
;=-----------=
thruststrength[TRANS_UP]            5.0         ; acceleration (m/s^2) [1-1000 approx. range]
thruststrength[TRANS_DOWN]          5.0     ; used to be 20.0
thruststrength[TRANS_RIGHT]         5.0
thruststrength[TRANS_LEFT]          5.0
thruststrength[TRANS_FORWARD]       15.0
thruststrength[TRANS_BACK]          10.0
rotstrength[ROT_YAWLEFT]            0.0105                 ; rotational acceleration (deg/s^2) [0.01 - 1.0]
rotstrength[ROT_YAWRIGHT]           0.0105         ; used to be 0.05
rotstrength[ROT_PITCHUP]            0.0100
rotstrength[ROT_PITCHDOWN]          0.0100
rotstrength[ROT_ROLLRIGHT]          0.0104
rotstrength[ROT_ROLLLEFT]           0.0104
turnspeed[TURN_YAW]                  0.016                         ; speed at which ship tries to turn (1=standard)
turnspeed[TURN_PITCH]                0.013
turnspeed[TURN_ROLL]                 0.016


canTargetMultipleTargets            TRUE

;Override face-specific damage:
collSideModifiers[TRANS_UP]         1.2
collSideModifiers[TRANS_DOWN]       1.2
collSideModifiers[TRANS_RIGHT]      1.0
collSideModifiers[TRANS_LEFT]       1.0
collSideModifiers[TRANS_FORWARD]    0.8
collSideModifiers[TRANS_BACK]       1.5


;Weapons
;=------=
NUMBER_OF_GUNS                      5

GUN         0
{
Type                            GUN_Gimble
SoundType                       GS_SmallProjectile
DamageLo                        5                      ; damage variance per shot - low
DamageHi                        7                      ; damage variance per shot - high
MinAngle                        0
MaxAngle                        100
BulletLength                    15.0                    ; visual only.  Length of bullet on screen
BulletRange                     4000.0                  ; distance bullets travel before disappearing
BulletSpeed                     5000.0                  ; measured in m/s.
BulletMass                      1.0                    ; mass of bullet
FireTime                        0.15                              ; fire repeat rate (reciprocal = shots/second)
BurstFireTime                   0.6
BurstWaitTime                   0.8
TriggerHappy                    2.0
fireEffect                      defaultBlast.ebg
hitEffect                       defaultBlast.ebg

}

GUN         1
{
Type                            GUN_Gimble
SoundType                       GS_SmallProjectile
DamageLo                        5                      ; damage variance per shot - low
DamageHi                        7                      ; damage variance per shot - high
MinAngle                        0
MaxAngle                        100
BulletLength                    15.0                    ; visual only.  Length of bullet on screen
BulletRange                     4000.0                  ; distance bullets travel before disappearing
BulletSpeed                     5000.0                  ; measured in m/s.
BulletMass                      1.0                    ; mass of bullet
FireTime                        0.15                              ; fire repeat rate (reciprocal = shots/second)
BurstFireTime                   0.6
BurstWaitTime                   0.8
TriggerHappy                    2.0
fireEffect                      defaultBlast.ebg
hitEffect                       defaultBlast.ebg

}

GUN         2
{
Type                            GUN_Gimble
SoundType                       GS_SmallProjectile
DamageLo                        5                      ; damage variance per shot - low
DamageHi                        7                      ; damage variance per shot - high
MinAngle                        0
MaxAngle                        100
BulletLength                    15.0                    ; visual only.  Length of bullet on screen
BulletRange                     4000.0                  ; distance bullets travel before disappearing
BulletSpeed                     5000.0                  ; measured in m/s.
BulletMass                      1.0                    ; mass of bullet
FireTime                        0.15                              ; fire repeat rate (reciprocal = shots/second)
BurstFireTime                   0.6
BurstWaitTime                   0.8
TriggerHappy                    2.0
fireEffect                      defaultBlast.ebg
hitEffect                       defaultBlast.ebg

}

GUN         3
{
Type                            GUN_Gimble
SoundType                       GS_SmallProjectile
DamageLo                        5                      ; damage variance per shot - low
DamageHi                        7                      ; damage variance per shot - high
MinAngle                        0
MaxAngle                        100
BulletLength                    15.0                    ; visual only.  Length of bullet on screen
BulletRange                     4000.0                  ; distance bullets travel before disappearing
BulletSpeed                     5000.0                  ; measured in m/s.
BulletMass                      1.0                    ; mass of bullet
FireTime                        0.15                              ; fire repeat rate (reciprocal = shots/second)
BurstFireTime                   0.6
BurstWaitTime                   0.8
TriggerHappy                    2.0
fireEffect                      defaultBlast.ebg
hitEffect                       defaultBlast.ebg

}

GUN         4
{
Type                            GUN_Gimble
SoundType                       GS_SmallProjectile
DamageLo                        5                      ; damage variance per shot - low
DamageHi                        7                      ; damage variance per shot - high
MinAngle                        0
MaxAngle                        100
BulletLength                    15.0                    ; visual only.  Length of bullet on screen
BulletRange                     4000.0                  ; distance bullets travel before disappearing
BulletSpeed                     5000.0                  ; measured in m/s.
BulletMass                      1.0                    ; mass of bullet
FireTime                        0.15                              ; fire repeat rate (reciprocal = shots/second)
BurstFireTime                   0.6
BurstWaitTime                   0.8
TriggerHappy                    2.0
fireEffect                      defaultBlast.ebg
hitEffect                       defaultBlast.ebg

}

NUMBER_OF_DOCK_POINTS           8

; format is DockPoint           name,type,flyawaydist,mindist,maxdist,[headingdirection,updirection]  (0=up,1=right,2=forward,4=down,5=left,6=back) for direction
DockPoint                       In,DockingCone,600,300,900
DockPoint                       In1,DockingCone,600,300,900
DockPoint                       Out,LaunchPoint,600,600,600,1,0
DockPoint                       Out1,LaunchPoint,600,600,600,1,0
DockPoint                       Frigate,LaunchPoint,880,1400,1400,1,0
DockPoint                       Big,LaunchPoint,850,1500,1500,0,5
DockPoint                       ResU,LatchPoint,380,400,850,0,6
DockPoint                       ResD,LatchPoint,380,400,850,0,6

NUMBER_OF_DOCK_OVERIDES         1

;need DockOveride       shipraceshipname,<0=no 1=yes: use new heading and up),newHeading,newUp,<yesno use new offset>,offsetx,offsety,offsetz
;offset is vector seen in lightwave when the ship is attached to the light origin
;(0=up,1=right,2=forward,4=down,5=left,6=back) for direction
DockOveride     R1,SensorArray,1,4,1,0,0.0,0.0,0.0

NUMBER_OF_SALVAGE_POINTS        8
NUM_NEEDED_FOR_SALVAGE          9               ;number of ships needed to capture a craft
NEED_BIGR1                      TRUE
NEED_BIGR2                      TRUE
WILL_FIT_CARRIER                FALSE

;       format:                    name,type
SalvagePoint                       Point1,AttachPoint
SalvagePoint                       Point2,AttachPoint
SalvagePoint                       Point3,AttachPoint
SalvagePoint                       Point4,AttachPoint
SalvagePoint                       Point5,AttachPoint
SalvagePoint                       Point6,AttachPoint
SalvagePoint                       Point7,AttachPoint
SalvagePoint                       Point8,AttachPoint


NUMBER_OF_NAV_LIGHTS           14

; format is NavLight           name,type,blinkrate (in seconds), startdelay (in seconds) size (in meters), min LOD, texture name
NavLight                        baseantenna,    NAVLIGHT_Default, 2,    1,      0,      30, 3,  etg\textures\glow32
NavLight                        antenna,        NAVLIGHT_Default, 2,    1,      0,      40, 3,  etg\textures\glow32
NavLight                        antenna1,       NAVLIGHT_Default, 2,    1,      0,      30, 3,  etg\textures\glow32
NavLight                        antenna2,       NAVLIGHT_Default, 2,    1,      0,      30, 3,  etg\textures\glow32
NavLight                        topantenna,     NAVLIGHT_Default, 2,    1,      0,      40, 3,  etg\textures\glow32
NavLight                        topres1,        NAVLIGHT_Default, 0.5,  2.5,    0,      50, 3,  etg\textures\glow32
NavLight                        topres2,        NAVLIGHT_Default, 0.5,  2.5,    0,      50, 3,  etg\textures\glow32
NavLight                        bottomres1,     NAVLIGHT_Default, 0.5,  2.5,    0,      50, 3,  etg\textures\glow32
NavLight                        bottomres2,     NAVLIGHT_Default, 0.5,  2.5,    0,      50, 3,  etg\textures\glow32
NavLight                        bay1,           NAVLIGHT_Default, 0.5,  1,      0,      50, 3,  etg\textures\glow32
NavLight                        door,           NAVLIGHT_Default, 0.5,  1,      0,      50, 3,  etg\textures\glow32
NavLight                        bay,            NAVLIGHT_Default, 0.5,  1,      0,      50, 3,  etg\textures\glow32
NavLight                        bay2,           NAVLIGHT_Default, 0.5,  1,      0,      50, 3,  etg\textures\glow32
NavLight                        bay3,           NAVLIGHT_Default, 0.5,  1,      0,      50, 3,  etg\textures\glow32

BindAnimations                      1

;Animations for docking sequences...
;                                      num,dooropen name, num, doorclose name
MadMothershipDockingAnims                 1,HangarDoor_OPEN,1,HangarDoor_CLOSE

;special docking offsets for the doorships!
;centre point offset from doorship surface...
;if its added here, it must be added to the script structure in
;mothership.c...sucks I know!
;below: Shiprace is original shiptypes race...i.e DDDF is R1 no matter who is in control of it!

specialDoorOffset[R1][AdvanceSupportFrigate]                7.5,0.0,166.0
specialDoorOffset[R1][Carrier]                              0.0,-237.0,305.0
specialDoorOffset[R1][CloakGenerator]                       0.0,0.0,69.0
specialDoorOffset[R1][DDDFrigate]                           0.0,0.0,141.0
specialDoorOffset[R1][GravWellGenerator]                    0.0,0.0,125.0
specialDoorOffset[R1][HeavyCruiser]                         0.0,-180,248.0
specialDoorOffset[R1][IonCannonFrigate]                     0.0,0.0,145.0
specialDoorOffset[R1][MissileDestroyer]                     -2.5,0.0,127.5
specialDoorOffset[R1][ResourceController]                   0.0,0.0,198.0
specialDoorOffset[R1][StandardDestroyer]                    -2.5,0.0,127.5
specialDoorOffset[R1][StandardFrigate]                      0.0,0.0,145.0
specialDoorOffset[R1][CryoTray]                      3.0,0.0,113.0

specialDoorOffset[P1][P1IonArrayFrigate]                    0.0,0.0,138.0
specialDoorOffset[P2][P2MultiBeamFrigate]                   0.0,0.0,97.0
specialDoorOffset[P2][P2FuelPod]                            0.0,0.0,95.0


specialDoorOffset[R2][AdvanceSupportFrigate]                7.5,0.0,101.0
specialDoorOffset[R2][Carrier]                              -6.0,-300.0,275.0
specialDoorOffset[R2][CloakGenerator]                       0.0,0.0,124.0
specialDoorOffset[R2][DFGFrigate]                           0.0,0.0,125.0
specialDoorOffset[R2][GravWellGenerator]                    0.0,0.0,158.0
specialDoorOffset[R2][HeavyCruiser]                         0.0,0.0,285.0
specialDoorOffset[R2][IonCannonFrigate]                     0.0,0.0,97.0
specialDoorOffset[R2][MissileDestroyer]                     0.0,0.0,191.0
specialDoorOffset[R2][ResourceController]                   0.0,0.0,257.0
specialDoorOffset[R2][StandardDestroyer]                    0.0,0.0,185.0
specialDoorOffset[R2][StandardFrigate]                      0.0,0.0,101.0
specialDoorOffset[R2][CryoTray]                               3.0,0.0,113.0


;specialDoorOffset      race ship LW_X,LW_Y,LW_Z,Heading,Up  (heading is based on (0=up,1=right,2=forward,4=down,5=left,6=back) of the door's coordinate system
;make sure spaces are correct race<space>ship<space>LW_X<space>...
specialDoorOffset       R1 AdvanceSupportFrigate 7.5 0.0 166.0 -1 -1
specialDoorOffset       P1 P1IonArrayFrigate 0.0 0.0 200.0 6 0
specialDoorOffset       R2 Carrier 71.75 262.5 300.0 4 1
specialDoorOffset       R2 ResourceController 0.0 0.0 250.0 1 0
specialDoorOffset       R1 CloakGenerator 0.0 0.0 70.0 0 6

;every second after 'clamping' the cargo to the door, the ships
;position at clamp time will be interpolated between that and its
;desired offset.  That way there won't be a jerky jump and it will look like
;the door ship slides in and 'picks up' the cargo.  Coo'
specialDoorInterpolationPerSecond                       50.0

;Explosions
;=--------=
explosionType                       ET_CarrierExplosion

;Docking Light
;=-----------=
dockLightNear      300.0
dockLightFar       800.0
dockLightColor     120,194,255

;Engine Glow
;=---------=
trailWidth   1.0
trailHeight  1.0
trailLength  1.0

;Engine trails   This is the top engine
;=-----------=
;trailAngle                            90.0
;trailWidth                          1075.0
;trailHeight                          150.0


;Engine #2       This is the second to top engine
;=-------=
;trailAngle                           90.0
;trailWidth                         1075.0
;trailHeight                         150.0

;Engine #3       This is the third to top engine
;=-------=
;trailAngle                           90.0
;trailWidth                         1075.0
;trailHeight                         150.0

;Engine #4       This is the bottom engine
;=-------=
;trailAngle                           90.0
;trailWidth                         1075.0
;trailHeight                         150.0

preciseSelection                    4
minimumZoomDistance                 1250

surroundDistance                    10000.0                      ; how far ships will minimally disperse themselves from this ship after
                                                               ; they are built.  Note that this number is added to the minimum collision distance.
surroundDistanceRand                1000.0                      ; random number between 0 and x added to surroundDistance

surroundRotYMinAng                  -35.0                       ; ship may be positioned between min and max degrees elevation
surroundRotYMaxAng                  35.0
surroundRotZMinAng                  -180.0                      ; ship may be positioned between min and max degrees angle
surroundRotZMaxAng                  180.0

{}{}{}



MultiGun Corvette ~ Multiguncorvette
{}{}{}
[MultiGunCorvette]

;Source Files
;=----------=
LODFile                             MultiGunCorvette.lod
pMexData                            MultiGunCorvette\Rl0\LOD0\MultiGunCorvette.mex

;Ship Physics
;=----------=
mass                                220.0                        ; ship mass [fighter = 1]
momentOfInertiaX                    22.0                        ; resistance to rotation
momentOfInertiaY                    22.0                        ; [fighter = 1]
momentOfInertiaZ                    22.0
maxvelocity                         695.0                      ; [fighter = 1000]
maxrot                              10.0                       ; maximum rotation speed [don't make faster than ~10]

;Basic Ship Stats
;=--------------=
shipclass                           CLASS_Corvette
buildCost                           225                        ; resource units to build
buildTime                           30                         ; time in seconds to build
maxhealth                           700 //1400                        ; hit points
maxfuel                             20000.0
lowfuelpoint                        0.25                       ; percentage of tank which is considered "low on fuel"
fuelburnrate                        0.036
attackfuelburnrate                  0.06
groupSize                           2                          ; size of group ships of this type tend to form

blastRadiusDamage                   230

;Moving Around
;=-----------=
thruststrength[TRANS_UP]            370.0                      ; acceleration (m/s^2) [1-1000 approx. range]
thruststrength[TRANS_DOWN]          370.0
thruststrength[TRANS_RIGHT]         370.0
thruststrength[TRANS_LEFT]          370.0
thruststrength[TRANS_FORWARD]       390.0
thruststrength[TRANS_BACK]          270.0
rotstrength[ROT_YAWLEFT]            1.3                          ; rotational acceleration (deg/s^2) [0.01 - 10]
rotstrength[ROT_YAWRIGHT]           1.3
rotstrength[ROT_PITCHUP]            1.3
rotstrength[ROT_PITCHDOWN]          1.3
rotstrength[ROT_ROLLRIGHT]          1.3
rotstrength[ROT_ROLLLEFT]           1.3
turnspeed[TURN_YAW]                 1.9                           ; speed at which ship tries to turn (1=standard)
turnspeed[TURN_PITCH]               1.9
turnspeed[TURN_ROLL]                1.9

;Weapons
;=-----=

canTargetMultipleTargets            TRUE
rotateToRetaliate                   TRUE
tooCloseRange                       500.0

NUMBER_OF_GUNS                      6

;Front gun, left side
GUN         0
{
Type                                GUN_NewGimble                  ; type of gun - either GUN_Fixed or GUN_Gimble
SoundType                           GS_MediumEnergyCannon
DamageLo                            10                          ; damage variance per shot - low
DamageHi                            14                          ; damage variance per shot - high
BulletLength                        18.0                        ; visual only.  Length of bullet on screen
BulletRange                         3800.0                      ; distance bullets travel before disappearing
BulletSpeed                         5000.0                      ; measured in m/s.
BulletMass                          0.60                        ; mass of bullet
FireTime                            0.8                         ; fire repeat rate (reciprocal = shots/second)
TriggerHappy                       0.01
minturnangle                      -90.0                          ; degrees
maxturnangle                       90.0
mindeclination                     -10.0
maxdeclination                     60.0
maxanglespeed                     1000.0                          ; degrees/s
maxdeclinationspeed               1000.0
BarrelLength                        7.25
RecoilLength                        6.0
BulletLifeTime                  2.0                            ;Life time of bullet
angletracking                       4
declinationtracking                 4
}

;Top, right side
GUN         1
{
Type                                GUN_NewGimble
SoundType                           GS_MediumEnergyCannon
DamageLo                            10
DamageHi                            14
BulletLength                        18.0
BulletRange                         3800.0
BulletSpeed                         5000.0
BulletMass                          0.60                        ; mass of bullet
FireTime                            0.8
TriggerHappy                       0.01
minturnangle                      -90.0                          ; degrees
maxturnangle                       90.0
mindeclination                     -0.0
maxdeclination                     70.0
maxanglespeed                     1000.0                          ; degrees/s
maxdeclinationspeed               1000.0
BarrelLength                        7.25
RecoilLength                        2.0
BulletLifeTime                  2.0
angletracking                       4
declinationtracking                 4
}

;Front gun, right side
GUN         2
{
Type                                GUN_NewGimble
SoundType                           GS_MediumEnergyCannon
DamageLo                            10
DamageHi                            14
BulletLength                        18.0
BulletRange                         3800.0
BulletSpeed                         5000.0
BulletMass                          0.60                        ; mass of bullet
FireTime                            0.8
TriggerHappy                       0.01
minturnangle                      -120.0                          ; degrees
maxturnangle                       120.0
mindeclination                     -10.0
maxdeclination                     60.0
maxanglespeed                     1000.0                          ; degrees/s
maxdeclinationspeed               1000.0
BarrelLength                       10.75
RecoilLength                        6.0
BulletLifeTime                  2.0                            ;Life time of bullet
angletracking                       4
declinationtracking                 4
}

;Bottom gun, left side
GUN         3
{
Type                                GUN_NewGimble                   ; type of gun - either GUN_Fixed or GUN_Gimble
SoundType                           GS_MediumEnergyCannon
DamageLo                            10                              ; damage variance per shot - low
DamageHi                            14                             ; damage variance per shot - high
BulletLength                        18.0                            ; visual only.  Length of bullet on screen
BulletRange                         3800.0                        ; distance bullets travel before disappearing
BulletSpeed                         5000.0                        ; measured in m/s.
BulletMass                          0.60                        ; mass of bullet
FireTime                            0.8                            ; fire repeat rate (reciprocal = shots/second)
TriggerHappy                       0.01
minturnangle                      -120.0                          ; degrees
maxturnangle                       120.0
mindeclination                     -0.0
maxdeclination                     70.0
maxanglespeed                     1000.0                          ; degrees/s
maxdeclinationspeed               1000.0
BarrelLength                      10.75
RecoilLength                        2.0
BulletLifeTime                  2.0                            ;Life time of bullet
angletracking                       4
declinationtracking                 4
}


;Bottom gun, right side
GUN         4
{
Type                                GUN_NewGimble                   ; type of gun - either GUN_Fixed or GUN_Gimble
SoundType                           GS_MediumEnergyCannon
DamageLo                            10                             ; damage variance per shot - low
DamageHi                            14                            ; damage variance per shot - high
BulletLength                        18.0                           ; visual only.  Length of bullet on screen
BulletRange                         3800.0                        ; distance bullets travel before disappearing
BulletSpeed                         5000.0                        ; measured in m/s.
BulletMass                          0.60                        ; mass of bullet
FireTime                            0.8                           ; fire repeat rate (reciprocal = shots/second)
TriggerHappy                       0.01
minturnangle                       -120.0                          ; degrees
maxturnangle                       120.0
mindeclination                     -0.0
maxdeclination                     70.0
maxanglespeed                     1000.0                          ; degrees/s
maxdeclinationspeed               1000.0
BarrelLength                      10.75
RecoilLength                        2.0
BulletLifeTime                  2.0                            ;Life time of bullet
angletracking                       4
declinationtracking                 4
}

;Top, left side
GUN         5
{
Type                                GUN_NewGimble                   ; type of gun - either GUN_Fixed or GUN_Gimble
SoundType                           GS_MediumEnergyCannon
DamageLo                            10                            ; damage variance per shot - low
DamageHi                            14                           ; damage variance per shot - high
BulletLength                        18.0                          ; visual only.  Length of bullet on screen
BulletRange                         3800.0                       ; distance bullets travel before disappearing
BulletSpeed                         5000.0                       ; measured in m/s.
BulletMass                          0.60                        ; mass of bullet
FireTime                            0.8                          ; fire repeat rate (reciprocal = shots/second)
TriggerHappy                       0.01
minturnangle                       -120.0                          ; degrees
maxturnangle                       120.0
mindeclination                     -0.0
maxdeclination                     70.0
maxanglespeed                     1000.0                          ; degrees/s
maxdeclinationspeed               1000.0
BarrelLength                      10.75
RecoilLength                        2.0
BulletLifeTime                  2.0                            ;Life time of bullet
angletracking                       4
declinationtracking                 4
}



;Ship AI
;=-----=
repositionTime                      1.6                        ; time in seconds which corvette will spend to reposition
                                                              ; itself to a new location for it to fire.
circleRange                         1800.0

fullMovementFreedom                 TRUE


;|||||||||||||||||||||||||||||||||||||||||------EVASIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------EVASIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------EVASIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||

;[Default]  --  used for ships where nothing else is defined (default behaviour)
;
flyPastDist             Evasive     Default             3000.0       ; dist which ship will try to fly past target - relative to CENTRE of ship
maxFlyAwayDist          Evasive     Default             3500.0       ; maximum distance ship will fly away from target - relative to CENTRE of ship</pre><pre id="faqspan-13">
breakRange              Evasive     Default             1000.0       ; range at which ship will break off for another pass - relative to SURFACE of ship
triggerHappy            Evasive     Default               11.0       ; how close in degrees the ship needs to be to fire fixed guns
faceTargetAccuracy      Evasive     Default                4.0       ; within how many degrees will try to align itself with target
maxAttackTime           Evasive     Default                4.0       ; maximum time ship will attack before breaking

                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     Default             0,2,2,0,3              ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     Default             0,1,0,0,0              ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     Default             5,5,10,15,10,10,10,5   ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     Default             5,5,10,0,10,10,10,5   ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     Default             5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Mothership]
;
flyPastDist             Evasive     CLASS_Mothership    8000.0
maxFlyAwayDist          Evasive     CLASS_Mothership    10000.0
breakRange              Evasive     CLASS_Mothership    2000.0
triggerHappy            Evasive     CLASS_Mothership      11.0
faceTargetAccuracy      Evasive     CLASS_Mothership       4.5
maxAttackTime           Evasive     CLASS_Mothership       8.0

                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_Mothership    0,3,2,0,2             ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_Mothership    1,3,3,0,1             ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_Mothership    5,5,10,10,10,10,10,8 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_Mothership    5,5,10,0,10,10,10,8 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_Mothership    5,5,10,10,10,10,10,8 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE


;[CLASS_Carrier]
;
flyPastDist             Evasive     CLASS_Carrier       3000.0
maxFlyAwayDist          Evasive     CLASS_Carrier       3500.0
breakRange              Evasive     CLASS_Carrier       1000.0
triggerHappy            Evasive     CLASS_Carrier         11.0
faceTargetAccuracy      Evasive     CLASS_Carrier          4.5
maxAttackTime           Evasive     CLASS_Carrier          8.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_Carrier       0,3,2,0,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_Carrier       1,2,3,0,1       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_Carrier       5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_Carrier       5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_Carrier       5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_HeavyCruiser]
;
flyPastDist             Evasive     CLASS_HeavyCruiser  3000.0
maxFlyAwayDist          Evasive     CLASS_HeavyCruiser  3500.0
breakRange              Evasive     CLASS_HeavyCruiser  1000.0
triggerHappy            Evasive     CLASS_HeavyCruiser    11.0
faceTargetAccuracy      Evasive     CLASS_HeavyCruiser     4.5
maxAttackTime           Evasive     CLASS_HeavyCruiser     4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_HeavyCruiser  0,3,2,0,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_HeavyCruiser  1,2,3,0,1       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_HeavyCruiser  5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_HeavyCruiser  5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_HeavyCruiser  5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Destroyer]
;
flyPastDist             Evasive     CLASS_Destroyer     3000.0
maxFlyAwayDist          Evasive     CLASS_Destroyer     3500.0
breakRange              Evasive     CLASS_Destroyer     1000.0
triggerHappy            Evasive     CLASS_Destroyer       11.0
faceTargetAccuracy      Evasive     CLASS_Destroyer        4.5
maxAttackTime           Evasive     CLASS_Destroyer        4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_Destroyer     0,3,2,0,3       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_Destroyer     1,2,3,0,1       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_Destroyer     5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_Destroyer     5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_Destroyer     5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Frigate]
;
flyPastDist             Evasive     CLASS_Frigate       3000.0   //3000
maxFlyAwayDist          Evasive     CLASS_Frigate       3500.0   //3300
breakRange              Evasive     CLASS_Frigate       1000.0   //725
triggerHappy            Evasive     CLASS_Frigate         11.0   //4
faceTargetAccuracy      Evasive     CLASS_Frigate          4.0
maxAttackTime           Evasive     CLASS_Frigate          4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_Frigate       0,3,2,0,3       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_Frigate       1,2,3,0,1       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_Frigate       5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_Frigate       5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_Frigate       5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Corvette]
;
flyPastDist             Evasive     CLASS_Corvette       2200.0
maxFlyAwayDist          Evasive     CLASS_Corvette       2600.0
breakRange              Evasive     CLASS_Corvette        750.0
triggerHappy            Evasive     CLASS_Corvette        3.5
faceTargetAccuracy      Evasive     CLASS_Corvette         4.5
maxAttackTime           Evasive     CLASS_Corvette         4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_Corvette      0,4,3,0,3             ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_Corvette      1,2,3,1,2             ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_Corvette      5,5,8,10,8,13,13,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_Corvette      5,5,8,0,8,13,13,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_Corvette      5,5,8,10,8,13,13,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Fighter]
;
flyPastDist             Evasive     CLASS_Fighter        1200.0
maxFlyAwayDist          Evasive     CLASS_Fighter        1300.0
breakRange              Evasive     CLASS_Fighter         600.0
triggerHappy            Evasive     CLASS_Fighter          2.5
faceTargetAccuracy      Evasive     CLASS_Fighter           4.5
maxAttackTime           Evasive     CLASS_Fighter           4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_Fighter       0,5,5,2,2              ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_Fighter       1,2,3,1,2              ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_Fighter       5,5,10,15,10,10,10,15   ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_Fighter       5,5,10,5,10,10,10,5   ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_Fighter       5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Resource]
;
flyPastDist             Evasive     CLASS_Resource      3000.0
maxFlyAwayDist          Evasive     CLASS_Resource      3500.0
breakRange              Evasive     CLASS_Resource      1000.0
triggerHappy            Evasive     CLASS_Resource        11.0
faceTargetAccuracy      Evasive     CLASS_Resource         4.0
maxAttackTime           Evasive     CLASS_Resource         4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_Resource      0,4,4,0,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_Resource      1,2,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_Resource      5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_Resource      5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_Resource      5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_NonCombat]
;
flyPastDist             Evasive     CLASS_NonCombat     3000.0
maxFlyAwayDist          Evasive     CLASS_NonCombat     3500.0
breakRange              Evasive     CLASS_NonCombat     1000.0
triggerHappy            Evasive     CLASS_NonCombat       4.0
faceTargetAccuracy      Evasive     CLASS_NonCombat        4.5
maxAttackTime           Evasive     CLASS_NonCombat        4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_NonCombat     0,4,2,0,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_NonCombat     1,2,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_NonCombat     5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_NonCombat     5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_NonCombat     5,5,10,0,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE



;|||||||||||||||||||||||||||||||||||||||||------NEUTRAL-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------NEUTRAL-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------NEUTRAL-------||||||||||||||||||||||||||||||||||||||||||||||||||||||

;[Default]  --  used for ships where nothing else is defined (default behaviour)
;
flyPastDist             Neutral     Default             3000.0    ; dist which ship will try to fly past target - relative to CENTRE of ship
maxFlyAwayDist          Neutral     Default             3500.0    ; maximum distance ship will fly away from target - relative to CENTRE of ship
breakRange              Neutral     Default             1000.0    ; range at which ship will break off for another pass - relative to SURFACE of ship
triggerHappy            Neutral     Default               11.0    ; how close in degrees the ship needs to be to fire fixed guns
faceTargetAccuracy      Neutral     Default                4.0    ; within how many degrees will try to align itself with target
maxAttackTime           Neutral     Default                4.0    ; maximum time ship will attack before breaking

                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     Default             0,1,1,1,1              ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     Default             0,1,0,0,0              ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     Default             5,5,10,10,10,10,10,5   ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     Default             5,5,10,0,10,10,10,5   ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     Default             5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Mothership]
;
flyPastDist             Neutral     CLASS_Mothership    8000.0
maxFlyAwayDist          Neutral     CLASS_Mothership    10000.0
breakRange              Neutral     CLASS_Mothership    2000.0
triggerHappy            Neutral     CLASS_Mothership      11.0
faceTargetAccuracy      Neutral     CLASS_Mothership       4.5
maxAttackTime           Neutral     CLASS_Mothership       4.0

                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_Mothership    0,3,3,1,2             ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_Mothership    1,1,1,0,0             ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_Mothership    5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_Mothership    5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_Mothership    5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE


;[CLASS_Carrier]
;
flyPastDist             Neutral     CLASS_Carrier       3000.0
maxFlyAwayDist          Neutral     CLASS_Carrier       3500.0
breakRange              Neutral     CLASS_Carrier       1000.0
triggerHappy            Neutral     CLASS_Carrier         11.0
faceTargetAccuracy      Neutral     CLASS_Carrier          4.5
maxAttackTime           Neutral     CLASS_Carrier          4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_Carrier       0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_Carrier       1,1,1,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_Carrier       5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_Carrier       5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_Carrier       5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_HeavyCruiser]
;
flyPastDist             Neutral     CLASS_HeavyCruiser  3000.0
maxFlyAwayDist          Neutral     CLASS_HeavyCruiser  3500.0
breakRange              Neutral     CLASS_HeavyCruiser  1000.0
triggerHappy            Neutral     CLASS_HeavyCruiser    11.0
faceTargetAccuracy      Neutral     CLASS_HeavyCruiser     4.5
maxAttackTime           Neutral     CLASS_HeavyCruiser     4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_HeavyCruiser  0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_HeavyCruiser  1,1,1,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_HeavyCruiser  5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_HeavyCruiser  5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_HeavyCruiser  5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Destroyer]
;
flyPastDist             Neutral     CLASS_Destroyer     3000.0
maxFlyAwayDist          Neutral     CLASS_Destroyer     3500.0
breakRange              Neutral     CLASS_Destroyer     1000.0
triggerHappy            Neutral     CLASS_Destroyer       11.0
faceTargetAccuracy      Neutral     CLASS_Destroyer        4.5
maxAttackTime           Neutral     CLASS_Destroyer        4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_Destroyer     0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_Destroyer     1,1,1,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_Destroyer     5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_Destroyer     5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_Destroyer     5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Frigate]
;
flyPastDist             Neutral     CLASS_Frigate       3000.0
maxFlyAwayDist          Neutral     CLASS_Frigate       3500.0
breakRange              Neutral     CLASS_Frigate       1000.0  //725
triggerHappy            Neutral     CLASS_Frigate         11.0
faceTargetAccuracy      Neutral     CLASS_Frigate          4.0
maxAttackTime           Neutral     CLASS_Frigate          4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_Frigate       0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_Frigate       1,1,1,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_Frigate       5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_Frigate       5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_Frigate       5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Corvette]
;
flyPastDist             Neutral     CLASS_Corvette      2100.0
maxFlyAwayDist          Neutral     CLASS_Corvette      2500.0
breakRange              Neutral     CLASS_Corvette       650.0
triggerHappy            Neutral     CLASS_Corvette       4.2
faceTargetAccuracy      Neutral     CLASS_Corvette        4.5
maxAttackTime           Neutral     CLASS_Corvette        4.0
                                                       Relative frequenciesfor:
flightmanTurnaround     Neutral     CLASS_Corvette     0,3,3,1,2            ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_Corvette     1,1,1,0,1            ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_Corvette     5,5,10,15,10,10,10,5; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_Corvette     5,5,10,0,10,10,10,5; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_Corvette     5,5,10,10,10,10,10,5; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Fighter]
;
flyPastDist             Neutral     CLASS_Fighter        1500.0
maxFlyAwayDist          Neutral     CLASS_Fighter        1700.0
breakRange              Neutral     CLASS_Fighter         600.0
triggerHappy            Neutral     CLASS_Fighter         3.2
faceTargetAccuracy      Neutral     CLASS_Fighter          4.5
maxAttackTime           Neutral     CLASS_Fighter          4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_Fighter       0,3,3,1,2              ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_Fighter       1,1,1,0,1              ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_Fighter       5,5,10,15,10,10,10,5   ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_Fighter       5,5,10,0,10,10,10,5   ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_Fighter       5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Resource]
;
flyPastDist             Neutral     CLASS_Resource      3000.0
maxFlyAwayDist          Neutral     CLASS_Resource      3500.0
breakRange              Neutral     CLASS_Resource      1000.0
triggerHappy            Neutral     CLASS_Resource        11.0
faceTargetAccuracy      Neutral     CLASS_Resource         4.0
maxAttackTime           Neutral     CLASS_Resource         4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_Resource      0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_Resource      1,1,1,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_Resource      5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_Resource      5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_Resource      5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_NonCombat]
;
flyPastDist             Neutral     CLASS_NonCombat     3000.0
maxFlyAwayDist          Neutral     CLASS_NonCombat     3500.0
breakRange              Neutral     CLASS_NonCombat     1000.0
triggerHappy            Neutral     CLASS_NonCombat       3.0
faceTargetAccuracy      Neutral     CLASS_NonCombat        4.5
maxAttackTime           Neutral     CLASS_NonCombat        4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_NonCombat     0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_NonCombat     1,1,1,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_NonCombat     5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_NonCombat     5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_NonCombat     5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE



;|||||||||||||||||||||||||||||||||||||||||------AGGRESSIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------AGGRESSIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------AGGRESSIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||

;[Default]  --  used for ships where nothing else is defined (default behaviour)
;
flyPastDist             Aggressive      Default             3000.0    ; dist which ship will try to fly past target - relative to CENTRE of ship
maxFlyAwayDist          Aggressive      Default             3500.0    ; maximum distance ship will fly away from target - relative to CENTRE of ship
breakRange              Aggressive      Default             1000.0    ; range at which ship will break off for another pass - relative to SURFACE of ship
triggerHappy            Aggressive      Default               11.0    ; how close in degrees the ship needs to be to fire fixed guns
faceTargetAccuracy      Aggressive      Default                4.0    ; within how many degrees will try to align itself with target
maxAttackTime           Aggressive      Default                4.0    ; maximum time ship will attack before breaking

                                                      ; Relative frequencies for:
flightmanTurnaround     Aggressive      Default             0,3,3,1,2              ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      Default             0,1,0,0,0              ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      Default             5,5,10,15,10,10,10,0   ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      Default             5,5,10,0,10,10,10,0   ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      Default             5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Mothership]
;
flyPastDist             Aggressive      CLASS_Mothership    8000.0
maxFlyAwayDist          Aggressive      CLASS_Mothership    10000.0
breakRange              Aggressive      CLASS_Mothership    2000.0
triggerHappy            Aggressive      CLASS_Mothership      11.0
faceTargetAccuracy      Aggressive      CLASS_Mothership       4.5
maxAttackTime           Aggressive      CLASS_Mothership       4.0

                                                      ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_Mothership    0,3,3,1,2             ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_Mothership    1,1,3,0,0             ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_Mothership    5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_Mothership    5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_Mothership    5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE


;[CLASS_Carrier]
;
flyPastDist             Aggressive      CLASS_Carrier       3000.0
maxFlyAwayDist          Aggressive      CLASS_Carrier       3500.0
breakRange              Aggressive      CLASS_Carrier       1000.0
triggerHappy            Aggressive      CLASS_Carrier         11.0
faceTargetAccuracy      Aggressive      CLASS_Carrier          4.5
maxAttackTime           Aggressive      CLASS_Carrier          4.0
                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_Carrier       0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_Carrier       1,1,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_Carrier       5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_Carrier       5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_Carrier       5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_HeavyCruiser]
;
flyPastDist             Aggressive      CLASS_HeavyCruiser  3000.0
maxFlyAwayDist          Aggressive      CLASS_HeavyCruiser  3500.0
breakRange              Aggressive      CLASS_HeavyCruiser  1000.0
triggerHappy            Aggressive      CLASS_HeavyCruiser    11.0
faceTargetAccuracy      Aggressive      CLASS_HeavyCruiser     4.5
maxAttackTime           Aggressive      CLASS_HeavyCruiser     4.0
                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_HeavyCruiser  0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_HeavyCruiser  1,1,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_HeavyCruiser  5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_HeavyCruiser  5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_HeavyCruiser  5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Destroyer]
;
flyPastDist             Aggressive      CLASS_Destroyer     3000.0
maxFlyAwayDist          Aggressive      CLASS_Destroyer     3500.0
breakRange              Aggressive      CLASS_Destroyer     1000.0
triggerHappy            Aggressive      CLASS_Destroyer       11.0
faceTargetAccuracy      Aggressive      CLASS_Destroyer        4.5
maxAttackTime           Aggressive      CLASS_Destroyer        4.0
                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_Destroyer     0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_Destroyer     1,1,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_Destroyer     5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_Destroyer     5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_Destroyer     5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Frigate]
;
flyPastDist             Aggressive      CLASS_Frigate       3000.0
maxFlyAwayDist          Aggressive      CLASS_Frigate       3500.0
breakRange              Aggressive      CLASS_Frigate       1000.0 //725
triggerHappy            Aggressive      CLASS_Frigate         11.0
faceTargetAccuracy      Aggressive      CLASS_Frigate          4.0
maxAttackTime           Aggressive      CLASS_Frigate          4.0

                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_Frigate       0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_Frigate       1,1,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_Frigate       5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_Frigate       5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_Frigate       5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Corvette]
;
flyPastDist             Aggressive      CLASS_Corvette       2000.0
maxFlyAwayDist          Aggressive      CLASS_Corvette       2600.0
breakRange              Aggressive      CLASS_Corvette        450.0
triggerHappy            Aggressive      CLASS_Corvette        3.8
faceTargetAccuracy      Aggressive      CLASS_Corvette         4.5
maxAttackTime           Aggressive      CLASS_Corvette         4.0
                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_Corvette      0,3,3,1,2             ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_Corvette      1,1,3,0,0             ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_Corvette      5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_Corvette      5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_Corvette      5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Fighter]
;
flyPastDist             Aggressive      CLASS_Fighter        1600.0
maxFlyAwayDist          Aggressive      CLASS_Fighter        1800.0
breakRange              Aggressive      CLASS_Fighter         600.0
triggerHappy            Aggressive      CLASS_Fighter         2.8
faceTargetAccuracy      Aggressive      CLASS_Fighter          4.5
maxAttackTime           Aggressive      CLASS_Fighter          4.0
                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_Fighter       0,3,3,1,2              ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_Fighter       1,1,3,0,0              ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_Fighter       5,5,10,15,10,10,10,0   ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_Fighter       5,5,10,0,10,10,10,0   ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_Fighter       5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Resource]
;
flyPastDist             Aggressive      CLASS_Resource      3000.0
maxFlyAwayDist          Aggressive      CLASS_Resource      3500.0
breakRange              Aggressive      CLASS_Resource      1000.0
triggerHappy            Aggressive      CLASS_Resource        11.0
faceTargetAccuracy      Aggressive      CLASS_Resource         4.0
maxAttackTime           Aggressive      CLASS_Resource         4.0
                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_Resource      0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_Resource      1,1,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_Resource      5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_Resource      5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_Resource      5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_NonCombat]
;
flyPastDist             Aggressive      CLASS_NonCombat     3000.0
maxFlyAwayDist          Aggressive      CLASS_NonCombat     3500.0
breakRange              Aggressive      CLASS_NonCombat     1000.0
triggerHappy            Aggressive      CLASS_NonCombat       4.0
faceTargetAccuracy      Aggressive      CLASS_NonCombat        4.5
maxAttackTime           Aggressive      CLASS_NonCombat        4.0
                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_NonCombat     0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_NonCombat     1,1,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_NonCombat     5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_NonCombat     5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_NonCombat     5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

badAI                                    FALSE                          ; normally set this to FALSE


;Ship Trails
;=---------=
trailSegments                       20
trailGranularity                    3
trailColor                          0, 0, 0, 0, 0           ;grey team
trailColor                          0, 1, 238, 238, 238
trailColor                          0, 8, 141, 106, 87
trailColor                          0, 19, 0, 0, 0
trailColor                          1, 0, 0, 0, 0           ;red team
trailColor                          1, 1, 225, 124, 33
trailColor                          1, 8, 146, 0, 0
trailColor                          1, 19, 0, 0, 0
trailColor                          2, 0, 0, 0, 0           ;blue team
trailColor                          2, 1, 11, 255, 255
trailColor                          2, 8, 51, 0, 243
trailColor                          2, 19, 0, 0, 0
trailColor                          3, 0, 0, 0, 0           ;green team
trailColor                          3, 1, 201, 254, 39
trailColor                          3, 8, 0, 84, 4
trailColor                          3, 19, 0, 0, 0
trailColor                          4, 0, 0, 0, 0           ;yellow team
trailColor                          4, 1, 255, 240, 97
trailColor                          4, 8, 160, 124, 0
trailColor                          4, 19, 0, 0, 0
trailColor                          5, 0, 0, 0, 0           ;orange team
trailColor                          5, 1, 225, 255, 11
trailColor                          5, 8, 160, 124, 0
trailColor                          5, 19, 0, 0, 0
trailColor                          6, 0, 0, 0, 0           ;purple team
trailColor                          6, 1, 255, 135, 157
trailColor                          6, 8, 121, 0, 135
trailColor                          6, 19, 0, 0, 0
trailColor                          7, 0, 0, 0, 0           ;pale blue-green team
trailColor                          7, 1, 45, 255, 149
trailColor                          7, 8, 0, 105, 137
trailColor                          7, 19, 0, 0, 0

;Explosions
;=--------=
explosionType                       ET_CorvetteExplosion



//Front gun, left side
BindGun                             CorvetteGun(2) Gun0,Azimuth,Recoil,Frequency 1
//Top, right side
BindGun                             CorvetteGun(5) Gun1,Azimuth,Recoil,Frequency 1
//Front gun, right side
BindGun                             CorvetteGun(1) Gun2,Azimuth,Recoil,Frequency 1
//Bottom gun, left side
BindGun                             CorvetteGun(4) Gun3,Azimuth,Recoil,Frequency 1
//Bottom gun, right side
BindGun                             CorvetteGun(3) Gun4,Azimuth,Recoil,Frequency 1
//Top, left side
BindGun                             CorvetteGun(6) Gun5,Azimuth,Recoil,Frequency 1

;Engine trails
;=-----------=
trailWidth                         30.0
trailHeight                         4.0

minimumZoomDistance                     85

collSideModifiers[TRANS_UP]         0.7
collSideModifiers[TRANS_DOWN]       0.7
collSideModifiers[TRANS_RIGHT]      0.7
collSideModifiers[TRANS_LEFT]       0.7
collSideModifiers[TRANS_FORWARD]    0.65
collSideModifiers[TRANS_BACK]       1.5

{}{}{}



Probe ~ Probe
{}{}{}
[Probe]

;Source Files
;=----------=
LODFile                             Probe.lod
pMexData                            Probe\Rl0\LOD0\Probe.mex

;Ship Physics
;=----------=
mass                                25.0                           ; ship mass [fighter = 1]
momentOfInertiaX                    5.0                           ; resistance to rotation
momentOfInertiaY                    5.0                           ; [fighter = 1]
momentOfInertiaZ                    5.0
maxvelocity                         1000.0                         ; max velocity when flying normally.  See below
                                                                  ; ProbeDispatchMaxVelocity for speed when dispatched

maxrot                              10.0                          ; maximum rotation speed [don't make faster than ~10]

;Basic Ship Stats
;=--------------=
shipclass                           CLASS_NonCombat
buildCost                           30                           ; resource units to build
buildTime                           11                             ; time in seconds to build
maxhealth                           120                           ; hit points
groupSize                           5                             ; size of group ships of this type tend to form

blastRadiusDamage                   230

;Moving Around
;=-----------=
thruststrength[TRANS_UP]           1500.0                         ; acceleration (m/s^2) [1-1000 approx. range]
thruststrength[TRANS_DOWN]         1500.0
thruststrength[TRANS_RIGHT]        1500.0
thruststrength[TRANS_LEFT]         1500.0
thruststrength[TRANS_FORWARD]      2000.0
thruststrength[TRANS_BACK]         1500.0
rotstrength[ROT_YAWLEFT]           100.0                          ; rotational acceleration (deg/s^2) [0.01 - 10]
rotstrength[ROT_YAWRIGHT]          100.0
rotstrength[ROT_PITCHUP]           100.0
rotstrength[ROT_PITCHDOWN]         100.0
rotstrength[ROT_ROLLRIGHT]         100.0
rotstrength[ROT_ROLLLEFT]          100.0
turnspeed[TURN_YAW]                  1.5                          ; speed at which ship tries to turn (1=standard)
turnspeed[TURN_PITCH]                2.5
turnspeed[TURN_ROLL]                 2.5


;Weapons
;=-----=
;No weapons

BindAnimations      1

;MadStartInfo        needs a starting     /Animation Text Name(no spaces allowed!)
                    animation(1-yes,0-no)/   <!!! NEED SPACING EXACTLY AS IS! !!!>
MadStartInfo                   1 , opening , 1 , opening

;if this doesn't
;makes sence, ask Bryce         number, opening names, number, closing names, number, opening damaged names, number, closing damaged names
MadSpecialCaseAnims                     1, opening, 1, closing, 1,damage_open, 1, damage_close

;Ships health must be below this percentage to use the damaged animations.
madGunOpenDamagedHealthThreshold                0.70    ;<= 1.0f


;

;Explosions
;=--------=
explosionType                       ET_InterceptorExplosion


;Probe Special Info
;=--------=
ProbeDispatchMaxVelocity            4000.0      ; max velocity of probe when dispatched

minimumZoomDistance                 175

Overlay_Selection_Scalar            0.35         ; scale the tactical overlay by this amount

collSideModifiers[TRANS_UP]         0.8
collSideModifiers[TRANS_DOWN]       0.8
collSideModifiers[TRANS_RIGHT]      0.8
collSideModifiers[TRANS_LEFT]       0.8
collSideModifiers[TRANS_FORWARD]    0.5
collSideModifiers[TRANS_BACK]       1.2

;Special Properties
;=--------=
SearchRate                          31                       ; Every Xth frame the proximity sensor
                                                            ; walks the ship list and attempts to
                                                            ; detect enemy ships within proximity
                                                            ; Slow:  Value must be (0,1,3,7,15,31...etc..)
                                                            ;31 ~= every 2 seconds
SearchRadius                        9500.0                   ; Radius in which ships will set off
SensorCircleRadius                  10                       ; Radius of 'bliping' circle in sensor
                                                            ; manager around prox sensor
SensorBlinkRate                     1.4                      ; Bigger the faster
SearchRateAfterFound                63                       ; Search rate for enemies after
                                                            ; enemies have been found (not so
                                                            ; crucial to warn user..could be less?)
                                                            ; 0, 1,3,7,15,31,63...etc...
TriggerSpeed                        200.0                    ; Anything travelling slower than
                                                            ; this will not set off the sensor!

blipColor                       255,0,0,0                    ; RGBA blip color
blipThickness                       1                        ; Blip line thickness


{}{}{}



Proximity Sensor ~ proximitysensor
{}{}{}
[ProximitySensor]

;Source Files
;=----------=
LODFile                             ProximitySensor.lod</pre><pre id="faqspan-14">
pMexData                            ProximitySensor\Rl0\LOD0\ProximitySensor.mex

;Ship Physics
;=----------=
mass                                30.0                           ; ship mass [fighter = 1]
momentOfInertiaX                    7.0                           ; resistance to rotation
momentOfInertiaY                    7.0                           ; [fighter = 1]
momentOfInertiaZ                    7.0
maxvelocity                         1000.0                         ; [fighter = 1000]
maxrot                              10.0                          ; maximum rotation speed [don't make faster than ~10]

;Basic Ship Stats
;=--------------=
shipclass                           CLASS_NonCombat
buildCost                           50                           ; resource units to build
buildTime                           11                             ; time in seconds to build
maxhealth                           180                           ; hit points
groupSize                           5                             ; size of group ships of this type tend to form

blastRadiusShockWave                6.0
blastRadiusDamage                   75

;Moving Around
;=-----------=
thruststrength[TRANS_UP]            150.0                         ; acceleration (m/s^2) [1-1000 approx. range]
thruststrength[TRANS_DOWN]          150.0
thruststrength[TRANS_RIGHT]         150.0
thruststrength[TRANS_LEFT]          150.0
thruststrength[TRANS_FORWARD]       150.0
thruststrength[TRANS_BACK]          150.0
rotstrength[ROT_YAWLEFT]           90.0                         ; rotational acceleration (deg/s^2) [0.01 - 10]
rotstrength[ROT_YAWRIGHT]          90.0
rotstrength[ROT_PITCHUP]           90.0
rotstrength[ROT_PITCHDOWN]         90.0
rotstrength[ROT_ROLLRIGHT]         90.0
rotstrength[ROT_ROLLLEFT]          90.0
turnspeed[TURN_YAW]                  2.5                        ; speed at which ship tries to turn (1=standard)
turnspeed[TURN_PITCH]                2.5
turnspeed[TURN_ROLL]                 2.5


;Weapons
;=-----=
;No weapons
tooCloseRange                       500.0

BindAnimations          1

;MadStartInfo        needs a starting     /Animation Text Name(no spaces allowed!)
                    animation(1-yes,0-no)/
MadStartInfo                   0 , blah , 1 , open

;MadDockAnims          definitions in explination below
;                       n = number, g = gun, o = open, c = close, d = damaged, a = animations

;                            ;ngoa,names,...,ngca,names,...,ngoda,names,... ,ngcda,names,...
;if this doesn't
;makes sence, ask Bryce
MadSpecialCaseAnims                     1, open, 1, close, 1,damage_open, 1, damage_close

;Ships health must be below this percentage to use the damaged animations.
madGunOpenDamagedHealthThreshold                0.70    ;<= 1.0f

;Ship Trails
;=---------=
trailSegments                       20
trailGranularity                    3
trailColor                          0, 0, 0, 0, 0           ;grey team
trailColor                          0, 1, 238, 238, 238
trailColor                          0, 8, 141, 106, 87
trailColor                          0, 19, 0, 0, 0
trailColor                          1, 0, 0, 0, 0           ;red team
trailColor                          1, 1, 225, 124, 33
trailColor                          1, 8, 146, 0, 0
trailColor                          1, 19, 0, 0, 0
trailColor                          2, 0, 0, 0, 0           ;blue team
trailColor                          2, 1, 11, 255, 255
trailColor                          2, 8, 51, 0, 243
trailColor                          2, 19, 0, 0, 0
trailColor                          3, 0, 0, 0, 0           ;green team
trailColor                          3, 1, 201, 254, 39
trailColor                          3, 8, 0, 84, 4
trailColor                          3, 19, 0, 0, 0
trailColor                          4, 0, 0, 0, 0           ;yellow team
trailColor                          4, 1, 255, 240, 97
trailColor                          4, 8, 160, 124, 0
trailColor                          4, 19, 0, 0, 0
trailColor                          5, 0, 0, 0, 0           ;orange team
trailColor                          5, 1, 225, 255, 11
trailColor                          5, 8, 160, 124, 0
trailColor                          5, 19, 0, 0, 0
trailColor                          6, 0, 0, 0, 0           ;purple team
trailColor                          6, 1, 255, 135, 157
trailColor                          6, 8, 121, 0, 135
trailColor                          6, 19, 0, 0, 0
trailColor                          7, 0, 0, 0, 0           ;pale blue-green team
trailColor                          7, 1, 45, 255, 149
trailColor                          7, 8, 0, 105, 137
trailColor                          7, 19, 0, 0, 0

;Explosions
;=--------=
explosionType                       ET_InterceptorExplosion


;Special Properties
;=--------=
SearchRate                          31                       ; Every Xth frame the proximity sensor
                                                            ; walks the ship list and attempts to
                                                            ; detect enemy ships within proximity
                                                            ; Slow:  Value must be (0,1,3,7,15,31...etc..)
                                                            ;31 ~= every 2 seconds
SearchRadius                        9500.0                   ; Radius in which ships will set off
SensorCircleRadius                  10                       ; Radius of 'bliping' circle in sensor
                                                            ; manager around prox sensor
SensorBlinkRate                     1.4                      ; Bigger the faster
SearchRateAfterFound                63                       ; Search rate for enemies after
                                                            ; enemies have been found (not so
                                                            ; crucial to warn user..could be less?)
                                                            ; 0, 1,3,7,15,31,63...etc...
TriggerSpeed                        200.0                    ; Anything travelling slower than
                                                            ; this will not set off the sensor!

blipColor                       255,0,0,0                    ; RGBA blip color
blipThickness                       1                        ; Blip line thickness


;Engine trails
;=-----------=
trailWidth                          12.0
trailHeight                         12.3
trailRibbonAdjust                   0.5             ; also the default
trailSpriteRadius                   30.0

minimumZoomDistance                     70

Overlay_Selection_Scalar            2.2         ; scale the tactical overlay by this amount

;Override face-specific damage:
collSideModifiers[TRANS_UP]         1.0
collSideModifiers[TRANS_DOWN]       1.0
collSideModifiers[TRANS_RIGHT]      1.0
collSideModifiers[TRANS_LEFT]       1.0
collSideModifiers[TRANS_FORWARD]    0.8
collSideModifiers[TRANS_BACK]       1.5

;|||||||||||||||||||||||||||||||||||||||||------EVASIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------EVASIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------EVASIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||

;[Default]  --  used for ships where nothing else is defined (default behaviour)
;
flyPastDist             Evasive     Default             3000.0       ; dist which ship will try to fly past target - relative to CENTRE of ship
maxFlyAwayDist          Evasive     Default             3500.0       ; maximum distance ship will fly away from target - relative to CENTRE of ship
breakRange              Evasive     Default             1000.0       ; range at which ship will break off for another pass - relative to SURFACE of ship
triggerHappy            Evasive     Default               11.0       ; how close in degrees the ship needs to be to fire fixed guns
faceTargetAccuracy      Evasive     Default                2.0       ; within how many degrees will try to align itself with target
maxAttackTime           Evasive     Default                8.0       ; maximum time ship will attack before breaking

                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     Default             1,2,2,0,3              ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     Default             0,1,0,0,0              ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     Default             20,25,20,0,10,10,10,5   ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     Default             20,25,30,0,10,10,10,2   ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     Default             20,20,35,0,15,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Mothership]
;
flyPastDist             Evasive     CLASS_Mothership    4000.0
maxFlyAwayDist          Evasive     CLASS_Mothership    6000.0
breakRange              Evasive     CLASS_Mothership    1000.0
triggerHappy            Evasive     CLASS_Mothership      11.0
faceTargetAccuracy      Evasive     CLASS_Mothership       2.5
maxAttackTime           Evasive     CLASS_Mothership       8.0

                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_Mothership    1,3,2,0,2             ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_Mothership    1,3,3,0,0             ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_Mothership    20,13,18,0,18,13,13,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_Mothership    20,13,18,0,18,13,13,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_Mothership    20,13,18,0,18,13,13,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE


;[CLASS_Carrier]
;
flyPastDist             Evasive     CLASS_Carrier       3000.0
maxFlyAwayDist          Evasive     CLASS_Carrier       3500.0
breakRange              Evasive     CLASS_Carrier       1000.0
triggerHappy            Evasive     CLASS_Carrier         11.0
faceTargetAccuracy      Evasive     CLASS_Carrier          2.5
maxAttackTime           Evasive     CLASS_Carrier          8.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_Carrier       1,3,2,0,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_Carrier       1,2,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_Carrier       20,20,20,0,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_Carrier       20,20,20,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_Carrier       20,20,20,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_HeavyCruiser]
;
flyPastDist             Evasive     CLASS_HeavyCruiser  3000.0
maxFlyAwayDist          Evasive     CLASS_HeavyCruiser  3500.0
breakRange              Evasive     CLASS_HeavyCruiser  1000.0
triggerHappy            Evasive     CLASS_HeavyCruiser    11.0
faceTargetAccuracy      Evasive     CLASS_HeavyCruiser     2.5
maxAttackTime           Evasive     CLASS_HeavyCruiser     8.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_HeavyCruiser  1,3,2,0,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_HeavyCruiser  1,2,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_HeavyCruiser  20,20,20,0,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_HeavyCruiser  20,20,20,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_HeavyCruiser  20,20,20,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Destroyer]
;
flyPastDist             Evasive     CLASS_Destroyer     3000.0
maxFlyAwayDist          Evasive     CLASS_Destroyer     3500.0
breakRange              Evasive     CLASS_Destroyer     1000.0
triggerHappy            Evasive     CLASS_Destroyer       11.0
faceTargetAccuracy      Evasive     CLASS_Destroyer        2.5
maxAttackTime           Evasive     CLASS_Destroyer        8.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_Destroyer     1,3,2,0,3       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_Destroyer     1,2,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_Destroyer     20,20,20,0,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_Destroyer     20,20,20,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_Destroyer     20,20,20,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Frigate]
;
flyPastDist             Evasive     CLASS_Frigate       3000.0   //3000
maxFlyAwayDist          Evasive     CLASS_Frigate       3500.0   //3300
breakRange              Evasive     CLASS_Frigate       1000.0   //725
triggerHappy            Evasive     CLASS_Frigate         11.0   //4
faceTargetAccuracy      Evasive     CLASS_Frigate          2.0
maxAttackTime           Evasive     CLASS_Frigate          8.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_Frigate       1,3,2,0,3       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_Frigate       1,2,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_Frigate       20,20,20,0,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_Frigate       20,20,20,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_Frigate       20,20,20,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Corvette]
;
flyPastDist             Evasive     CLASS_Corvette       2200.0
maxFlyAwayDist          Evasive     CLASS_Corvette       2600.0
breakRange              Evasive     CLASS_Corvette        750.0
triggerHappy            Evasive     CLASS_Corvette        3.0
faceTargetAccuracy      Evasive     CLASS_Corvette         3.5
maxAttackTime           Evasive     CLASS_Corvette         8.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_Corvette      1,4,3,1,3             ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_Corvette      1,2,3,1,1             ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_Corvette      20,13,18,10,18,13,13,2 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_Corvette      20,13,18,0,18,13,13,1 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_Corvette      20,13,18,10,18,13,13,1 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Fighter]
;
flyPastDist             Evasive     CLASS_Fighter        1200.0
maxFlyAwayDist          Evasive     CLASS_Fighter        1300.0
breakRange              Evasive     CLASS_Fighter         600.0
triggerHappy            Evasive     CLASS_Fighter          2.0
faceTargetAccuracy      Evasive     CLASS_Fighter           0.5
maxAttackTime           Evasive     CLASS_Fighter           8.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_Fighter       1,5,5,1,2              ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_Fighter       1,2,3,1,1              ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_Fighter       20,25,30,30,10,10,10,5   ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_Fighter       20,20,30,30,10,10,10,2   ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_Fighter       20,20,15,20,15,10,10,2 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Resource]
;
flyPastDist             Evasive     CLASS_Resource      3000.0
maxFlyAwayDist          Evasive     CLASS_Resource      3500.0
breakRange              Evasive     CLASS_Resource      1000.0
triggerHappy            Evasive     CLASS_Resource        11.0
faceTargetAccuracy      Evasive     CLASS_Resource         2.0
maxAttackTime           Evasive     CLASS_Resource         8.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_Resource      1,4,4,0,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_Resource      0,1,1,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_Resource      20,25,30,0,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_Resource      11,11,10,0,10,11,11,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_Resource      20,25,30,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_NonCombat]
;
flyPastDist             Evasive     CLASS_NonCombat     3000.0
maxFlyAwayDist          Evasive     CLASS_NonCombat     3500.0
breakRange              Evasive     CLASS_NonCombat     1000.0
triggerHappy            Evasive     CLASS_NonCombat       3.0
faceTargetAccuracy      Evasive     CLASS_NonCombat        2.5
maxAttackTime           Evasive     CLASS_NonCombat        8.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_NonCombat     1,4,2,0,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_NonCombat     1,3,5,1,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_NonCombat     20,25,20,0,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_NonCombat     11,11,10,0,10,11,11,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_NonCombat     20,25,30,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE



;|||||||||||||||||||||||||||||||||||||||||------NEUTRAL-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------NEUTRAL-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------NEUTRAL-------||||||||||||||||||||||||||||||||||||||||||||||||||||||

;[Default]  --  used for ships where nothing else is defined (default behaviour)
;
flyPastDist             Neutral     Default             3000.0    ; dist which ship will try to fly past target - relative to CENTRE of ship
maxFlyAwayDist          Neutral     Default             3500.0    ; maximum distance ship will fly away from target - relative to CENTRE of ship
breakRange              Neutral     Default             1000.0    ; range at which ship will break off for another pass - relative to SURFACE of ship
triggerHappy            Neutral     Default               11.0    ; how close in degrees the ship needs to be to fire fixed guns
faceTargetAccuracy      Neutral     Default                2.0    ; within how many degrees will try to align itself with target
maxAttackTime           Neutral     Default                8.0    ; maximum time ship will attack before breaking

                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     Default             0,1,1,0,1              ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     Default             0,1,0,0,0              ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     Default             20,25,30,0,10,10,10,0   ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     Default             20,25,30,0,0,10,10,0   ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     Default             20,20,15,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Mothership]
;
flyPastDist             Neutral     CLASS_Mothership    4000.0
maxFlyAwayDist          Neutral     CLASS_Mothership    6000.0
breakRange              Neutral     CLASS_Mothership    1000.0
triggerHappy            Neutral     CLASS_Mothership      11.0
faceTargetAccuracy      Neutral     CLASS_Mothership       2.5
maxAttackTime           Neutral     CLASS_Mothership       8.0

                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_Mothership    0,3,3,0,2             ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_Mothership    1,1,1,0,0             ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_Mothership    20,13,18,0,18,13,13,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_Mothership    20,13,18,0,18,13,13,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_Mothership    20,13,18,0,18,13,13,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE


;[CLASS_Carrier]
;
flyPastDist             Neutral     CLASS_Carrier       3000.0
maxFlyAwayDist          Neutral     CLASS_Carrier       3500.0
breakRange              Neutral     CLASS_Carrier       1000.0
triggerHappy            Neutral     CLASS_Carrier         11.0
faceTargetAccuracy      Neutral     CLASS_Carrier          2.5
maxAttackTime           Neutral     CLASS_Carrier          8.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_Carrier       0,3,3,0,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_Carrier       1,1,1,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_Carrier       30,20,20,0,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_Carrier       30,20,20,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_Carrier       30,20,20,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_HeavyCruiser]
;
flyPastDist             Neutral     CLASS_HeavyCruiser  3000.0
maxFlyAwayDist          Neutral     CLASS_HeavyCruiser  3500.0
breakRange              Neutral     CLASS_HeavyCruiser  1000.0
triggerHappy            Neutral     CLASS_HeavyCruiser    11.0
faceTargetAccuracy      Neutral     CLASS_HeavyCruiser     2.5
maxAttackTime           Neutral     CLASS_HeavyCruiser     8.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_HeavyCruiser  0,3,3,0,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_HeavyCruiser  1,1,1,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_HeavyCruiser  30,20,20,0,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_HeavyCruiser  30,20,20,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_HeavyCruiser  30,20,20,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Destroyer]
;
flyPastDist             Neutral     CLASS_Destroyer     3000.0
maxFlyAwayDist          Neutral     CLASS_Destroyer     3500.0
breakRange              Neutral     CLASS_Destroyer     1000.0
triggerHappy            Neutral     CLASS_Destroyer       11.0
faceTargetAccuracy      Neutral     CLASS_Destroyer        2.5
maxAttackTime           Neutral     CLASS_Destroyer        8.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_Destroyer     0,3,3,0,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_Destroyer     1,1,1,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_Destroyer     30,20,20,0,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_Destroyer     30,20,20,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_Destroyer     30,20,20,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Frigate]
;
flyPastDist             Neutral     CLASS_Frigate       3000.0
maxFlyAwayDist          Neutral     CLASS_Frigate       3500.0
breakRange              Neutral     CLASS_Frigate       1000.0  //725
triggerHappy            Neutral     CLASS_Frigate         11.0
faceTargetAccuracy      Neutral     CLASS_Frigate          1.0
maxAttackTime           Neutral     CLASS_Frigate          8.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_Frigate       0,3,3,0,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_Frigate       1,1,1,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_Frigate       20,30,20,0,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_Frigate       20,30,20,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_Frigate       20,30,20,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Corvette]
;
flyPastDist             Neutral     CLASS_Corvette      2100.0
maxFlyAwayDist          Neutral     CLASS_Corvette      2500.0
breakRange              Neutral     CLASS_Corvette       650.0
triggerHappy            Neutral     CLASS_Corvette       5.0
faceTargetAccuracy      Neutral     CLASS_Corvette        4.5
maxAttackTime           Neutral     CLASS_Corvette        8.0
                                                       Relative frequenciesfor:
flightmanTurnaround     Neutral     CLASS_Corvette     0,3,3,0,2            ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_Corvette     1,1,1,0,0            ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_Corvette     20,13,18,0,18,13,13,0; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_Corvette     20,13,18,0,18,13,13,0; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_Corvette     20,13,18,0,18,13,13,0; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Fighter]
;
flyPastDist             Neutral     CLASS_Fighter        1500.0
maxFlyAwayDist          Neutral     CLASS_Fighter        1700.0
breakRange              Neutral     CLASS_Fighter         600.0
triggerHappy            Neutral     CLASS_Fighter         3.0
faceTargetAccuracy      Neutral     CLASS_Fighter          0.5
maxAttackTime           Neutral     CLASS_Fighter          8.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_Fighter       0,3,3,0,2              ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_Fighter       1,1,1,0,0              ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_Fighter       20,20,30,0,10,10,10,0   ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_Fighter       20,20,20,0,20,20,20,0   ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_Fighter       20,20,15,0,15,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Resource]
;
flyPastDist             Neutral     CLASS_Resource      3000.0
maxFlyAwayDist          Neutral     CLASS_Resource      3500.0
breakRange              Neutral     CLASS_Resource      1000.0
triggerHappy            Neutral     CLASS_Resource        11.0
faceTargetAccuracy      Neutral     CLASS_Resource         2.0
maxAttackTime           Neutral     CLASS_Resource         8.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_Resource      0,3,3,0,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_Resource      1,1,1,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_Resource      20,10,10,0,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_Resource      20,10,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_Resource      20,10,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_NonCombat]
;
flyPastDist             Neutral     CLASS_NonCombat     3000.0
maxFlyAwayDist          Neutral     CLASS_NonCombat     3500.0
breakRange              Neutral     CLASS_NonCombat     1000.0
triggerHappy            Neutral     CLASS_NonCombat       3.0
faceTargetAccuracy      Neutral     CLASS_NonCombat        2.5
maxAttackTime           Neutral     CLASS_NonCombat        8.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_NonCombat     0,3,3,0,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_NonCombat     1,1,1,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_NonCombat     20,20,20,0,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_NonCombat     20,21,20,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_NonCombat     20,10,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE



;|||||||||||||||||||||||||||||||||||||||||------AGGRESSIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------AGGRESSIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------AGGRESSIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||

;[Default]  --  used for ships where nothing else is defined (default behaviour)
;
flyPastDist             Aggressive      Default             3000.0    ; dist which ship will try to fly past target - relative to CENTRE of ship
maxFlyAwayDist          Aggressive      Default             3500.0    ; maximum distance ship will fly away from target - relative to CENTRE of ship
breakRange              Aggressive      Default             1000.0    ; range at which ship will break off for another pass - relative to SURFACE of ship
triggerHappy            Aggressive      Default               11.0    ; how close in degrees the ship needs to be to fire fixed guns
faceTargetAccuracy      Aggressive      Default                2.0    ; within how many degrees will try to align itself with target
maxAttackTime           Aggressive      Default                8.0    ; maximum time ship will attack before breaking

                                                      ; Relative frequencies for:
flightmanTurnaround     Aggressive      Default             0,3,3,0,2              ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      Default             0,1,0,0,0              ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      Default             20,20,30,0,10,10,10,0   ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      Default             20,20,30,0,10,10,10,0   ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      Default             20,20,15,0,15,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Mothership]
;
flyPastDist             Aggressive      CLASS_Mothership    4000.0
maxFlyAwayDist          Aggressive      CLASS_Mothership    6000.0
breakRange              Aggressive      CLASS_Mothership    1000.0
triggerHappy            Aggressive      CLASS_Mothership      11.0
faceTargetAccuracy      Aggressive      CLASS_Mothership       2.5
maxAttackTime           Aggressive      CLASS_Mothership       8.0

                                                      ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_Mothership    0,3,3,0,2             ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_Mothership    1,1,3,0,0             ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_Mothership    20,43,18,0,18,13,13,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_Mothership    20,43,18,0,18,13,13,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_Mothership    20,43,18,0,18,13,13,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE


;[CLASS_Carrier]
;
flyPastDist             Aggressive      CLASS_Carrier       3000.0
maxFlyAwayDist          Aggressive      CLASS_Carrier       3500.0
breakRange              Aggressive      CLASS_Carrier       1000.0
triggerHappy            Aggressive      CLASS_Carrier         11.0
faceTargetAccuracy      Aggressive      CLASS_Carrier          2.5
maxAttackTime           Aggressive      CLASS_Carrier          8.0
                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_Carrier       0,3,3,0,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_Carrier       1,1,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_Carrier       20,20,20,0,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_Carrier       20,41,20,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_Carrier       20,20,20,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_HeavyCruiser]
;
flyPastDist             Aggressive      CLASS_HeavyCruiser  3000.0
maxFlyAwayDist          Aggressive      CLASS_HeavyCruiser  3500.0
breakRange              Aggressive      CLASS_HeavyCruiser  1000.0
triggerHappy            Aggressive      CLASS_HeavyCruiser    11.0
faceTargetAccuracy      Aggressive      CLASS_HeavyCruiser     2.5
maxAttackTime           Aggressive      CLASS_HeavyCruiser     8.0
                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_HeavyCruiser  0,3,3,0,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_HeavyCruiser  1,1,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_HeavyCruiser  20,20,20,0,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_HeavyCruiser  20,21,20,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_HeavyCruiser  20,20,20,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Destroyer]
;
flyPastDist             Aggressive      CLASS_Destroyer     3000.0
maxFlyAwayDist          Aggressive      CLASS_Destroyer     3500.0
breakRange              Aggressive      CLASS_Destroyer     1000.0
triggerHappy            Aggressive      CLASS_Destroyer       11.0
faceTargetAccuracy      Aggressive      CLASS_Destroyer        2.5
maxAttackTime           Aggressive      CLASS_Destroyer        8.0
                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_Destroyer     0,3,3,0,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_Destroyer     1,1,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_Destroyer     20,20,20,0,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_Destroyer     20,21,20,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_Destroyer     20,20,20,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Frigate]
;
flyPastDist             Aggressive      CLASS_Frigate       3000.0
maxFlyAwayDist          Aggressive      CLASS_Frigate       3500.0
breakRange              Aggressive      CLASS_Frigate       1000.0 //725
triggerHappy            Aggressive      CLASS_Frigate         11.0
faceTargetAccuracy      Aggressive      CLASS_Frigate          2.0
maxAttackTime           Aggressive      CLASS_Frigate          8.0

                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_Frigate       0,3,3,0,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_Frigate       1,1,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_Frigate       20,20,20,0,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_Frigate       20,10,20,0,11,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_Frigate       20,20,20,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Corvette]
;
flyPastDist             Aggressive      CLASS_Corvette       2000.0
maxFlyAwayDist          Aggressive      CLASS_Corvette       2600.0
breakRange              Aggressive      CLASS_Corvette        450.0
triggerHappy            Aggressive      CLASS_Corvette        5.0
faceTargetAccuracy      Aggressive      CLASS_Corvette         3.5
maxAttackTime           Aggressive      CLASS_Corvette         8.0
                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_Corvette      0,3,3,0,2             ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_Corvette      1,1,3,0,0             ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_Corvette      20,33,18,0,18,13,13,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_Corvette      20,33,18,0,18,13,13,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_Corvette      20,33,18,0,18,13,13,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Fighter]
;
flyPastDist             Aggressive      CLASS_Fighter        1600.0
maxFlyAwayDist          Aggressive      CLASS_Fighter        1800.0
breakRange              Aggressive      CLASS_Fighter         600.0
triggerHappy            Aggressive      CLASS_Fighter         3.0
faceTargetAccuracy      Aggressive      CLASS_Fighter          0.5
maxAttackTime           Aggressive      CLASS_Fighter          8.0
                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_Fighter       0,3,3,0,2              ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_Fighter       1,1,3,0,0              ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_Fighter       20,35,30,0,10,10,10,0   ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_Fighter       20,30,20,0,20,10,10,0   ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_Fighter       20,30,15,0,15,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Resource]
;
flyPastDist             Aggressive      CLASS_Resource      3000.0
maxFlyAwayDist          Aggressive      CLASS_Resource      3500.0
breakRange              Aggressive      CLASS_Resource      1000.0
triggerHappy            Aggressive      CLASS_Resource        11.0
faceTargetAccuracy      Aggressive      CLASS_Resource         2.0
maxAttackTime           Aggressive      CLASS_Resource         8.0
                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_Resource      0,3,3,0,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_Resource      1,1,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_Resource      20,20,20,0,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_Resource      51,21,20,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_Resource      20,20,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_NonCombat]
;
flyPastDist             Aggressive      CLASS_NonCombat     3000.0
maxFlyAwayDist          Aggressive      CLASS_NonCombat     3500.0
breakRange              Aggressive      CLASS_NonCombat     1000.0
triggerHappy            Aggressive      CLASS_NonCombat       3.0
faceTargetAccuracy      Aggressive      CLASS_NonCombat        2.5
maxAttackTime           Aggressive      CLASS_NonCombat        8.0
                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_NonCombat     0,3,3,0,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_NonCombat     1,1,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_NonCombat     20,20,10,0,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_NonCombat     20,31,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_NonCombat     20,20,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

badAI                                    FALSE                          ; normally set this to FALSE


{}{}{}



Repair Corvette ~ repaircorvette
{}{}{}
[RepairCorvette]

;Source Files
;=----------=
LODFile                             RepairCorvette.lod
pMexData                            RepairCorvette\Rl0\LOD0\RepairCorvette.mex

;Ship Physics
;=----------=
mass                                350.0                        ; ship mass [fighter = 1]</pre><pre id="faqspan-15">
momentOfInertiaX                    35.0                        ; resistance to rotation
momentOfInertiaY                    35.0                        ; [fighter = 1]
momentOfInertiaZ                    35.0
maxvelocity                         500.0                      ; [fighter = 1000]
maxrot                              10.0                       ; maximum rotation speed [don't make faster than ~10]

;Basic Ship Stats
;=--------------=
shipclass                           CLASS_Corvette
buildCost                           190                        ; resource units to build
buildTime                           35                         ; time in seconds to build
maxhealth                           1100 //2200                        ; hit points
groupSize                           2                          ; size of group ships of this type tend to form

blastRadiusDamage                   230

canReceiveShips                     TRUE
canReceiveFighters                  TRUE
canReceiveCorvettes                 FALSE

canHandleNumShipsDocking            1
pumpFuelRate                        1200.0                        ; how fast pumps fuel in.

dockShipRange                       500.0
repairOtherShipRate                 0.25                            ; how fast heals damaged ships. Must be an integer

repairTime                          18                           ; every this many seconds
repairDamage                        12                         ; this much damage is repaired
repairCombatTime                    28                           ; every this many seconds
repairCombatDamage                  6                            ; this much damage is repaired

;Moving Around
;=-----------=
thruststrength[TRANS_UP]            190.0                      ; acceleration (m/s^2) [1-1000 approx. range]
thruststrength[TRANS_DOWN]          190.0
thruststrength[TRANS_RIGHT]         190.0
thruststrength[TRANS_LEFT]          190.0
thruststrength[TRANS_FORWARD]       190.0
thruststrength[TRANS_BACK]          290.0
rotstrength[ROT_YAWLEFT]              0.5                    ; rotational acceleration (deg/s^2) [0.01 - 1.0]
rotstrength[ROT_YAWRIGHT]             0.5
rotstrength[ROT_PITCHUP]              0.5
rotstrength[ROT_PITCHDOWN]            0.5
rotstrength[ROT_ROLLRIGHT]            0.5
rotstrength[ROT_ROLLLEFT]             0.5
turnspeed[TURN_YAW]                   1.5
turnspeed[TURN_PITCH]                 1.5
turnspeed[TURN_ROLL]                  1.5


;Weapons
;=-----=
NUMBER_OF_GUNS                      1
tooCloseRange                       500.0

rotateToRetaliate                   TRUE

GUN         0
{
Type                             GUN_NewGimble
SoundType                        GS_MediumEnergyCannon
DamageLo                         13                         ; damage variance per shot - low
DamageHi                         18                        ; damage variance per shot - high
BulletLength                     18.0                       ; visual only.  Length of bullet on screen
BulletRange                      4000.0                     ; distance bullets travel before disappearing; also defines the range of the gun
BulletSpeed                      5000.0                     ; measured in m/s.
BulletMass                       0.65                        ; mass of bullet
FireTime                         0.4                        ; fire repeat rate (reciprocal = shots/second)
TriggerHappy                     0.30
minturnangle                   -60.0                          ; degrees
maxturnangle                    60.0
mindeclination                  -1.0
maxdeclination                   1.0
maxanglespeed                  1000.0                          ; degrees/s
maxdeclinationspeed            1000.0
BarrelLength                    10.5
RecoilLength                     6.0
BulletLifeTime                  2.0                            ;Life time of bullet
angletracking                       3.6
declinationtracking                 3.6
}


;Ship AI
;=-----=
repositionTime                      0.2                        ; time in seconds which corvette will spend to reposition
                                                              ; itself to a new location for it to fire.
circleRange                         800.0

fullMovementFreedom                 TRUE




;Ship Trails
;=---------=
trailSegments                       20
trailGranularity                    3
trailColor                          0, 0, 0, 0, 0           ;grey team
trailColor                          0, 1, 238, 238, 238
trailColor                          0, 8, 141, 106, 87
trailColor                          0, 19, 0, 0, 0
trailColor                          1, 0, 0, 0, 0           ;red team
trailColor                          1, 1, 225, 124, 33
trailColor                          1, 8, 146, 0, 0
trailColor                          1, 19, 0, 0, 0
trailColor                          2, 0, 0, 0, 0           ;blue team
trailColor                          2, 1, 11, 255, 255
trailColor                          2, 8, 51, 0, 243
trailColor                          2, 19, 0, 0, 0
trailColor                          3, 0, 0, 0, 0           ;green team
trailColor                          3, 1, 201, 254, 39
trailColor                          3, 8, 0, 84, 4
trailColor                          3, 19, 0, 0, 0
trailColor                          4, 0, 0, 0, 0           ;yellow team
trailColor                          4, 1, 255, 240, 97
trailColor                          4, 8, 160, 124, 0
trailColor                          4, 19, 0, 0, 0
trailColor                          5, 0, 0, 0, 0           ;orange team
trailColor                          5, 1, 225, 255, 11
trailColor                          5, 8, 160, 124, 0
trailColor                          5, 19, 0, 0, 0
trailColor                          6, 0, 0, 0, 0           ;purple team
trailColor                          6, 1, 255, 135, 157
trailColor                          6, 8, 121, 0, 135
trailColor                          6, 19, 0, 0, 0
trailColor                          7, 0, 0, 0, 0           ;pale blue-green team
trailColor                          7, 1, 45, 255, 149
trailColor                          7, 8, 0, 105, 137
trailColor                          7, 19, 0, 0, 0

NUMBER_OF_DOCK_POINTS           1

; format is DockPoint           name,type,flyawaydist,mindist,maxdist,[headingdirection],[updirection]  (0=up,1=right,2=forward,4=down,5=left,6=back) for direction
DockPoint                       Latch,LatchPoint,250,200,300,2,4

NUMBER_OF_DOCK_OVERIDES         1

;need DockOveride       shipraceshipname,<0=no 1=yes: use new heading and up),newHeading,newUp,<yesno use new offset>,offsetx,offsety,offsetz
;offset is vector seen in lightwave when the ship is attached to the light origin
;(0=up,1=right,2=forward,4=down,5=left,6=back) for direction
DockOveride     R1,CloakedFighter,1,1,6,0,0.0,0.0,0.0

;Explosions
;=--------=
explosionType                       ET_CorvetteExplosion

;Gun Bindings:
;=----------=
//Sole gun
BindGun                             CorvetteGun Gun0,Azimuth,Declination,Recoil,Frequency 1


;Engine trails
;=-----------=
trailWidth                         30.0
trailHeight                         7.5


;Special Ops Vars
;=-----------=
repairApproachDistance              600.0

approachAndWaitDistance             1000.0          ;distance ship will fly to and before ship is repaired
rotationStopDistance                200.0           ;distance from target, ship
                                                   ;will fly to
stopRotMultiplier                    0.8            ;Muliplied by targets rotation speed to slow it down if need be
sloppyRotThreshold                   0.02           ;When target drops below this
                                                   ;rotation speed, docking code clamps
                                                   ;targets rotation speed to
                                                   ;the next variable if its speed is greater
                                                   ;than dockwithRotation speed, otherwise
                                                   ;it just docks with it at its current rotation speed
dockWithRotationSpeed                0.0
targetStartDockDistance              150.0          ;initial distance ship goes to
                                                   ;for first docking phase
startdockTolerance                   50.0           ;docking tolerance for first docking phase
finaldockDistance                    18.0          ;final docking distance FROM Target
canSpecialBandBoxFriendlies             TRUE

;---- repairing capital ships tweakables ----;
repairBeamCapable                   TRUE
healthPerSecond                     25.0             ;health added per second to repaired ship
CapitalDistanceRepairStart2         300.0            ;maximum range for repairing
CapitalDistanceRepairStart          150.0            ;desired range for repairing
AngleDotProdThreshold                   0.23969          ;COSine of MAXIMUM angle that repair corevettes
                                                       ;repair effect to come on and ship to be repaired
                                                       ;0.9848 ~=10degrees

minimumZoomDistance                 95

;obsolete values

CapitalDistanceRepairStart           300.0             ;distance from capital ships before starting to rpair them with magic beam
capitalShipHealthPerSecond              45.0           ;health added to capital ship per second!
;heading can deviatre from target in order for

Overlay_Selection_Scalar            1.15         ; scale the tactical overlay by this amount

collSideModifiers[TRANS_UP]         0.8
collSideModifiers[TRANS_DOWN]       1.2
collSideModifiers[TRANS_RIGHT]      0.8
collSideModifiers[TRANS_LEFT]       0.8
collSideModifiers[TRANS_FORWARD]    0.7
collSideModifiers[TRANS_BACK]       1.5

{}{}{}



Research Ship ~ researchship
{}{}{}
[ResearchShip]

;Source Files
;=----------=
LODFile                             ResearchShip.lod
pMexData                            ResearchShip\Rl0\LOD0\ResearchShip.mex

;Ship Physics
;=----------=
mass                                810.0                        ; ship mass [fighter = 1]
momentOfInertiaX                    200.0                        ; resistance to rotation
momentOfInertiaY                    200.0                        ; [fighter = 1]
momentOfInertiaZ                    200.0
maxvelocity                         280.0                      ; [fighter = 1000]
maxrot                              5.0                       ; maximum rotation speed [don't make faster than ~10]

;Basic Ship Stats
;=--------------=
shipclass                           CLASS_NonCombat
buildCost                           700                        ; resource units to build
buildTime                           120                         ; time in seconds to build
maxhealth                           2250 //4500                       ; hit points
groupSize                           3                          ; size of group ships of this type tend to form
dockShipRange                       900                        ; range before a fuse attempt is made with
repairTime                          18                           ; every this many seconds
repairDamage                        35                         ; this much damage is repaired
repairCombatTime                    28                           ; every this many seconds
repairCombatDamage                  12                            ; this much damage is repaired

blastRadiusShockWave                1.75
blastRadiusDamage                   275

;Moving Around
;=-----------=
thruststrength[TRANS_UP]            35.0                        ; acceleration (m/s^2) [1-1000 approx. range]
thruststrength[TRANS_DOWN]          35.0
thruststrength[TRANS_RIGHT]         35.0
thruststrength[TRANS_LEFT]          35.0
thruststrength[TRANS_FORWARD]       45.0
thruststrength[TRANS_BACK]          25.0
rotstrength[ROT_YAWLEFT]            0.2                         ; rotational acceleration (deg/s^2) [0.01 - 10]
rotstrength[ROT_YAWRIGHT]           0.2
rotstrength[ROT_PITCHUP]            0.2
rotstrength[ROT_PITCHDOWN]          0.2
rotstrength[ROT_ROLLRIGHT]          0.2
rotstrength[ROT_ROLLLEFT]           0.2
turnspeed[TURN_YAW]                 0.7                         ; speed at which ship tries to turn (1=standard)
turnspeed[TURN_PITCH]               0.7
turnspeed[TURN_ROLL]                0.7

;No Weapons
;=-----=

NUMBER_OF_DOCK_POINTS           3

; format is DockPoint           name,type,flyawaydist,mindist,maxdist,[headingdirection,updirection]  (0=up,1=right,2=forward,4=down,5=left,6=back) for direction
DockPoint                       In,LatchPoint,500,500,1000,2,4
DockPoint                       Out,LatchPoint,500,500,1000,2,4
DockPoint                       Up,LatchPoint,500,500,1000,2,4

;Ship Trails
;=---------=


NUMBER_OF_SALVAGE_POINTS        2
NUM_NEEDED_FOR_SALVAGE          2               ;number of ships needed to capture a craft
NEED_BIGR1                      FALSE
NEED_BIGR2                      TRUE
WILL_FIT_CARRIER                TRUE

;       format:                    name,type
SalvagePoint                       Point1,AttachPoint
SalvagePoint                       Point2,AttachPoint


NUMBER_OF_NAV_LIGHTS           1

; format is NavLight            name, type, blinkrate (in seconds), size (in meters), min LOD, texture name
NavLight                        antenna,        NAVLIGHT_Default, 1.5,   0.5, 0,   7,  2, etg\textures\glow32


;Explosions
;=--------=
explosionType                       ET_CorvetteExplosion



R1final_dock_distance                 155.0                   ; one ship sits from another...
                                                           ; fiddling required.
R1parallel_dock_distance                 170.0                   ; one ship sits from another...

R1VerticalDockDistance              120.0                   ; distance between center points
                                                           ; of bottom ship and top ship in
                                                           ; R1 pie plate stacks
max_rotate                          0.02                    ; Rad/s /16seconds...speed of rotation
rotate_acelleration                 0.0001                  ; Accelleration of rotation
rotate_slow                         0.98                    ; Multiplier used to slow station
                                                           ; down when other ships docking...n such
R2DockFinalDistance                 255.0                   ; Seperation distance between
                                                           ; R2 Ships in final docking position
RotationAngle                       30                      ;degrees off from vertical that the research station
                                                           ;will rotate at ALA 2001


;Engine Glow
;=---------=
trailWidth             80.0
trailHeight            80.0
trailLength           100.0
trailScaleCap           0.000196

minimumZoomDistance                     240

Overlay_Selection_Scalar            0.9         ; scale the tactical overlay by this amount

;Override face-specific damage:
collSideModifiers[TRANS_UP]         1.0
collSideModifiers[TRANS_DOWN]       1.0
collSideModifiers[TRANS_RIGHT]      1.2
collSideModifiers[TRANS_LEFT]       1.2
collSideModifiers[TRANS_FORWARD]    0.8
collSideModifiers[TRANS_BACK]       1.3


{}{}{}



Resource Collector ~ resourcecollector
{}{}{}
[ResourceCollector]

;Source Files
;=----------=
pMexData                            ResourceCollector\Rl0\LOD0\ResourceCollector.mex
LODFile                             ResourceCollector.lod

;Ship Physics
;=----------=
mass                                801.0
momentOfInertiaX                    200.0
momentOfInertiaY                    200.0
momentOfInertiaZ                    200.0
maxvelocity                         395.0
maxrot                              9.0

;Basic Ship Stats
;=--------------=
shiprace                            RACE_1
shipclass                           CLASS_Resource
buildCost                           700
buildTime                           70
resourcesAtOneTime                  360                 ; number of resources it will try to get before returning home
maxresources                        350
harvestRate                         3                           ; eat asteroid every n+1 frames.  This value must be 1,3,7,15, or 31
harvestAmount                       1                           ; harvest asteroid for this many RU's every n+1 frames specified above
maxhealth                           4400 //8800
groupSize                           1                           ; size of group ships of this type tend to form

blastRadiusDamage                   230


canReceiveShips                     TRUE
canReceiveFighters                  TRUE
canReceiveCorvettes                 TRUE
cantMoveAndAttack                   TRUE

canHandleNumShipsDocking            1
pumpFuelRate                        450.0                        ; how fast pumps fuel in.

dockShipRange                       500.0


repairTime                          16                            ; every this many seconds
repairDamage                        25                          ; this much damage is repaired
repairCombatTime                    25                            ; every this many seconds
repairCombatDamage                  15                           ; this much damage is repaired


;Moving Around
;=-----------=
thruststrength[TRANS_UP]            150.0                      ; acceleration (m/s^2) [1-1000 approx. range]
thruststrength[TRANS_DOWN]          150.0
thruststrength[TRANS_RIGHT]         150.0
thruststrength[TRANS_LEFT]          150.0
thruststrength[TRANS_FORWARD]       150.0
thruststrength[TRANS_BACK]          250.0
rotstrength[ROT_YAWLEFT]              0.75                    ; rotational acceleration (deg/s^2) [0.01 - 1.0]
rotstrength[ROT_YAWRIGHT]             0.75
rotstrength[ROT_PITCHUP]              0.75
rotstrength[ROT_PITCHDOWN]            0.75
rotstrength[ROT_ROLLRIGHT]            0.75
rotstrength[ROT_ROLLLEFT]             0.75
turnspeed[TURN_YAW]                   0.75
turnspeed[TURN_PITCH]                 0.75
turnspeed[TURN_ROLL]                  0.75

;No guns
;=-----=
passiveRetaliateZone                7000.0
tooCloseRange                       500.0

;Ship Trails
;=---------=
trailSegments                       20
trailGranularity                    3
trailColor                          0, 0, 0, 0, 0           ;grey team
trailColor                          0, 1, 238, 238, 238
trailColor                          0, 8, 141, 106, 87
trailColor                          0, 19, 0, 0, 0
trailColor                          1, 0, 0, 0, 0           ;red team
trailColor                          1, 1, 225, 124, 33
trailColor                          1, 8, 146, 0, 0
trailColor                          1, 19, 0, 0, 0
trailColor                          2, 0, 0, 0, 0           ;blue team
trailColor                          2, 1, 11, 255, 255
trailColor                          2, 8, 51, 0, 243
trailColor                          2, 19, 0, 0, 0
trailColor                          3, 0, 0, 0, 0           ;green team
trailColor                          3, 1, 201, 254, 39
trailColor                          3, 8, 0, 84, 4
trailColor                          3, 19, 0, 0, 0
trailColor                          4, 0, 0, 0, 0           ;yellow team
trailColor                          4, 1, 255, 240, 97
trailColor                          4, 8, 160, 124, 0
trailColor                          4, 19, 0, 0, 0
trailColor                          5, 0, 0, 0, 0           ;orange team
trailColor                          5, 1, 225, 255, 11
trailColor                          5, 8, 160, 124, 0
trailColor                          5, 19, 0, 0, 0
trailColor                          6, 0, 0, 0, 0           ;purple team
trailColor                          6, 1, 255, 135, 157
trailColor                          6, 8, 121, 0, 135
trailColor                          6, 19, 0, 0, 0
trailColor                          7, 0, 0, 0, 0           ;pale blue-green team
trailColor                          7, 1, 45, 255, 149
trailColor                          7, 8, 0, 105, 137
trailColor                          7, 19, 0, 0, 0


NUMBER_OF_DOCK_POINTS           2

; format is DockPoint           name,type,flyawaydist,mindist,maxdist,[headingdirection],[updirection]  (0=up,1=right,2=forward,4=down,5=left,6=back) for direction
DockPoint                       Fight0,LatchPoint,200,150,300,2,4
DockPoint                       Corv0,LatchPoint,200,150,300,2,4

NUMBER_OF_DOCK_OVERIDES         1

;sscanf(field,"%s %s %d %d %d %d %f %f %f",shipracestr,shiptypestr,&dockstaticoveride->useNewOrientation,&dockstaticoveride->heading, &dockstaticoveride->up,&dockstaticoveride->useNewOffset,&tempx,&tempy,&tempz);
;need DockOveride       shipraceshipname,<0=no 1=yes: use new heading and up),newHeading,newUp,<yesno use new offset>,offsetx,offsety,offsetz
;offset is vector seen in lightwave when the ship is attached to the light origin
;(0=up,1=right,2=forward,4=down,5=left,6=back) for direction
DockOveride     R1,CloakedFighter,1,1,2,0,0.0,0.0,0.0


NUMBER_OF_SALVAGE_POINTS        2
NUM_NEEDED_FOR_SALVAGE          2               ;number of ships needed to capture a craft
NEED_BIGR1                      FALSE
NEED_BIGR2                      TRUE
WILL_FIT_CARRIER                TRUE

;       format:                    name,type
SalvagePoint                       Point1,AttachPoint
SalvagePoint                       Point2,AttachPoint


NUMBER_OF_NAV_LIGHTS           4

; format is NavLight            name, type, blinkrate (in seconds), size (in meters), min LOD, texture name
NavLight                        frntcaution,     NAVLIGHT_Default, 1.5,  0.5, 0,    5, 2, etg\textures\glow32
NavLight                        botcaution,        NAVLIGHT_Default, 2,  0.75, 0,    5, 2, etg\textures\glow32
NavLight                        sidecaution1,       NAVLIGHT_Default, 1,    1, 0,    5,  2, etg\textures\glow32
NavLight                        sidecaution2,       NAVLIGHT_Default, 1,    1, 0,   5,  2, etg\textures\glow32


;Explosions
;=--------=
explosionType                       ET_ResourcerExplosion



;Engine trails
;=-----------=
trailStyle                       1              ; it's the default, too
trailRibbonAdjust                1.0            ; also the default
trailWidth                      32.0            ; default is 24.0
trailHeight                      8.0            ; default is 6.0 (0.25 * defaultWidth)
trailAngle                      57.0            ; default is 0.0
trailSpriteRadius               50.0

trailStyle2                      1              ; it's the default, too
trailRibbonAdjust2               1.0            ; also the default
trailWidth2                     32.0            ; default is 24.0
trailHeight2                     8.0            ; default is 6.0 (0.25 * defaultWidth)
trailAngle2                    123.0            ; default is 0.0
trailSpriteRadius2              50.0

repairApproachDistance                  600.0
canSpecialBandBoxFriendlies             TRUE
minimumZoomDistance              180.0

Overlay_Selection_Scalar            1.2         ; scale the tactical overlay by this amount

;Override face-specific damage:
collSideModifiers[TRANS_UP]         0.9
collSideModifiers[TRANS_DOWN]       0.9
collSideModifiers[TRANS_RIGHT]      0.9
collSideModifiers[TRANS_LEFT]       0.9
collSideModifiers[TRANS_FORWARD]    0.8
collSideModifiers[TRANS_BACK]       1.4


{}{}{}



Resource Controller ~ resourcecontroller
{}{}{}
[ResourceController]

;Source Files
;=----------=
LODFile                             ResourceController.lod
pMexData                            ResourceController\Rl0\LOD0\ResourceController.mex

;Ship Physics
;=----------=
mass                                1751.0                          ; ship mass [fighter = 1]
momentOfInertiaX                    425.0                          ; resistance to rotation
momentOfInertiaY                    425.0                          ; [fighter = 1]
momentOfInertiaZ                    425.0
maxvelocity                         300.0                        ; [fighter = 1000]
maxrot                              1.0                          ; maximum rotation speed [don't make faster than ~10]

;Basic Ship Stats
;=--------------=
shipclass                           CLASS_NonCombat
isCapitalShip                       TRUE
buildCost                           1280 //680                         ; resource units to build
buildTime                           85                           ; time in seconds to build
maxhealth                           13000 //26200                         ; hit points
groupSize                           2                            ; size of group ships of this type tend to form
repairTime                          18                            ; every this many seconds
repairDamage                        150                          ; this much damage is repaired
repairCombatTime                    25                            ; every this many seconds
repairCombatDamage                  75                           ; this much damage is repaired

blastRadiusShockWave                1.75
blastRadiusDamage                   125

canReceiveResources                 TRUE                         ; Resource Collectors,etc can deposit resources in this ship
canReceiveShips                     TRUE                         ; other ships can dock in this ship

canReceiveFighters                  TRUE
canReceiveCorvettes                 TRUE
canReceiveResourceCollectors        TRUE

canHandleNumShipsDocking            9
canHandleNumShipsDepositingRU       1

pumpFuelRate                        300.0               ; how fast resource controller pumps fuel in.

dockShipRange                       500            ; how close ships should get before considering docking (to ship surface)

repairOtherShipRate                 0.15                         ; how fast carrier heals damaged ships.  Percentage of the ship's health that gets repaired every univupdate (16 times a second)
repairResourceCollectorRate         0.15


;Moving Around
;=-----------=
thruststrength[TRANS_UP]            35.0                         ; acceleration (m/s^2) [1-1000 approx. range]
thruststrength[TRANS_DOWN]          35.0
thruststrength[TRANS_RIGHT]         35.0
thruststrength[TRANS_LEFT]          35.0
thruststrength[TRANS_FORWARD]       45.0
thruststrength[TRANS_BACK]          35.0
rotstrength[ROT_YAWLEFT]            0.05                          ; rotational acceleration (deg/s^2) [0.01 - 10]
rotstrength[ROT_YAWRIGHT]           0.05
rotstrength[ROT_PITCHUP]            0.05
rotstrength[ROT_PITCHDOWN]          0.05
rotstrength[ROT_ROLLRIGHT]          0.05
rotstrength[ROT_ROLLLEFT]           0.05
turnspeed[TURN_YAW]                 0.3                          ; speed at which ship tries to turn (1=standard)
turnspeed[TURN_PITCH]               0.3
turnspeed[TURN_ROLL]                0.3

NUMBER_OF_NAV_LIGHTS           6

; format is NavLight            name, type, blinkrate (in seconds), size (in meters), min LOD, texture name
NavLight                        antenna,        NAVLIGHT_Default, 2,   1,   0,    7, 2, etg\textures\glow32
NavLight                        antenna1,       NAVLIGHT_Default, 2,   1,   0,    7, 2, etg\textures\glow32
NavLight                        antenna2,       NAVLIGHT_Default, 2,   1,   0,    7, 2, etg\textures\glow32
NavLight                        rtresdock,      NAVLIGHT_Default, 0.5, 2.5, 0,    10, 2, etg\textures\glow32
NavLight                        ltresdock,      NAVLIGHT_Default, 0.5, 2.5, 0,    10, 2, etg\textures\glow32
NavLight                        dock,           NAVLIGHT_Default, 1,   1,   0,    7, 2, etg\textures\glow32

;Explosions
;=--------=
explosionType                       ET_FrigateExplosion


NUMBER_OF_DOCK_POINTS           9

; format is DockPoint           name,type,flyawaydist,mindist,maxdist,[headingdirection,updirection]  (0=up,1=right,2=forward,4=down,5=left,6=back) for direction
DockPoint                       Res,LatchPoint,300,300,800,2,4
DockPoint                       CorvL,LatchPoint,300,300,500,0,6
DockPoint                       CorvR,LatchPoint,300,300,500,0,6
DockPoint                       FightL0,LatchPoint,300,300,800,2,5
DockPoint                       FightL1,LatchPoint,300,300,800,2,5
DockPoint                       FightL2,LatchPoint,300,300,800,2,5
DockPoint                       FightR0,LatchPoint,300,300,800,2,1
DockPoint                       FightR1,LatchPoint,300,300,800,2,1
DockPoint                       FightR2,LatchPoint,300,300,800,2,1

NUMBER_OF_DOCK_OVERIDES         2

;need DockOveride       shipraceshipname,<0=no 1=yes: use new heading and up),newHeading,newUp,<yesno use new offset>,offsetx,offsety,offsetz
;offset is vector seen in lightwave when the ship is attached to the light origin
;(0=up,1=right,2=forward,4=down,5=left,6=back) for direction
DockOveride     R1,CloakedFighter,1,2,0,1,-3.3,3.3,3.3
DockOveride     R2,ResourceCollector,1,6,4,1,-27.3,-3.5,0.0



NUMBER_OF_SALVAGE_POINTS        3
NUM_NEEDED_FOR_SALVAGE          3               ;number of ships needed to capture a craft
NEED_BIGR1                      TRUE
NEED_BIGR2                      TRUE
WILL_FIT_CARRIER                FALSE

;       format:                    name,type
SalvagePoint                       Point1,AttachPoint
SalvagePoint                       Point2,AttachPoint
SalvagePoint                       Point3,AttachPoint

BindAnimations      1

;MadStartInfo        needs a starting     /Animation Text Name(no spaces allowed!)
                    animation(1-yes,0-no)/
MadStartInfo                   1 , open , 1 , open

;see ASF or antoher mad ship for example
MadSpecialCaseAnims                     1, open, 1, close, 0,blah, 1, damageclose

;Ships health must be below this percentage to use the damaged animations.
madGunOpenDamagedHealthThreshold                0.70    ;<= 1.0f



;Engine Glow
;=---------=
trailWidth         130.0
trailHeight        205.0
trailLength        145.0
trailScaleCap        0.000160
;trailScaleCap        0.000220

;Special Ops variables

//distance ship will 'give' fuel to stranded ship so it can dock with ship
repairApproachDistance                  700.0
canSpecialBandBoxFriendlies             TRUE

minimumZoomDistance                 500

Overlay_Selection_Scalar            0.7         ; scale the tactical overlay by this amount

;Override face-specific damage:
collSideModifiers[TRANS_UP]         0.9
collSideModifiers[TRANS_DOWN]       0.9
collSideModifiers[TRANS_RIGHT]      1.0
collSideModifiers[TRANS_LEFT]       1.0
collSideModifiers[TRANS_FORWARD]    0.8
collSideModifiers[TRANS_BACK]       1.4


{}{}{}



Salvage Corvette ~ SalCapCorvette
{}{}{}
[SalCapCorvette]

;Source Files
;=----------=
LODFile                             SalCapCorvette.lod
pMexData                            SalCapCorvette\Rl0\LOD0\SalCapCorvette.mex

;Ship Physics
;=----------=
mass                                400.0                        ; ship mass [fighter = 1]
momentOfInertiaX                    40.0                     ; resistance to rotation
momentOfInertiaY                    40.0                     ; [fighter = 1]
momentOfInertiaZ                    40.0
maxvelocity                         425.0                      ; [fighter = 1000]
maxrot                              10.0                       ; maximum rotation speed [don't make faster than ~10]

;Basic Ship Stats
;=--------------=
shipclass                           CLASS_Corvette
buildCost                           220                        ; resource units to build
buildTime                           40                         ; time in seconds to build
maxhealth                           1250 //2500                        ; hit points
maxfuel                             30000.0
lowfuelpoint                        0.25                       ; percentage of tank which is considered "low on fuel"
fuelburnrate                        0.036
attackfuelburnrate                  0.036
groupSize                           2                          ; size of group ships of this type tend to form

blastRadiusDamage                   230

repairTime                          18                           ; every this many seconds
repairDamage                        12                         ; this much damage is repaired
repairCombatTime                    28                           ; every this many seconds
repairCombatDamage                  6                            ; this much damage is repaired


;Moving Around
;=-----------=
thruststrength[TRANS_UP]            190.0                      ; acceleration (m/s^2) [1-1000 approx. range]
thruststrength[TRANS_DOWN]          190.0
thruststrength[TRANS_RIGHT]         190.0
thruststrength[TRANS_LEFT]          190.0
thruststrength[TRANS_FORWARD]       190.0
thruststrength[TRANS_BACK]          190.0
rotstrength[ROT_YAWLEFT]              0.5                    ; rotational acceleration (deg/s^2) [0.01 - 1.0]
rotstrength[ROT_YAWRIGHT]             0.5
rotstrength[ROT_PITCHUP]              0.5
rotstrength[ROT_PITCHDOWN]            0.5
rotstrength[ROT_ROLLRIGHT]            0.5
rotstrength[ROT_ROLLLEFT]             0.5
turnspeed[TURN_YAW]                   1.1
turnspeed[TURN_PITCH]                 1.1
turnspeed[TURN_ROLL]                  1.1

;No Weapons!  Use the salvage 'beam' to do damage
;=----------------------------------------------=

;Ship AI
;=-----=
repositionTime                      1                        ; time in seconds which corvette will spend to reposition
                                                              ; itself to a new location for it to fire.
circleRange                         800.0

fullMovementFreedom                 TRUE


;Ship Trails
;=---------=
trailSegments                       20
trailGranularity                    3
trailColor                          0, 0, 0, 0, 0           ;grey team
trailColor                          0, 1, 238, 238, 238
trailColor                          0, 8, 141, 106, 87
trailColor                          0, 19, 0, 0, 0
trailColor                          1, 0, 0, 0, 0           ;red team
trailColor                          1, 1, 225, 124, 33
trailColor                          1, 8, 146, 0, 0
trailColor                          1, 19, 0, 0, 0
trailColor                          2, 0, 0, 0, 0           ;blue team
trailColor                          2, 1, 11, 255, 255
trailColor                          2, 8, 51, 0, 243
trailColor                          2, 19, 0, 0, 0
trailColor                          3, 0, 0, 0, 0           ;green team
trailColor                          3, 1, 201, 254, 39
trailColor                          3, 8, 0, 84, 4
trailColor                          3, 19, 0, 0, 0
trailColor                          4, 0, 0, 0, 0           ;yellow team
trailColor                          4, 1, 255, 240, 97
trailColor                          4, 8, 160, 124, 0
trailColor                          4, 19, 0, 0, 0
trailColor                          5, 0, 0, 0, 0           ;orange team
trailColor                          5, 1, 225, 255, 11
trailColor                          5, 8, 160, 124, 0
trailColor                          5, 19, 0, 0, 0
trailColor                          6, 0, 0, 0, 0           ;purple team
trailColor                          6, 1, 255, 135, 157
trailColor                          6, 8, 121, 0, 135
trailColor                          6, 19, 0, 0, 0
trailColor                          7, 0, 0, 0, 0           ;pale blue-green team
trailColor                          7, 1, 45, 255, 149
trailColor                          7, 8, 0, 105, 137
trailColor                          7, 19, 0, 0, 0

;Explosions
;=--------=
explosionType                       ET_CorvetteExplosion





;Engine trails
;=-----------=
trailWidth                          30.0
trailHeight                          4.75

trailWidth2                         30.0
trailHeight2                         4.75

;Special Salvaging/Capturing Info
;=-------=
HealthThreshold                         0.25             ;if ship isn't below this ratio of health to max health, corv will attack it
healthRemovedPerSecond                  100.0             ;health deducted from target every second once clamped on to it
getTechTime             30.0        ;time it takes to strip tech from a ship, temporary
flyToDistance                          2000.0           ;range from target at which time salcap begins docking cone maneuvers..don't make too close
maxPushingVelocitySingle                300.0            ;salcap can't push a single target faster than this (if the ship requires more than 1 salcap)
noLightClampingDistance                 100.0
canSingleClickSpecialActivate           TRUE

minimumZoomDistance                 100

Overlay_Selection_Scalar            1.1         ; scale the tactical overlay by this amount

collSideModifiers[TRANS_UP]         0.8
collSideModifiers[TRANS_DOWN]       0.8
collSideModifiers[TRANS_RIGHT]      0.8
collSideModifiers[TRANS_LEFT]       0.8
collSideModifiers[TRANS_FORWARD]    0.7
collSideModifiers[TRANS_BACK]       1.5

{}{}{}



Sensors Array ~ SensorArray
{}{}{}
[SensorArray]

;Source Files
;=----------=
LODFile                             SensorArray.lod
pMexData                            SensorArray\Rl0\LOD0\SensorArray.mex

;Ship Physics
;=----------=
mass                                810.0                        ; ship mass [fighter = 1]
momentOfInertiaX                    250.0                        ; resistance to rotation
momentOfInertiaY                    250.0                        ; [fighter = 1]
momentOfInertiaZ                    250.0
maxvelocity                         280.0                      ; [fighter = 1000]
maxrot                              5.0                       ; maximum rotation speed [don't make faster than ~10]

;Basic Ship Stats
;=--------------=
shipclass                           CLASS_NonCombat
buildCost                           1000                        ; resource units to build
buildTime                           80                         ; time in seconds to build
maxhealth                           4500 //7500                       ; hit points
groupSize                           3                          ; size of group ships of this type tend to form

collBoxScaleRight                   10.2
collBoxScaleForward                 0.5

collBoxOffsetZ                      -65.0

repairTime                          18                           ; every this many seconds
repairDamage                        75                         ; this much damage is repaired
repairCombatTime                    18                           ; every this many seconds
repairCombatDamage                  25                            ; this much damage is repaired


blastRadiusShockWave                1.75
blastRadiusDamage                   125

;Moving Around
;=-----------=
thruststrength[TRANS_UP]            50.0                         ; acceleration (m/s^2) [1-1000 approx. range]
thruststrength[TRANS_DOWN]          50.0
thruststrength[TRANS_RIGHT]         50.0
thruststrength[TRANS_LEFT]          50.0
thruststrength[TRANS_FORWARD]       50.0
thruststrength[TRANS_BACK]          50.0
rotstrength[ROT_YAWLEFT]            0.05                          ; rotational acceleration (deg/s^2) [0.01 - 10]
rotstrength[ROT_YAWRIGHT]           0.05
rotstrength[ROT_PITCHUP]            0.05
rotstrength[ROT_PITCHDOWN]          0.05
rotstrength[ROT_ROLLRIGHT]          0.05
rotstrength[ROT_ROLLLEFT]           0.05
turnspeed[TURN_YAW]                 0.3                          ; speed at which ship tries to turn (1=standard)
turnspeed[TURN_PITCH]               0.3
turnspeed[TURN_ROLL]                0.3

;No Weapons
;=-----=


;Ship AI
;=-----=
repositionTime                      4.0                        ; time in seconds which corvette will spend to reposition
                                                              ; itself to a new location for it to fire.
badAI                               FALSE                      ; normally set this to FALSE


NUMBER_OF_SALVAGE_POINTS        3
NUM_NEEDED_FOR_SALVAGE          3               ;number of ships needed to capture a craft
NEED_BIGR1                      FALSE
NEED_BIGR2                      TRUE
WILL_FIT_CARRIER                TRUE

;       format:                    name,type
SalvagePoint                       Point1,AttachPoint
SalvagePoint                       Point2,AttachPoint
SalvagePoint                       Point3,AttachPoint


BindAnimations                      1

;MadStartInfo        needs a starting     /Animation Text Name(no spaces allowed!)
                    animation(1-yes,0-no)/   <!!! NEED SPACING EXACTLY AS IS! !!!>
MadStartInfo                   0 , blah , 1 , Ears_Open

;if this doesn't
;makes sence, ask Bryce         number, opening names, number, closing names, number, opening damaged names, number, closing damaged names
MadDockAnims                     1, Ears_Open, 1, Ears_Close, 0,damage_open, 0, damage_close

;Ships health must be below this percentage to use the damaged animations.
madGunOpenDamagedHealthThreshold                0.70    ;<= 1.0f


;Explosions
;=--------=
explosionType                       ET_CorvetteExplosion


minimumZoomDistance                     525

Overlay_Selection_Scalar            0.7         ; scale the tactical overlay by this amount

{}{}{}



Destroyer ~ StandardDestroyer
{}{}{}
[StandardDestroyer]

;Source Files
;=----------=
pMexData                            StandardDestroyer\Rl0\LOD0\StandardDestroyer.mex
LODFile                             StandardDestroyer.lod

;Ship Physics
;=----------=
mass                                4810.0      ; ship mass [fighter = 1]
momentOfInertiaX                    1210.0      ; resistance to rotation
momentOfInertiaY                    1210.0      ; [fighter = 1]
momentOfInertiaZ                    1210.0
maxvelocity                         315.0       ; [fighter = 1000]
maxrot                              2.0        ; maximum rotation speed [don't make faster than ~10]

;Basic Ship Stats
;=--------------=
shipclass                           CLASS_Destroyer
isCapitalShip                       TRUE
buildCost                           1950 //1550        ; resource units to build
buildTime                           200         ; time in seconds to build
maxhealth                           22000 //88000       ; hit points
groupSize                           1                   ; size of group ships of this type tend to form
repairTime                          14                   ; every this many seconds
repairDamage                        220                  ; this much damage is repaired
repairCombatTime                    18
repairCombatDamage                  110

blastRadiusShockWave                1.75
blastRadiusDamage                   125

;Moving Around
;=-----------=
thruststrength[TRANS_UP]            26.0        ; acceleration (m/s^2) [1-1000 approx. range]
thruststrength[TRANS_DOWN]          26.0
thruststrength[TRANS_RIGHT]         26.0
thruststrength[TRANS_LEFT]          26.0
thruststrength[TRANS_FORWARD]       29.0
thruststrength[TRANS_BACK]          19.0
rotstrength[ROT_YAWLEFT]             0.06               ; rotational acceleration (deg/s^2) [0.01 - 1.0]
rotstrength[ROT_YAWRIGHT]            0.06
rotstrength[ROT_PITCHUP]             0.06
rotstrength[ROT_PITCHDOWN]           0.06
rotstrength[ROT_ROLLRIGHT]           0.06
rotstrength[ROT_ROLLLEFT]            0.06
turnspeed[TURN_YAW]                  0.20                          ; speed at which ship tries to turn (1=standard)
turnspeed[TURN_PITCH]                0.20
turnspeed[TURN_ROLL]                 0.20

canTargetMultipleTargets            TRUE
rotateToRetaliate                   TRUE
passiveRetaliateZone                7000.0
tooCloseRange                       500.0


;Weapons
;=------=
NUMBER_OF_GUNS                      4

;Right side Ion cannon
//Desired Range = 6000
//ADD this amount: 534 to compensate for centrepoint
//ADD this amount: 892 to compensate for stopping distance
GUN         0
{
Type                            GUN_NewGimble
SoundType                       GS_LargeIonCannon
BulletType                      BULLET_Beam
DamageLo                        45                            ; damage variance per shot - low  (continuous damage for BULLET_Beam)
DamageHi                        55                            ; damage variance per shot - high
BulletLength                    7426.0                        ; visual only.  Length of bullet on screen
BulletRange                     6426.0                        ; distance bullets travel before disappearing
BulletSpeed                     5000.0                           ; measured in m/s.
BulletLifeTime                  2.2
BulletMass                      0.75                           ; mass of bullet
FireTime                        14.5                           ; fire repeat rate (reciprocal = shots/second)
minturnangle                   -10.0                    ; degrees
maxturnangle                     5.0
mindeclination                 -10.0
maxdeclination                  10.0
maxanglespeed                 360.0                    ; degrees/s
maxdeclinationspeed           360.0
BarrelLength                   108.0
TriggerHappy                    2
angletracking                       1.5
declinationtracking                 1.5
}

;Left side Ion cannon
//Desired Range = 6000
//ADD this amount: 534 to compensate for centrepoint
//ADD this amount: 892 to compensate for stopping distance
GUN         1
{
Type                            GUN_NewGimble
SoundType                       GS_LargeIonCannon
BulletType                      BULLET_Beam
DamageLo                        45                            ; damage variance per shot - low  (continuous damage for BULLET_Beam)
DamageHi                        55                            ; damage variance per shot - high
BulletLength                    7426.0                        ; visual only.  Length of bullet on screen
BulletRange                     6426.0                        ; distance bullets travel before disappearing
BulletSpeed                     5000.0                           ; measured in m/s.
BulletLifeTime                  2.2
BulletMass                      0.75                           ; mass of bullet
FireTime                        14.5                           ; fire repeat rate (reciprocal = shots/second)
minturnangle                  -5.0                    ; degrees
maxturnangle                   10.0
mindeclination                -10.0
maxdeclination                 10.0
maxanglespeed                 360.0                    ; degrees/s
maxdeclinationspeed           360.0
BarrelLength                   108.0
TriggerHappy                    2
angletracking                       1.5
declinationtracking                 1.5
}


;Bottom turret
//Desired Range =  4000
//ADD this amount: 291 to compensate for centrepoint
//ADD this amount: 892 to compensate for stopping distance
GUN         2
{
Type                                GUN_NewGimble                   ; type of gun - either GUN_Fixed or GUN_Gimble
SoundType                           GS_VeryLargeEnergyCannon
DamageLo                                700          ; damage variance per shot - low
DamageHi                                900          ; damage variance per shot - high
BulletLength                            30.0                ; visual only.  Length of bullet on screen
BulletRange                           6183.0                ; distance bullets travel before disappearing
BulletSpeed                           4300.0                ; measured in m/s.
BulletMass                               9.0                    ; mass of bullet
FireTime                                 5.7            ; fire repeat rate (reciprocal = shots/second)
TriggerHappy                            2.0
minturnangle                          -110.0                    ; degrees
maxturnangle                           110.0
mindeclination                         -5.0
maxdeclination                          30.0
maxanglespeed                          420.0                    ; degrees/s
maxdeclinationspeed                    420.0
angletracking                            1.8
declinationtracking                      1.8
BarrelLength                            26.0
RecoilLength                            14.0
BulletLifeTime                  4.0                            ;Life time of bullet
}

;Top turret
//Desired Range =  4000
//ADD this amount: 509 to compensate for centrepoint
//ADD this amount: 892 to compensate for stopping distance
GUN         3
{
Type                                GUN_NewGimble                   ; type of gun - either GUN_Fixed or GUN_Gimble
SoundType                           GS_VeryLargeEnergyCannon
DamageLo                                700          ; damage variance per shot - low
DamageHi                                900          ; damage variance per shot - high
BulletLength                            20.0                ; visual only.  Length of bullet on screen</pre><pre id="faqspan-16">
BulletRange                           6401.0                ; distance bullets travel before disappearing
BulletSpeed                           4300.0                ; measured in m/s.
BulletMass                               9.0                    ; mass of bullet
FireTime                                 5.7            ; fire repeat rate (reciprocal = shots/second)
TriggerHappy                             2.0
minturnangle                          -120.0                    ; degrees
maxturnangle                           120.0
mindeclination                         -5.0
maxdeclination                          30.0
maxanglespeed                          420.0                    ; degrees/s
maxdeclinationspeed                    420.0
angletracking                            1.8
declinationtracking                      1.8
BarrelLength                            26.0
RecoilLength                            14.0
BulletLifeTime                  4.0                            ;Life time of bullet
}

NUMBER_OF_SALVAGE_POINTS        3
NUM_NEEDED_FOR_SALVAGE          3               ;number of ships needed to capture a craft
NEED_BIGR1                      TRUE
NEED_BIGR2                      TRUE
WILL_FIT_CARRIER                FALSE

;       format:                    name,type
SalvagePoint                       Point1,AttachPoint
SalvagePoint                       Point2,AttachPoint
SalvagePoint                       Point3,AttachPoint


NUMBER_OF_NAV_LIGHTS           7

; format is NavLight            name, type, blinkrate (in seconds), size (in meters), min LOD, texture name
NavLight                        antenna,    NAVLIGHT_Default, 2,   1, 0,    8, 2, etg\textures\glow32
NavLight                        antenna1,   NAVLIGHT_Default, 2,   1, 0,    8, 2, etg\textures\glow32
NavLight                        antenna2,   NAVLIGHT_Default, 2,   1, 0,    8, 2, etg\textures\glow32
NavLight                        wing,       NAVLIGHT_Default, 0.5, 1, 0,    10, 2, etg\textures\glow32
NavLight                        wing1,      NAVLIGHT_Default, 0.5, 1, 0,    10, 2, etg\textures\glow32
NavLight                        bridge,      NAVLIGHT_Default, 0.5, 1, 0,    7, 2, etg\textures\glow32
NavLight                        bottom,      NAVLIGHT_Default, 0.5, 1, 0,    6, 2, etg\textures\glow32

;Explosions
;=--------=
explosionType                       ET_CarrierExplosion


//bottom gun
BindGun                             StandardDestroyerGun(1) Gun3,Azimuth,Recoil,Frequency 1
//top gun
BindGun                             StandardDestroyerGun(2) Gun2,Azimuth,Recoil,Frequency 1
//Left gun: Ion Cannon
BindGun                             StandardDestroyerIonBase(1) Gun1,Azimuth,Frequency 1
BindGun                             StandardDestroyerIonCannon(2) Gun1,Declination,Frequency 1
//Right gun: Ion Cannon
BindGun                             StandardDestroyerIonBase(2) Gun0,Azimuth,Frequency 1
BindGun                             StandardDestroyerIonCannon(1) Gun0,Declination,Frequency 1



;Engine Glow
;=---------=
trailWidth    130.0
trailHeight   184.0
trailLength   180.0
trailScaleCap 0.000196

minimumZoomDistance                     650

Overlay_Selection_Scalar            0.8         ; scale the tactical overlay by this amount



{}{}{}



Assault Frigate ~ standardfrigate
{}{}{}
[StandardFrigate]

;Source Files
;=----------=
LODFile                             StandardFrigate.lod
pMexData                            StandardFrigate\Rl0\LOD0\StandardFrigate.mex

;Ship Physics
;=----------=
mass                                1212.0                          ; ship mass [fighter = 1]
momentOfInertiaX                    1020.0                          ; resistance to rotation
momentOfInertiaY                    1022.0                          ; [fighter = 1]
momentOfInertiaZ                    1022.0
maxvelocity                         385.0                        ; [fighter = 1000]
maxrot                              2.0                          ; maximum rotation speed [don't make faster than ~10]

;Basic Ship Stats
;=--------------=
shipclass                           CLASS_Frigate
isCapitalShip                       TRUE
buildCost                           775 //575                          ; resource units to build
buildTime                           70                           ; time in seconds to build
maxhealth                           9000 //18000                         ; hit points
groupSize                           2                            ; size of group ships of this type tend to form
repairTime                          15                           ; every this many seconds
repairDamage                        125                         ; this much damage is repaired
repairCombatTime                    20                           ; every this many seconds
repairCombatDamage                  62                            ; this much damage is repaired

blastRadiusShockWave                1.75
blastRadiusDamage                   275

;Moving Around
;=-----------=
thruststrength[TRANS_UP]            35.0                         ; acceleration (m/s^2) [1-1000 approx. range]
thruststrength[TRANS_DOWN]          35.0
thruststrength[TRANS_RIGHT]         35.0
thruststrength[TRANS_LEFT]          35.0
thruststrength[TRANS_FORWARD]       45.0
thruststrength[TRANS_BACK]          35.0
rotstrength[ROT_YAWLEFT]            0.09                          ; rotational acceleration (deg/s^2) [0.01 - 10]
rotstrength[ROT_YAWRIGHT]           0.09
rotstrength[ROT_PITCHUP]            0.09
rotstrength[ROT_PITCHDOWN]          0.09
rotstrength[ROT_ROLLRIGHT]          0.09
rotstrength[ROT_ROLLLEFT]           0.09
turnspeed[TURN_YAW]                 0.6                          ; speed at which ship tries to turn (1=standard)
turnspeed[TURN_PITCH]               0.6
turnspeed[TURN_ROLL]                0.6

;Weapons
;=-----=

canTargetMultipleTargets            TRUE
rotateToRetaliate                   TRUE
passiveRetaliateZone                7000.0

                                                              ; itself to a new location for it to fire.


tooCloseRange                       500.0

NUMBER_OF_GUNS                      6

;Top gun
GUN         0
//ADD this amount: 147 to compensate for centrepoint
//ADD this amount: 784 to compensate for stopping distance
{
Type                                GUN_NewGimble               ; type of gun - either GUN_Fixed or GUN_Gimble
SoundType                           GS_LargeEnergyCannon
DamageLo                            240                          ; damage variance per shot - low
DamageHi                            260                          ; damage variance per shot - high
BulletLength                        18.0                        ; visual only.  Length of bullet on screen
BulletRange                         5731.0                      ; distance bullets travel before disappearing
BulletSpeed                         4300.0                      ; measured in m/s.
BulletMass                          3.0                         ; mass of bullet
FireTime                            4.9                         ; fire repeat rate (reciprocal = shots/second)
TriggerHappy                         2.0
minturnangle                       -110.0                      ; degrees
maxturnangle                        110.0
mindeclination                      -10.0
maxdeclination                       10.0
maxanglespeed                       460.0                        ; degrees/s
maxdeclinationspeed                 460.0
angletracking                       2.8
declinationtracking                 2.8
BarrelLength                        19.0
RecoilLength                        15
BulletLifeTime                  4.0                            ;Life time of bullet
}

;Right side gun
GUN         1
//ADD this amount: 147 to compensate for centrepoint
//ADD this amount: 784 to compensate for stopping distance
{
Type                                GUN_NewGimble
SoundType                           GS_LargeEnergyCannon
DamageLo                            240
DamageHi                            260
BulletLength                        18.0
BulletRange                         5731.0
BulletSpeed                         4300.0
BulletMass                          3.0
FireTime                            4.9
TriggerHappy                         2.0
minturnangle                       -110.0                      ; degrees
maxturnangle                        110.0
mindeclination                      -10.0
maxdeclination                       10.0
maxanglespeed                       460.0                        ; degrees/s
maxdeclinationspeed                 460.0
angletracking                       2.8
declinationtracking                 2.8
BarrelLength                        21.0
RecoilLength                        15
BulletLifeTime                  4.0                            ;Life time of bullet
}

;Left side gun
GUN         2
//ADD this amount: 147 to compensate for centrepoint
//ADD this amount: 784 to compensate for stopping distance
{
Type                                GUN_NewGimble
SoundType                           GS_LargeEnergyCannon
DamageLo                            240
DamageHi                            260
BulletLength                        18.0
BulletRange                         5731.0
BulletSpeed                         4300.0
BulletMass                          3.0
FireTime                            4.9
TriggerHappy                         2.0
minturnangle                       -110.0                      ; degrees
maxturnangle                        110.0
mindeclination                      -10.0
maxdeclination                       10.0
maxanglespeed                       460.0                        ; degrees/s
maxdeclinationspeed                 460.0
angletracking                       2.8
declinationtracking                 2.8
BarrelLength                        21.0
RecoilLength                        15
BulletLifeTime                  4.0                            ;Life time of bullet
}

GUN         3
//ADD this amount: 110 to compensate for centrepoint
//ADD this amount: 784 to compensate for stopping distance
{
Type                                GUN_Gimble                    ; type of gun - either GUN_Fixed or GUN_Gimble
SoundType                           GS_MediumPlasmaBomb
BulletType                          BULLET_PlasmaBomb
DamageLo                            620                           ; damage variance per shot - low
DamageHi                            660                           ; damage variance per shot - high
MinAngle                            0
MaxAngle                            10
BulletLength                        4.0                          ; visual only.  Length of bullet on screen
BulletRange                         3894.0                       ; distance bullets travel before disappearing
BulletSpeed                         3000.0                        ; measured in m/s.
BulletMass                          5.0                          ; mass of bullet
FireTime                            12.0                          ; fire repeat rate (reciprocal = shots/second)
BulletLifeTime                  4.0                            ;Life time of bullet
TriggerHappy                    1.0
angletracking                       1.0
declinationtracking                 1.0
}

GUN         4
//ADD this amount: 110 to compensate for centrepoint
//ADD this amount: 784 to compensate for stopping distance
{
Type                                GUN_Gimble                    ; type of gun - either GUN_Fixed or GUN_Gimble
SoundType                           GS_MediumPlasmaBomb
BulletType                          BULLET_PlasmaBomb
DamageLo                            620                           ; damage variance per shot - low
DamageHi                            660                          ; damage variance per shot - high
MinAngle                            0
MaxAngle                            10
BulletLength                        4.0                          ; visual only.  Length of bullet on screen
BulletRange                         3894.0                       ; distance bullets travel before disappearing
BulletSpeed                         3000.0                        ; measured in m/s.
BulletMass                          5.0                          ; mass of bullet
FireTime                            12.0                          ; fire repeat rate (reciprocal = shots/second)
BulletLifeTime                  4.0                            ;Life time of bullet
TriggerHappy                    1.0
angletracking                       1.0
declinationtracking                 1.0
SlaveDriver                              3
}

;Bottom gun
GUN         5
{
//ADD this amount: 147 to compensate for centrepoint
//ADD this amount: 784 to compensate for stopping distance
Type                                GUN_NewGimble
SoundType                           GS_LargeEnergyCannon
DamageLo                            240
DamageHi                            260
BulletLength                        18.0
BulletRange                         5731.0
BulletSpeed                         4300.0
BulletMass                          2.0
FireTime                            4.9
TriggerHappy                         2.0
minturnangle                       -110.0                      ; degrees
maxturnangle                        110.0
mindeclination                      -10.0
maxdeclination                       10.0
maxanglespeed                       460.0                        ; degrees/s
maxdeclinationspeed                 460.0
angletracking                       2.8
declinationtracking                 2.8
BarrelLength                        19.0
RecoilLength                        15
BulletLifeTime                  4.0                            ;Life time of bullet
}

NUMBER_OF_SALVAGE_POINTS        2
NUM_NEEDED_FOR_SALVAGE          2               ;number of ships needed to capture a craft
NEED_BIGR1                      FALSE
NEED_BIGR2                      TRUE
WILL_FIT_CARRIER                TRUE

;       format:                    name,type
SalvagePoint                       Point1,AttachPoint
SalvagePoint                       Point2,AttachPoint

NUMBER_OF_NAV_LIGHTS           4

; format is NavLight            name, type, blinkrate (in seconds), size (in meters), min LOD, texture name
NavLight                        antenna,    NAVLIGHT_Default, 2, 1, 0,  7, 2, etg\textures\glow32
NavLight                        antenna1,       NAVLIGHT_Default, 1.5, 1, 0,  7, 2, etg\textures\glow32
NavLight                        antenna2,   NAVLIGHT_Default, 2, 1, 0.5,  6, 2, etg\textures\glow32
NavLight                        bridge,       NAVLIGHT_Default, 1, 1, 0.5,  6, 2, etg\textures\glow32

;Explosions
;=--------=
explosionType                       ET_FrigateExplosion



//top gun
BindGun                             StandardFrigateGun(3) Gun0,Azimuth,Recoil,Frequency 1
//bottom gun
BindGun                             StandardFrigateGun(1) Gun5,Azimuth,Recoil,Frequency 1
//right gun
BindGun                             StandardFrigateGun(4) Gun1,Azimuth,Recoil,Frequency 1
//left gun
BindGun                             StandardFrigateGun(2) Gun2,Azimuth,Recoil,Frequency 1


;Engine Glow
;=---------=
trailWidth    60.0
trailHeight   100.0
trailLength   90.0
trailStyle    3
trailScaleCap 0.00025

minimumZoomDistance                 240

Overlay_Selection_Scalar            1.0         ; scale the tactical overlay by this amount


{}{}{}



Target Drone ~ targetdrone
{}{}{}
[TargetDrone]

;Source Files
;=----------=
LODFile                             TargetDrone.lod
pMexData                            TargetDrone\Rl0\LOD0\TargetDrone.mex

;Ship Physics
;=----------=
mass                                25.0                           ; ship mass [fighter = 1]
momentOfInertiaX                    25.0                           ; resistance to rotation
momentOfInertiaY                    25.0                           ; [fighter = 1]
momentOfInertiaZ                    25.0
maxvelocity                         650.0                         ; [fighter = 1000]
maxrot                              10.0                          ; maximum rotation speed [don't make faster than ~10]

;Basic Ship Stats
;=--------------=
shipclass                           CLASS_NonCombat
buildCost                           1                           ; resource units to build
buildTime                           1                             ; time in seconds to build
maxhealth                           38                           ; hit points
maxfuel                             1600000.0
lowfuelpoint                        0.35                          ; percentage of tank which is considered "low on fuel"
fuelburnrate                        0.0001                        ; based on distance ship moves in the world
groupSize                           5                             ; size of group ships of this type tend to form

blastRadiusShockWave                6.0
blastRadiusDamage                   75

;Moving Around
;=-----------=
thruststrength[TRANS_UP]             450.0                        ; acceleration (m/s^2) [1-1000 approx. range]
thruststrength[TRANS_DOWN]           450.0
thruststrength[TRANS_RIGHT]          450.0
thruststrength[TRANS_LEFT]           450.0
thruststrength[TRANS_FORWARD]        450.0
thruststrength[TRANS_BACK]           450.0
rotstrength[ROT_YAWLEFT]            100.0                         ; rotational acceleration (deg/s^2) [0.01 - 10]
rotstrength[ROT_YAWRIGHT]           100.0
rotstrength[ROT_PITCHUP]            100.0
rotstrength[ROT_PITCHDOWN]          100.0
rotstrength[ROT_ROLLRIGHT]          100.0
rotstrength[ROT_ROLLLEFT]           100.0
turnspeed[TURN_YAW]                   2.5                        ; speed at which ship tries to turn (1=standard)
turnspeed[TURN_PITCH]                 2.5
turnspeed[TURN_ROLL]                  2.5


;Weapons
;=-----=
;No weapons

rotateToRetaliate                   TRUE                ; points towards targets in mock combat

;BindAnimations      1

;MadStartInfo        needs a starting     /Animation Text Name(no spaces allowed!)
                    animation(1-yes,0-no)/
;MadStartInfo                   0 , blah , 1 , open

;MadGunAnims          definitions in explination below
;                       n = number, g = gun, o = open, c = close, d = damaged, a = animations

;                            ;ngoa,names,...,ngca,names,...,ngoda,names,... ,ngcda,names,...
;if this doesn't
;makes sence, ask Bryce
;MadGunAnims                     1, open, 1, close, 0,blah, 0, blah

;Ships health must be below this percentage to use the damaged animations.
;madGunOpenDamagedHealthThreshold                0.70    ;<= 1.0f

;Ship Trails
;=---------=
trailSegments                       20
trailGranularity                    3
trailColor                          0, 0, 0, 0, 0           ;grey team
trailColor                          0, 1, 238, 238, 238
trailColor                          0, 8, 141, 106, 87
trailColor                          0, 19, 0, 0, 0
trailColor                          1, 0, 0, 0, 0           ;red team
trailColor                          1, 1, 225, 124, 33
trailColor                          1, 8, 146, 0, 0
trailColor                          1, 19, 0, 0, 0
trailColor                          2, 0, 0, 0, 0           ;blue team
trailColor                          2, 1, 11, 255, 255
trailColor                          2, 8, 51, 0, 243
trailColor                          2, 19, 0, 0, 0
trailColor                          3, 0, 0, 0, 0           ;green team
trailColor                          3, 1, 201, 254, 39
trailColor                          3, 8, 0, 84, 4
trailColor                          3, 19, 0, 0, 0
trailColor                          4, 0, 0, 0, 0           ;yellow team
trailColor                          4, 1, 255, 240, 97
trailColor                          4, 8, 160, 124, 0
trailColor                          4, 19, 0, 0, 0
trailColor                          5, 0, 0, 0, 0           ;orange team
trailColor                          5, 1, 225, 255, 11
trailColor                          5, 8, 160, 124, 0
trailColor                          5, 19, 0, 0, 0
trailColor                          6, 0, 0, 0, 0           ;purple team
trailColor                          6, 1, 255, 135, 157
trailColor                          6, 8, 121, 0, 135
trailColor                          6, 19, 0, 0, 0
trailColor                          7, 0, 0, 0, 0           ;pale blue-green team
trailColor                          7, 1, 45, 255, 149
trailColor                          7, 8, 0, 105, 137
trailColor                          7, 19, 0, 0, 0

;Explosions
;=--------=
explosionType                       ET_InterceptorExplosion

;Scaling effects
;=--------=
N-LIPS                              0.000250                 ; Max value for Interceptors 0.0005
scaleCap                            0.000419961              ; Minimum scaling cap
scaleFactor                         1.0                      ; Used for debugging

;Engine trails
;=-----------=
trailWidth                         3.0
trailHeight                        3.0
trailSpriteRadius                 15.0
trailSpriteOffset                 -2.0

trailWidth2                        3.0
trailHeight2                       3.0
trailSpriteRadius2                15.0
trailSpriteOffset2                -2.0

minimumZoomDistance                 65


;Ship AI
;=-----=

;|||||||||||||||||||||||||||||||||||||||||------EVASIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------EVASIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------EVASIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||

;[Default]  --  used for ships where nothing else is defined (default behaviour)
;
flyPastDist             Evasive     Default             2500.0        ; dist which ship will try to fly past target - relative to CENTRE of ship
maxFlyAwayDist          Evasive     Default             2700.0        ; maximum distance ship will fly away from target - relative to CENTRE of ship
breakRange              Evasive     Default              700.0        ; range at which ship will break off for another pass - relative to SURFACE of ship
triggerHappy            Evasive     Default                5.0        ; how close in degrees the ship needs to be to fire fixed guns
faceTargetAccuracy      Evasive     Default                2.5        ; within how many degrees will try to align itself with target
maxAttackTime           Evasive     Default                8.0        ; maximum time ship will attack before breaking

                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     Default             0,1,1,1,1              ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     Default             0,1,0,0,0              ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     Default             5,5,30,30,10,10,10,0   ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     Default             5,5,30,30,10,10,10,0   ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     Default             10,10,15,20,15,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Mothership]
;
flyPastDist             Evasive     CLASS_Mothership    6000.0
maxFlyAwayDist          Evasive     CLASS_Mothership    8000.0
breakRange              Evasive     CLASS_Mothership    2000.0
triggerHappy            Evasive     CLASS_Mothership       5.0
faceTargetAccuracy      Evasive     CLASS_Mothership       2.5
maxAttackTime           Evasive     CLASS_Mothership       8.0

                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_Mothership    2,3,3,2,0             ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_Mothership    8,3,0,0,0             ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_Mothership    13,13,18,0,18,13,13,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_Mothership    13,13,18,0,18,13,13,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_Mothership    13,13,18,0,18,13,13,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE


;[CLASS_Carrier]
;
flyPastDist             Evasive     CLASS_Carrier       4000.0
maxFlyAwayDist          Evasive     CLASS_Carrier       4500.0
breakRange              Evasive     CLASS_Carrier       1200.0
triggerHappy            Evasive     CLASS_Carrier          5.0
faceTargetAccuracy      Evasive     CLASS_Carrier          2.5
maxAttackTime           Evasive     CLASS_Carrier          8.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_Carrier       0,4,2,1,1       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_Carrier       1,1,1,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_Carrier       0,0,0,0,0,0,0,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_Carrier       0,0,0,0,0,0,0,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_Carrier       0,0,0,0,0,0,0,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_HeavyCruiser]
;
flyPastDist             Evasive     CLASS_HeavyCruiser  4000.0
maxFlyAwayDist          Evasive     CLASS_HeavyCruiser  4500.0
breakRange              Evasive     CLASS_HeavyCruiser  1200.0
triggerHappy            Evasive     CLASS_HeavyCruiser     5.0
faceTargetAccuracy      Evasive     CLASS_HeavyCruiser     2.5
maxAttackTime           Evasive     CLASS_HeavyCruiser     8.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_HeavyCruiser  0,4,2,1,1       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_HeavyCruiser  1,1,1,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_HeavyCruiser  0,0,0,0,0,0,0,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_HeavyCruiser  0,0,0,0,0,0,0,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_HeavyCruiser  0,0,0,0,0,0,0,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Destroyer]
;
flyPastDist             Evasive     CLASS_Destroyer     3500.0
maxFlyAwayDist          Evasive     CLASS_Destroyer     3800.0
breakRange              Evasive     CLASS_Destroyer     1000.0
triggerHappy            Evasive     CLASS_Destroyer        5.0
faceTargetAccuracy      Evasive     CLASS_Destroyer        2.5
maxAttackTime           Evasive     CLASS_Destroyer        8.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_Destroyer     0,2,2,1,1       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_Destroyer     1,1,1,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_Destroyer     0,0,0,0,0,0,0,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_Destroyer     0,0,0,0,0,0,0,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_Destroyer     0,0,0,0,0,0,0,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Frigate]
;
flyPastDist             Evasive     CLASS_Frigate       3300.0   //3000
maxFlyAwayDist          Evasive     CLASS_Frigate       3600.0   //3300
breakRange              Evasive     CLASS_Frigate        925.0   //725
triggerHappy            Evasive     CLASS_Frigate          5.0   //4
faceTargetAccuracy      Evasive     CLASS_Frigate          2.0
maxAttackTime           Evasive     CLASS_Frigate          8.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_Frigate       0,2,2,1,1       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_Frigate       1,1,1,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_Frigate       0,0,0,0,0,0,0,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_Frigate       0,0,0,0,0,0,0,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_Frigate       0,0,0,0,0,0,0,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Corvette]
;
flyPastDist             Evasive     CLASS_Corvette       3200.0
maxFlyAwayDist          Evasive     CLASS_Corvette       3600.0
breakRange              Evasive     CLASS_Corvette       550.0
triggerHappy            Evasive     CLASS_Corvette         4.5
faceTargetAccuracy      Evasive     CLASS_Corvette         3.5
maxAttackTime           Evasive     CLASS_Corvette         8.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_Corvette      2,3,3,4,0             ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_Corvette      1,1,0,0,0             ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_Corvette      13,13,18,0,18,13,13,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_Corvette      13,13,18,0,18,13,13,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_Corvette      13,13,18,0,18,13,13,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Fighter]
;
flyPastDist             Evasive     CLASS_Fighter        3600.0
maxFlyAwayDist          Evasive     CLASS_Fighter        3800.0
breakRange              Evasive     CLASS_Fighter         600.0
triggerHappy            Evasive     CLASS_Fighter          4.0
faceTargetAccuracy      Evasive     CLASS_Fighter          0.5
maxAttackTime           Evasive     CLASS_Fighter          8.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_Fighter       0,1,1,1,1              ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_Fighter       1,0,0,0,0              ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_Fighter       5,5,30,30,10,10,10,0   ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_Fighter       0,0,0,0,0,0,0,0   ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_Fighter       10,10,15,20,15,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Resource]
;
flyPastDist             Evasive     CLASS_Resource      2600.0
maxFlyAwayDist          Evasive     CLASS_Resource      2800.0
breakRange              Evasive     CLASS_Resource       500.0
triggerHappy            Evasive     CLASS_Resource         5.0
faceTargetAccuracy      Evasive     CLASS_Resource         2.0
maxAttackTime           Evasive     CLASS_Resource         8.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_Resource      0,4,2,1,1       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_Resource      1,1,0,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_Resource      0,0,0,0,0,0,0,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_Resource      0,0,0,0,0,0,0,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_Resource      0,0,0,0,0,0,0,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_NonCombat]
;
flyPastDist             Evasive     CLASS_NonCombat     2500.0
maxFlyAwayDist          Evasive     CLASS_NonCombat     2700.0
breakRange              Evasive     CLASS_NonCombat      500.0
triggerHappy            Evasive     CLASS_NonCombat        5.0
faceTargetAccuracy      Evasive     CLASS_NonCombat        2.5
maxAttackTime           Evasive     CLASS_NonCombat        8.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_NonCombat     0,4,2,1,1       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_NonCombat     1,1,0,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_NonCombat     0,0,0,0,0,0,0,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_NonCombat     0,0,0,0,0,0,0,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_NonCombat     0,0,0,0,0,0,0,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE



;|||||||||||||||||||||||||||||||||||||||||------NEUTRAL-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------NEUTRAL-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------NEUTRAL-------||||||||||||||||||||||||||||||||||||||||||||||||||||||

;[Default]  --  used for ships where nothing else is defined (default behaviour)
;
flyPastDist             Neutral     Default             1800.0        ; dist which ship will try to fly past target - relative to CENTRE of ship
maxFlyAwayDist          Neutral     Default             2100.0        ; maximum distance ship will fly away from target - relative to CENTRE of ship
breakRange              Neutral     Default              700.0        ; range at which ship will break off for another pass - relative to SURFACE of ship
triggerHappy            Neutral     Default                5.0        ; how close in degrees the ship needs to be to fire fixed guns
faceTargetAccuracy      Neutral     Default                2.5        ; within how many degrees will try to align itself with target
maxAttackTime           Neutral     Default                8.0        ; maximum time ship will attack before breaking

                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     Default             0,0,0,0,0              ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     Default             0,0,0,0,0              ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     Default             5,5,30,30,10,10,10,0   ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     Default             5,5,30,30,10,10,10,0   ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     Default             10,10,15,20,15,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Mothership]
;
flyPastDist             Neutral     CLASS_Mothership    6000.0
maxFlyAwayDist          Neutral     CLASS_Mothership    8000.0
breakRange              Neutral     CLASS_Mothership    2000.0
triggerHappy            Neutral     CLASS_Mothership       5.0
faceTargetAccuracy      Neutral     CLASS_Mothership       2.5
maxAttackTime           Neutral     CLASS_Mothership       8.0

                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_Mothership    0,0,0,0,0             ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_Mothership    0,0,0,0,0             ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_Mothership    13,13,18,0,18,13,13,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_Mothership    13,13,18,0,18,13,13,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_Mothership    13,13,18,0,18,13,13,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE


;[CLASS_Carrier]
;
flyPastDist             Neutral     CLASS_Carrier       4000.0
maxFlyAwayDist          Neutral     CLASS_Carrier       4500.0
breakRange              Neutral     CLASS_Carrier       1200.0
triggerHappy            Neutral     CLASS_Carrier          5.0
faceTargetAccuracy      Neutral     CLASS_Carrier          2.5
maxAttackTime           Neutral     CLASS_Carrier          8.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_Carrier       0,0,0,0,0       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_Carrier       0,0,0,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_Carrier       0,0,0,0,0,0,0,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_Carrier       0,0,0,0,0,0,0,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_Carrier       0,0,0,0,0,0,0,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_HeavyCruiser]
;
flyPastDist             Neutral     CLASS_HeavyCruiser  4000.0
maxFlyAwayDist          Neutral     CLASS_HeavyCruiser  4500.0
breakRange              Neutral     CLASS_HeavyCruiser  1200.0
triggerHappy            Neutral     CLASS_HeavyCruiser     5.0
faceTargetAccuracy      Neutral     CLASS_HeavyCruiser     2.5
maxAttackTime           Neutral     CLASS_HeavyCruiser     8.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_HeavyCruiser  0,0,0,0,0       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_HeavyCruiser  0,0,0,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_HeavyCruiser  0,0,0,0,0,0,0,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_HeavyCruiser  0,0,0,0,0,0,0,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_HeavyCruiser  0,0,0,0,0,0,0,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Destroyer]
;
flyPastDist             Neutral     CLASS_Destroyer     3500.0
maxFlyAwayDist          Neutral     CLASS_Destroyer     3800.0
breakRange              Neutral     CLASS_Destroyer     1000.0
triggerHappy            Neutral     CLASS_Destroyer        5.0
faceTargetAccuracy      Neutral     CLASS_Destroyer        2.5
maxAttackTime           Neutral     CLASS_Destroyer        8.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_Destroyer     0,0,0,0,0       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_Destroyer     0,0,0,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_Destroyer     0,0,0,0,0,0,0,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_Destroyer     0,0,0,0,0,0,0,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_Destroyer     0,0,0,0,0,0,0,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Frigate]
;
flyPastDist             Neutral     CLASS_Frigate       3300.0
maxFlyAwayDist          Neutral     CLASS_Frigate       3600.0
breakRange              Neutral     CLASS_Frigate        925.0  //725
triggerHappy            Neutral     CLASS_Frigate          5.0
faceTargetAccuracy      Neutral     CLASS_Frigate          2.0
maxAttackTime           Neutral     CLASS_Frigate          8.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_Frigate       0,0,0,0,0       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_Frigate       0,0,0,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_Frigate       0,0,0,0,0,0,0,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_Frigate       0,0,0,0,0,0,0,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_Frigate       0,0,0,0,0,0,0,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Corvette]
;
flyPastDist             Neutral     CLASS_Corvette      3200.0
maxFlyAwayDist          Neutral     CLASS_Corvette      3600.0
breakRange              Neutral     CLASS_Corvette      550.0
triggerHappy            Neutral     CLASS_Corvette        5.5
faceTargetAccuracy      Neutral     CLASS_Corvette        4.5
maxAttackTime           Neutral     CLASS_Corvette        8.0
                                                       Relative frequenciesfor:
flightmanTurnaround     Neutral     CLASS_Corvette     0,0,0,0,0            ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_Corvette     0,0,0,0,0            ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_Corvette     13,13,18,0,18,13,13,0; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_Corvette     13,13,18,0,18,13,13,0; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_Corvette     13,13,18,0,18,13,13,0; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Fighter]
;
flyPastDist             Neutral     CLASS_Fighter        3600.0
maxFlyAwayDist          Neutral     CLASS_Fighter        3800.0
breakRange              Neutral     CLASS_Fighter         600.0
triggerHappy            Neutral     CLASS_Fighter          4.0
faceTargetAccuracy      Neutral     CLASS_Fighter          0.5
maxAttackTime           Neutral     CLASS_Fighter          8.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_Fighter       0,0,0,0,0              ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_Fighter       0,0,0,0,0              ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_Fighter       5,5,30,30,10,10,10,0   ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_Fighter       0,0,0,0,0,0,0,0   ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_Fighter       10,10,15,20,15,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Resource]
;
flyPastDist             Neutral     CLASS_Resource      2600.0
maxFlyAwayDist          Neutral     CLASS_Resource      2800.0
breakRange              Neutral     CLASS_Resource       500.0
triggerHappy            Neutral     CLASS_Resource         5.0
faceTargetAccuracy      Neutral     CLASS_Resource         2.0
maxAttackTime           Neutral     CLASS_Resource         8.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_Resource      0,0,0,0,0       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_Resource      0,0,0,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_Resource      0,0,0,0,0,0,0,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_Resource      0,0,0,0,0,0,0,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_Resource      0,0,0,0,0,0,0,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_NonCombat]
;
flyPastDist             Neutral     CLASS_NonCombat     2500.0
maxFlyAwayDist          Neutral     CLASS_NonCombat     2700.0
breakRange              Neutral     CLASS_NonCombat      500.0
triggerHappy            Neutral     CLASS_NonCombat        5.0
faceTargetAccuracy      Neutral     CLASS_NonCombat        2.5
maxAttackTime           Neutral     CLASS_NonCombat        8.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_NonCombat     0,0,0,0,0       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_NonCombat     0,0,0,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_NonCombat     0,0,0,0,0,0,0,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_NonCombat     0,0,0,0,0,0,0,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_NonCombat     0,0,0,0,0,0,0,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE



;|||||||||||||||||||||||||||||||||||||||||------AGGRESSIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------AGGRESSIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------AGGRESSIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||

;[Default]  --  used for ships where nothing else is defined (default behaviour)
;
flyPastDist             Aggressive      Default             2500.0        ; dist which ship will try to fly past target - relative to CENTRE of ship</pre><pre id="faqspan-17">
maxFlyAwayDist          Aggressive      Default             2700.0        ; maximum distance ship will fly away from target - relative to CENTRE of ship
breakRange              Aggressive      Default              700.0        ; range at which ship will break off for another pass - relative to SURFACE of ship
triggerHappy            Aggressive      Default                5.0        ; how close in degrees the ship needs to be to fire fixed guns
faceTargetAccuracy      Aggressive      Default                2.5        ; within how many degrees will try to align itself with target
maxAttackTime           Aggressive      Default                8.0        ; maximum time ship will attack before breaking

                                                      ; Relative frequencies for:
flightmanTurnaround     Aggressive      Default             0,1,1,1,1              ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      Default             0,1,0,0,0              ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      Default             5,5,30,30,10,10,10,0   ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      Default             5,5,30,30,10,10,10,0   ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      Default             10,10,15,20,15,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Mothership]
;
flyPastDist             Aggressive      CLASS_Mothership    6000.0
maxFlyAwayDist          Aggressive      CLASS_Mothership    8000.0
breakRange              Aggressive      CLASS_Mothership    2000.0
triggerHappy            Aggressive      CLASS_Mothership       5.0
faceTargetAccuracy      Aggressive      CLASS_Mothership       2.5
maxAttackTime           Aggressive      CLASS_Mothership       8.0

                                                      ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_Mothership    2,3,3,2,0             ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_Mothership    8,3,1,0,0             ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_Mothership    13,13,18,0,18,13,13,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_Mothership    13,13,18,0,18,13,13,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_Mothership    13,13,18,0,18,13,13,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE


;[CLASS_Carrier]
;
flyPastDist             Aggressive      CLASS_Carrier       4000.0
maxFlyAwayDist          Aggressive      CLASS_Carrier       4500.0
breakRange              Aggressive      CLASS_Carrier       1200.0
triggerHappy            Aggressive      CLASS_Carrier          5.0
faceTargetAccuracy      Aggressive      CLASS_Carrier          2.5
maxAttackTime           Aggressive      CLASS_Carrier          8.0
                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_Carrier       0,4,2,1,1       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_Carrier       1,1,0,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_Carrier       0,0,0,0,0,0,0,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_Carrier       0,0,0,0,0,0,0,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_Carrier       0,0,0,0,0,0,0,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_HeavyCruiser]
;
flyPastDist             Aggressive      CLASS_HeavyCruiser  4000.0
maxFlyAwayDist          Aggressive      CLASS_HeavyCruiser  4500.0
breakRange              Aggressive      CLASS_HeavyCruiser  1200.0
triggerHappy            Aggressive      CLASS_HeavyCruiser     5.0
faceTargetAccuracy      Aggressive      CLASS_HeavyCruiser     2.5
maxAttackTime           Aggressive      CLASS_HeavyCruiser     8.0
                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_HeavyCruiser  0,4,2,1,1       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_HeavyCruiser  1,1,0,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_HeavyCruiser  0,0,0,0,0,0,0,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_HeavyCruiser  0,0,0,0,0,0,0,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_HeavyCruiser  0,0,0,0,0,0,0,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Destroyer]
;
flyPastDist             Aggressive      CLASS_Destroyer     3500.0
maxFlyAwayDist          Aggressive      CLASS_Destroyer     3800.0
breakRange              Aggressive      CLASS_Destroyer     1000.0
triggerHappy            Aggressive      CLASS_Destroyer        5.0
faceTargetAccuracy      Aggressive      CLASS_Destroyer        2.5
maxAttackTime           Aggressive      CLASS_Destroyer        8.0
                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_Destroyer     0,2,2,1,1       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_Destroyer     1,0,0,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_Destroyer     0,0,0,0,0,0,0,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_Destroyer     0,0,0,0,0,0,0,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_Destroyer     0,0,0,0,0,0,0,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Frigate]
;
flyPastDist             Aggressive      CLASS_Frigate       3300.0
maxFlyAwayDist          Aggressive      CLASS_Frigate       3600.0
breakRange              Aggressive      CLASS_Frigate        925.0 //725
triggerHappy            Aggressive      CLASS_Frigate          5.0
faceTargetAccuracy      Aggressive      CLASS_Frigate          2.0
maxAttackTime           Aggressive      CLASS_Frigate          8.0

                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_Frigate       0,2,2,1,1       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_Frigate       1,0,0,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_Frigate       0,0,0,0,0,0,0,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_Frigate       0,0,0,0,0,0,0,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_Frigate       0,0,0,0,0,0,0,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Corvette]
;
flyPastDist             Aggressive      CLASS_Corvette       3000.0
maxFlyAwayDist          Aggressive      CLASS_Corvette       3600.0
breakRange              Aggressive      CLASS_Corvette       450.0
triggerHappy            Aggressive      CLASS_Corvette         5.5
faceTargetAccuracy      Aggressive      CLASS_Corvette         3.5
maxAttackTime           Aggressive      CLASS_Corvette         8.0
                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_Corvette      2,3,3,2,0             ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_Corvette      1,0,0,0,0             ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_Corvette      13,13,18,0,18,13,13,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_Corvette      13,13,18,0,18,13,13,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_Corvette      13,13,18,0,18,13,13,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Fighter]
;
flyPastDist             Aggressive      CLASS_Fighter        3600.0
maxFlyAwayDist          Aggressive      CLASS_Fighter        3800.0
breakRange              Aggressive      CLASS_Fighter         600.0
triggerHappy            Aggressive      CLASS_Fighter          4.0
faceTargetAccuracy      Aggressive      CLASS_Fighter          0.5
maxAttackTime           Aggressive      CLASS_Fighter          8.0
                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_Fighter       0,1,1,1,1              ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_Fighter       1,0,0,0,0              ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_Fighter       5,5,30,30,10,10,10,0   ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_Fighter       0,0,0,0,0,0,0,0   ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_Fighter       10,10,15,20,15,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Resource]
;
flyPastDist             Aggressive      CLASS_Resource      2600.0
maxFlyAwayDist          Aggressive      CLASS_Resource      2800.0
breakRange              Aggressive      CLASS_Resource       500.0
triggerHappy            Aggressive      CLASS_Resource         5.0
faceTargetAccuracy      Aggressive      CLASS_Resource         2.0
maxAttackTime           Aggressive      CLASS_Resource         8.0
                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_Resource      0,4,2,1,1       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_Resource      1,1,0,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_Resource      0,0,0,0,0,0,0,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_Resource      0,0,0,0,0,0,0,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_Resource      0,0,0,0,0,0,0,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_NonCombat]
;
flyPastDist             Aggressive      CLASS_NonCombat     2500.0
maxFlyAwayDist          Aggressive      CLASS_NonCombat     2700.0
breakRange              Aggressive      CLASS_NonCombat      500.0
triggerHappy            Aggressive      CLASS_NonCombat        5.0
faceTargetAccuracy      Aggressive      CLASS_NonCombat        2.5
maxAttackTime           Aggressive      CLASS_NonCombat        8.0
                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_NonCombat     0,4,2,1,1       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_NonCombat     1,1,0,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_NonCombat     0,0,0,0,0,0,0,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_NonCombat     0,0,0,0,0,0,0,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_NonCombat     0,0,0,0,0,0,0,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

badAI                                    FALSE                          ; normally set this to FALSE


{}{}{}

-=Derelicts=-

Support Frigate ~ AdvanceSupportFrigate
{}{}{}
[AdvanceSupportFrigate]

;Source Files
;=----------=
LODFile                             AdvanceSupportFrigate.lod
pMexData                            AdvanceSupportFrigate\Rl0\LOD0\AdvanceSupportFrigate.mex

;Ship Physics
;=----------=
mass                                1400.0                        ; ship mass [fighter = 1]
momentOfInertiaX                    900.0                          ; resistance to rotation
momentOfInertiaY                    950.0                          ; [fighter = 1]
momentOfInertiaZ                    950.0
maxvelocity                         350.0                        ; [fighter = 1000]
maxrot                              1.0                          ; maximum rotation speed [don't make faster than ~10]

;Basic Ship Stats
;=--------------=
shipclass                           CLASS_Frigate
buildCost                           425                          ; resource units to build
buildTime                           65                           ; time in seconds to build
maxhealth                           60000                         ; hit points
groupSize                           2                            ; size of group ships of this type tend to form
repairTime                          5                            ; every this many seconds
repairDamage                        25                           ; this much damage is repaired

blastRadiusShockWave                1.75
blastRadiusDamage                   275

canReceiveShips                     TRUE                         ; other ships can dock in this ship

canReceiveFighters                  TRUE
canReceiveCorvettes                 TRUE

canHandleNumShipsDocking            14

dockShipRange                       500.0              ; how close ships should get before considering docking (to ship surface)

pumpFuelRate                        500.0                        ; how fast pumps fuel in.
repairOtherShipRate                 1                            ; how fast heals damaged ships. Must be an integer


;Moving Around
;=-----------=
thruststrength[TRANS_UP]            50.0                         ; acceleration (m/s^2) [1-1000 approx. range]
thruststrength[TRANS_DOWN]          50.0
thruststrength[TRANS_RIGHT]         50.0
thruststrength[TRANS_LEFT]          50.0
thruststrength[TRANS_FORWARD]       50.0
thruststrength[TRANS_BACK]          50.0
rotstrength[ROT_YAWLEFT]            0.25                          ; rotational acceleration (deg/s^2) [0.01 - 10]
rotstrength[ROT_YAWRIGHT]           0.25
rotstrength[ROT_PITCHUP]            0.05
rotstrength[ROT_PITCHDOWN]          0.05
rotstrength[ROT_ROLLRIGHT]          0.05
rotstrength[ROT_ROLLLEFT]           0.05
turnspeed[TURN_YAW]                 0.3                          ; speed at which ship tries to turn (1=standard)
turnspeed[TURN_PITCH]               0.3
turnspeed[TURN_ROLL]                0.3

rotateToRetaliate                   TRUE
passiveRetaliateZone                3000.0

;Weapons
;=-----=
NUMBER_OF_GUNS                      1
GUN         0
//Desired Range = 4800
//ADD this amount: 150 to compensate for centrepoint
//ADD this amount: 784 to compensate for stopping distance
{
Type                                GUN_NewGimble               ; type of gun - either GUN_Fixed or GUN_Gimble
SoundType                           GS_LargeEnergyCannon
DamageLo                            50                          ; damage variance per shot - low
DamageHi                            75                          ; damage variance per shot - high
BulletLength                        18.0                        ; visual only.  Length of bullet on screen
BulletRange                         5734.0                      ; distance bullets travel before disappearing
BulletSpeed                         4000.0                      ; measured in m/s.
BulletMass                          0.75                         ; mass of bullet
FireTime                            1.4                         ; fire repeat rate (reciprocal = shots/second)
TriggerHappy                        5.0
minturnangle                        -180.0                      ; degrees
maxturnangle                        180.0
mindeclination                      -90.0
maxdeclination                      02.0
maxanglespeed                       360.0                        ; degrees/s
maxdeclinationspeed                 360.0
angletracking                       8.0
declinationtracking                 8.0
BarrelLength                        20.0
RecoilLength                        15.00
}

NUMBER_OF_DOCK_POINTS           17

; format is DockPoint           name,type,flyawaydist,mindist,maxdist,[headingdirection,updirection]  (0=up,1=right,2=forward,4=down,5=left,6=back) for direction
DockPoint                       FightL0,LatchPoint,300,200,500,0,5
DockPoint                       FightL1,LatchPoint,300,200,500,0,5
DockPoint                       FightL2,LatchPoint,300,200,500,0,5
DockPoint                       FightL3,LatchPoint,300,200,500,0,5
DockPoint                       FightL4,LatchPoint,300,200,500,0,5
DockPoint                       FightR0,LatchPoint,300,200,500,0,1
DockPoint                       FightR1,LatchPoint,300,200,500,0,1
DockPoint                       FightR2,LatchPoint,300,200,500,0,1
DockPoint                       FightR3,LatchPoint,300,200,500,0,1
DockPoint                       FightR4,LatchPoint,300,200,500,0,1
DockPoint                       Corv0,LatchPoint,300,200,500,0,6
DockPoint                       Corv1,LatchPoint,300,200,500,0,6
DockPoint                       Corv2,LatchPoint,300,200,500,0,6
DockPoint                       Corv3,LatchPoint,300,200,500,0,6


NUMBER_OF_SALVAGE_POINTS        4
NUM_NEEDED_FOR_SALVAGE          2               ;number of ships needed to capture a craft
NEED_BIGR1                      FALSE
NEED_BIGR2                      TRUE
WILL_FIT_CARRIER                TRUE

;       format:                    name,type
SalvagePoint                       Point1,AttachPoint
SalvagePoint                       Point2,AttachPoint
SalvagePoint                       Point3,AttachPoint
SalvagePoint                       Point4,AttachPoint


NUMBER_OF_NAV_LIGHTS           7

; format is NavLight            name, type, blinkrate (in seconds), size (in meters), min LOD, texture name
NavLight                        antenna1,        NAVLIGHT_Default, 2,   0.5,   1,    6, 2, etg\textures\glow32
NavLight                        antenna2,       NAVLIGHT_Default, 1.5,   0.5,   0,    4, 2, etg\textures\glow32
NavLight                        antenna3,       NAVLIGHT_Default, 1,  0.5,   0.5,    4, 2, etg\textures\glow32
NavLight                        Dock1,          NAVLIGHT_Default, 0.5, 1.5,   0.5,    7, 2, etg\textures\glow32
NavLight                        Dock2,          NAVLIGHT_Default, 0.5, 1.5,   0.5,  7, 2, etg\textures\glow32
NavLight                        Dock3,          NAVLIGHT_Default, 0.5, 1.5,   0.5,    7, 2, etg\textures\glow32
NavLight                        Dock4,          NAVLIGHT_Default, 0.5, 1.5,   0.5,  7, 2, etg\textures\glow32


;Explosions
;=--------=
explosionType                       ET_FrigateExplosion



;Gun Binding
BindGun                             AdvanceSupportFrigateGun Gun0,Azimuth,Recoil,Frequency 1


;Engine Glow
;=---------=
trailWidth          90.0
trailHeight        136.0
trailLength        130.0
trailStyle           3
trailScaleCap        0.0002

;Special Operation Variables
;=----------=
repairApproachDistance                  600.0   ;approach distance, from hull to target
canSpecialBandBoxFriendlies             TRUE

BindAnimations                      1

;MadStartInfo        needs a starting     /Animation Text Name(no spaces allowed!)
                    animation(1-yes,0-no)/
MadStartInfo                   1 , open , 1 , open

;MadDockAnims          definitions in explination below
;                       n = number, g = gun, o = open, c = close, d = damaged, a = animations

;                            ;ngoa,names,...,ngca,names,...,ngoda,names,... ,ngcda,names,...
;if this doesn't
;makes sence, ask Bryce
MadSpecialCaseAnims                     1, open, 1, close, 0,blah, 1, damageclose
MadDockAnims                            0, blah, 1, close, 0,blah, 1, damageclose

;Ships health must be below this percentage to use the damaged animations.
madGunOpenDamagedHealthThreshold                0.70    ;<= 1.0f


{}{}{}



Angel Moon ~ angelmoon <- I have no idea what this is doing in here.
{}{}{}
[AngelMoon]
LODFile                             AngelMoon.lod
pMexData                            AngelMoon\Rl0\LOD0\AngelMoon.mex
mass                                100000.0
momentOfInertiaX                    100.0
momentOfInertiaY                    100.0
momentOfInertiaZ                    100.0
maxvelocity                         150.0
maxrot                              10.0
maxhealth                           800000                        ; hit points

worldRender                         TRUE
scaleFactor                         0.5


{}{}{}



Angel Moon ~ angelmoon_clean (clean) <- I have no idea what this is doing in here.
{}{}{}
[AngelMoon_clean]
LODFile                             AngelMoon_clean.lod
pMexData                            AngelMoon_clean\Rl0\LOD0\AngelMoon_clean.mex
mass                                100000.0
momentOfInertiaX                    100.0
momentOfInertiaY                    100.0
momentOfInertiaZ                    100.0
maxvelocity                         150.0
maxrot                              10.0
maxhealth                           800000                        ; hit points

worldRender                         TRUE
scaleFactor                         0.5


{}{}{}



Carrier ~ carrier
{}{}{}
[Carrier]

;Source Files
;=----------=
LODFile                             Carrier.lod
pMexData                            Carrier\Rl0\LOD0\Carrier.mex

;Ship Physics
;=----------=
mass                                10000.0              ; ship mass [fighter = 1]
momentOfInertiaX                    7000.0               ; resistance to rotation
momentOfInertiaY                    7500.0               ; [fighter = 1]
momentOfInertiaZ                    7500.0
avoidcollmodifier                   0.8
maxvelocity                         210.0               ; [fighter = 1000]
maxrot                              10.0                ; maximum rotation speed [don't make faster than ~10]

;Basic Ship Stats
;=--------------=
shipclass                           CLASS_Carrier
buildCost                           1700                ; resource units to build
buildTime                           400                 ; time in seconds to build
maxhealth                           116000               ; hit points
groupSize                           1                   ; size of group ships of this type tend to form
repairTime                          10                   ; every this many seconds
repairDamage                        75                 ; this much damage is repaired

blastRadiusShockWave                1.0
blastRadiusDamage                   125

canBuildShips                       TRUE                ; ship can build ships
canReceiveShips                     TRUE                ; other ships can dock in this ship
canReceiveResources                 TRUE                ; Resource Collectors,etc can deposit resources in this ship
canReceiveShipsPermanently          TRUE                ; ships can dock permanently here

canReceiveFighters                  TRUE
canReceiveCorvettes                 TRUE
canReceiveResourceCollectors        TRUE
canReceiveOtherNonCapitalShips      FALSE

maxDockableFighters                 50
maxDockableCorvettes                25

dockShipRange                       1000.0              ; how close ships should get before considering docking (to ship surface)

pumpFuelRate                        300.0               ; how fast carrier pumps fuel in.
repairOtherShipRate                 1                   ; how fast carrier heals damaged ships. Must be an integer

clearanceDirection                  4                   ; (0=up,1=right,2=forward,4=down,5=left,6=back)
clearanceDistance                   50.0                ; how far ships go away from this ship when they are just built.
                                                       ; Note that this number is added to the minimum collision distance.

surroundDistance                    300.0               ; how far ships will minimally disperse themselves from this ship after
                                                       ; they are built.  Note that this number is added to the minimum collision distance.
surroundDistanceRand                300.0               ; random number between 0 and x added to surroundDistance
surroundRotYMinAng                  -80.0               ; ship may be positioned between min and max degrees elevation
surroundRotYMaxAng                   80.0
surroundRotZMinAng                 -180.0               ; ship may be positioned between min and max degrees angle
surroundRotZMaxAng                  180.0

;Moving Around
;=-----------=
thruststrength[TRANS_UP]            40.0                ; acceleration (m/s^2) [1-1000 approx. range]
thruststrength[TRANS_DOWN]          40.0
thruststrength[TRANS_RIGHT]         40.0
thruststrength[TRANS_LEFT]          40.0
thruststrength[TRANS_FORWARD]       40.0
thruststrength[TRANS_BACK]          40.0
rotstrength[ROT_YAWLEFT]             0.25               ; rotational acceleration (deg/s^2) [0.01 - 1.0]
rotstrength[ROT_YAWRIGHT]            0.25
rotstrength[ROT_PITCHUP]             0.25
rotstrength[ROT_PITCHDOWN]           0.25
rotstrength[ROT_ROLLRIGHT]           0.2
rotstrength[ROT_ROLLLEFT]            0.2
turnspeed[TURN_YAW]                  0.2                          ; speed at which ship tries to turn (1=standard)
turnspeed[TURN_PITCH]                0.01
turnspeed[TURN_ROLL]                 0.2

rotateToRetaliate                   TRUE
passiveRetaliateZone                3000.0

;Weapons
;=------=


NUMBER_OF_GUNS                  4

GUN         0
//Desired Range = 2500
//ADD this amount: 511 to compensate for centrepoint
//ADD this amount: 551 to compensate for stopping distance

{
Type                            GUN_Gimble
SoundType                       GS_SmallEnergyCannon
DamageLo                        4                      ; damage variance per shot - low
DamageHi                        6                     ; damage variance per shot - high
MinAngle                        0
MaxAngle                        85
BulletLength                    20.0                    ; visual only.  Length of bullet on screen
BulletRange                     3562.0                  ; distance bullets travel before disappearing
BulletSpeed                     1200.0                  ; measured in m/s.
BulletMass                      0.0                    ; mass of bullet
FireTime                        0                              ; fire repeat rate (reciprocal = shots/second)
BurstFireTime                   1.8
BurstWaitTime                   1.5
TriggerHappy                    5.0
fireEffect                      defaultBlast.ebg
hitEffect                       defaultBlast.ebg
}

GUN         1
//Desired Range = 2500
//ADD this amount: 511 to compensate for centrepoint
//ADD this amount: 551 to compensate for stopping distance
{
Type                            GUN_Gimble
SoundType                       GS_SmallEnergyCannon
DamageLo                        4                      ; damage variance per shot - low
DamageHi                        6                     ; damage variance per shot - high
MinAngle                        0
MaxAngle                        95
BulletLength                    20.0                    ; visual only.  Length of bullet on screen
BulletRange                     3562.0                  ; distance bullets travel before disappearing
BulletSpeed                     1200.0                  ; measured in m/s.
BulletMass                      0.0                    ; mass of bullet
FireTime                        0                              ; fire repeat rate (reciprocal = shots/second)
BurstFireTime                   1.8
BurstWaitTime                   1.5
TriggerHappy                    5.0
fireEffect                      defaultBlast.ebg
hitEffect                       defaultBlast.ebg
}


GUN         2
//Desired Range = 2500
//ADD this amount: 1134 to compensate for centrepoint
//ADD this amount: 551 to compensate for stopping distance
{
Type                            GUN_Gimble
SoundType                       GS_SmallEnergyCannon
DamageLo                        4                      ; damage variance per shot - low
DamageHi                        6                     ; damage variance per shot - high
MinAngle                        0
MaxAngle                        100
BulletLength                    20.0                    ; visual only.  Length of bullet on screen
BulletRange                     4148.0                  ; distance bullets travel before disappearing
BulletSpeed                     1200.0                  ; measured in m/s.
BulletMass                      0.0                    ; mass of bullet
FireTime                        0                              ; fire repeat rate (reciprocal = shots/second)
BurstFireTime                   1.8
BurstWaitTime                   1.5
TriggerHappy                    5.0
fireEffect                      defaultBlast.ebg
hitEffect                       defaultBlast.ebg
}

GUN         3
//Desired Range = 2500
//ADD this amount: 1134 to compensate for centrepoint
//ADD this amount: 551 to compensate for stopping distance
{
Type                            GUN_Gimble
SoundType                       GS_SmallEnergyCannon
DamageLo                        4                      ; damage variance per shot - low
DamageHi                        6                     ; damage variance per shot - high
MinAngle                        0
MaxAngle                        100
BulletLength                    20.0                    ; visual only.  Length of bullet on screen
BulletRange                     4148.0                  ; distance bullets travel before disappearing
BulletSpeed                     1200.0                  ; measured in m/s.
BulletMass                      0.0                    ; mass of bullet
FireTime                        0                              ; fire repeat rate (reciprocal = shots/second)
BurstFireTime                   1.8
BurstWaitTime                   1.5
TriggerHappy                    5.0
fireEffect                      defaultBlast.ebg
hitEffect                       defaultBlast.ebg
}


NUMBER_OF_DOCK_POINTS           7

; format is DockPoint           name,type,flyawaydist,mindist,maxdist,[headingdirection,updirection]  (0=up,1=right,2=forward,4=down,5=left,6=back) for direction
DockPoint                       In0,DockingCone,300,300,1000
DockPoint                       In1,DockingCone,300,300,1000
DockPoint                       Res0,LatchPoint,500,500,1000,2,4
DockPoint                       Res1,LatchPoint,500,500,1000,2,4
DockPoint                       Out0,LaunchPoint,700,700,700,4,1
DockPoint                       Out1,LaunchPoint,700,700,700,4,5
DockPoint                       Frigate,LaunchPoint,800,800,700,2,0

NUMBER_OF_NAV_LIGHTS           15

; format is NavLight            name, type, blinkrate (in seconds), size (in meters), min LOD, texture name

NavLight                        caution1,       NAVLIGHT_Default, 0.5,   1,   0.5,      10, 2, etg\textures\glow32
NavLight                        caution2,       NAVLIGHT_Default, 0.5,   1,   0.5,      10, 2, etg\textures\glow32
NavLight                        caution3,       NAVLIGHT_Default, 0.5,   1,   0,      10, 2, etg\textures\glow32
NavLight                        caution4,       NAVLIGHT_Default, 0.5,   1,   0,      10, 2, etg\textures\glow32
NavLight                        caution5,       NAVLIGHT_Default, 0.5,   1,   0,      10, 2, etg\textures\glow32
NavLight                        caution6,       NAVLIGHT_Default, 0.5,   1,   0,      10, 2, etg\textures\glow32
NavLight                        exit1,       NAVLIGHT_Default, 2.5,  0.5,   0,      9, 2, etg\textures\glow32
NavLight                        exit2,       NAVLIGHT_Default, 2.5,   0.5,   0,      9, 2, etg\textures\glow32
NavLight                        enter1,       NAVLIGHT_Default, 2.5,  0.5,   0.75,      9, 2, etg\textures\glow32
NavLight                        enter2,       NAVLIGHT_Default, 2.5,  0.5,   0.75,      9, 2, etg\textures\glow32
NavLight                        antenna1,   NAVLIGHT_Default, 2.5,   0.5,   0.5,      8, 2, etg\textures\glow32
NavLight                        antenna2,   NAVLIGHT_Default, 2,   1,   1,      8, 2, etg\textures\glow32
NavLight                        antenna3,   NAVLIGHT_Default, 2,   0.5,   0.75,      8, 2, etg\textures\glow32
NavLight                        hangar1,   NAVLIGHT_Default, 1,   0.5,   1,      10, 2, etg\textures\glow32
NavLight                        hangar2,   NAVLIGHT_Default, 1,   0.5,   1,      10, 2, etg\textures\glow32


;Explosions
;=--------=
explosionType                       ET_CarrierExplosion


;Engine Glow
;=---------=
trailWidth    324.0
trailHeight   220.0
trailLength   320.0
trailScaleCap   0.000103

;Special Ops info
;;;;;;;;;;;;;;;;

//repair refuel distance
repairApproachDistance                  1800.0
canSpecialBandBoxFriendlies             TRUE

minimumZoomDistance              1000


{}{}{}



Crate ~ crate
{}{}{}
[Crate]
LODFile                             Crate.lod
pMexData                            Crate\Rl0\LOD0\Crate.mex
mass                                500.0
momentOfInertiaX                    330.0
momentOfInertiaY                    330.0
momentOfInertiaZ                    330.0
maxvelocity                         450.0
maxrot                              1.0
maxhealth                           8000                        ; hit points

;Moving Around
;=-----------=
thruststrength[TRANS_UP]            75.0                         ; acceleration (m/s^2) [1-1000 approx. range]
thruststrength[TRANS_DOWN]          75.0
thruststrength[TRANS_RIGHT]         75.0
thruststrength[TRANS_LEFT]          75.0
thruststrength[TRANS_FORWARD]       75.0
thruststrength[TRANS_BACK]          75.0
rotstrength[ROT_YAWLEFT]            0.25                          ; rotational acceleration (deg/s^2) [0.01 - 10]
rotstrength[ROT_YAWRIGHT]           0.25
rotstrength[ROT_PITCHUP]            0.05
rotstrength[ROT_PITCHDOWN]          0.05
rotstrength[ROT_ROLLRIGHT]          0.05
rotstrength[ROT_ROLLLEFT]           0.05
turnspeed[TURN_YAW]                 0.3                          ; speed at which ship tries to turn (1=standard)
turnspeed[TURN_PITCH]               0.3
turnspeed[TURN_ROLL]                0.3

pitchdescend            0.5
sinbank                 0.5
pitchturn               0.5

;NEEDS SALVAGE LIGHTS!

minimumZoomDistance                     100
{}{}{}



Drone Frigate ~ dddfrigate
{}{}{}
[Drone Frigate]

;Source Files
;=----------=
LODFile                             DDDFrigate.lod
pMexData                            DDDFrigate\Rl0\LOD0\DDDFrigate.mex

;Ship Physics
;=----------=
mass                                1400.0                          ; ship mass [fighter = 1]
momentOfInertiaX                    900.0                          ; resistance to rotation
momentOfInertiaY                    900.0                          ; [fighter = 1]
momentOfInertiaZ                    900.0
maxvelocity                         325.0                        ; [fighter = 1000]
maxrot                              1.0                          ; maximum rotation speed [don't make faster than ~10]

;Basic Ship Stats
;=--------------=
shipclass                           CLASS_Frigate
buildCost                           800                          ; resource units to build
buildTime                           75                           ; time in seconds to build
maxhealth                           60000                         ; hit points
groupSize                           2                            ; size of group ships of this type tend to form
repairTime                          5                            ; every this many seconds
repairDamage                        25                           ; this much damage is repaired

blastRadiusShockWave                1.75
blastRadiusDamage                   275

canReceiveShipsPermanently          TRUE                ; drones can dock permanently here

;Moving Around
;=-----------=
thruststrength[TRANS_UP]            50.0                         ; acceleration (m/s^2) [1-1000 approx. range]
thruststrength[TRANS_DOWN]          50.0
thruststrength[TRANS_RIGHT]         50.0
thruststrength[TRANS_LEFT]          50.0
thruststrength[TRANS_FORWARD]       50.0
thruststrength[TRANS_BACK]          50.0
rotstrength[ROT_YAWLEFT]            0.25                          ; rotational acceleration (deg/s^2) [0.01 - 10]
rotstrength[ROT_YAWRIGHT]           0.25
rotstrength[ROT_PITCHUP]            0.05
rotstrength[ROT_PITCHDOWN]          0.05
rotstrength[ROT_ROLLRIGHT]          0.05
rotstrength[ROT_ROLLLEFT]           0.05
turnspeed[TURN_YAW]                 0.3                          ; speed at which ship tries to turn (1=standard)
turnspeed[TURN_PITCH]               0.3
turnspeed[TURN_ROLL]                0.3

rotateToRetaliate                   TRUE
passiveRetaliateZone                3000.0

;Weapons
;=-----=
;all the guns are in the drones

;Docking
;

NUMBER_OF_DOCK_POINTS           24

; format is DockPoint           name,type,flyawaydist,mindist,maxdist,[headingdirection,updirection]  (0=up,1=right,2=forward,4=down,5=left,6=back) for direction
DockPoint                       Drone0,LaunchPoint,200,200,1000,0,6
DockPoint                       Drone1,LaunchPoint,200,200,1000,0,6
DockPoint                       Drone2,LaunchPoint,200,200,1000,0,6
DockPoint                       Drone3,LaunchPoint,200,200,1000,0,6
DockPoint                       Drone4,LaunchPoint,200,200,1000,0,6
DockPoint                       Drone5,LaunchPoint,200,200,1000,0,6
DockPoint                       Drone6,LaunchPoint,200,200,1000,0,6
DockPoint                       Drone7,LaunchPoint,200,200,1000,0,6
DockPoint                       Drone8,LaunchPoint,200,200,1000,0,6
DockPoint                       Drone9,LaunchPoint,200,200,1000,0,6
DockPoint                       Drone10,LaunchPoint,200,200,1000,0,6
DockPoint                       Drone11,LaunchPoint,200,200,1000,0,6
DockPoint                       Drone12,LaunchPoint,200,200,1000,0,6
DockPoint                       Drone13,LaunchPoint,200,200,1000,0,6
DockPoint                       Drone14,LaunchPoint,200,200,1000,0,6
DockPoint                       Drone15,LaunchPoint,200,200,1000,0,6
DockPoint                       Drone16,LaunchPoint,200,200,1000,0,6
DockPoint                       Drone17,LaunchPoint,200,200,1000,0,6
DockPoint                       Drone18,LaunchPoint,200,200,1000,0,6
DockPoint                       Drone19,LaunchPoint,200,200,1000,0,6
DockPoint                       Drone20,LaunchPoint,200,200,1000,0,6
DockPoint                       Drone21,LaunchPoint,200,200,1000,0,6
DockPoint                       Drone22,LaunchPoint,200,200,1000,0,6
DockPoint                       Drone23,LaunchPoint,200,200,1000,0,6

;DockPoint                       Drone24,LaunchPoint,200,200,1000,0,6
;DockPoint                       Drone25,LaunchPoint,200,200,1000,0,6
;DockPoint                       Drone26,LaunchPoint,200,200,1000,0,6
;DockPoint                       Drone27,LaunchPoint,200,200,1000,0,6
;DockPoint                       Drone28,LaunchPoint,200,200,1000,0,6
;DockPoint                       Drone29,LaunchPoint,200,200,1000,0,6
;DockPoint                       Drone30,LaunchPoint,200,200,1000,0,6
;DockPoint                       Drone31,LaunchPoint,200,200,1000,0,6
;DockPoint                       Drone32,LaunchPoint,200,200,1000,0,6
;DockPoint                       Drone33,LaunchPoint,200,200,1000,0,6
;DockPoint                       Drone34,LaunchPoint,200,200,1000,0,6
;DockPoint                       Drone35,LaunchPoint,200,200,1000,0,6
;DockPoint                       Drone36,LaunchPoint,200,200,1000,0,6
;DockPoint                       Drone37,LaunchPoint,200,200,1000,0,6
;DockPoint                       Drone38,LaunchPoint,200,200,1000,0,6
;DockPoint                       Drone39,LaunchPoint,200,200,1000,0,6
;DockPoint                       Drone40,LaunchPoint,200,200,1000,0,6
;DockPoint                       Drone41,LaunchPoint,200,200,1000,0,6
;DockPoint                       Drone42,LaunchPoint,200,200,1000,0,6
;DockPoint                       Drone43,LaunchPoint,200,200,1000,0,6
;DockPoint                       Drone44,LaunchPoint,200,200,1000,0,6
;DockPoint                       Drone45,LaunchPoint,200,200,1000,0,6
;DockPoint                       Drone46,LaunchPoint,200,200,1000,0,6
;DockPoint                       Drone47,LaunchPoint,200,200,1000,0,6

NUMBER_OF_NAV_LIGHTS           4

; format is NavLight            name, type, blinkrate (in seconds), size (in meters), min LOD, texture name
NavLight                        antenna1,    NAVLIGHT_Default, 2, 1, 0,  7, 2, etg\textures\glow32
NavLight                        antenna3,       NAVLIGHT_Default, 1.5, 1, 0,  7, 2, etg\textures\glow32
NavLight                        antenna2,   NAVLIGHT_Default, 2, 1, 0.5,  6, 2, etg\textures\glow32
NavLight                        bridge,       NAVLIGHT_Default, 1, 1, 0.5,  6, 2, etg\textures\glow32


;Explosions
;=--------=
explosionType                       ET_FrigateExplosion

;AI
;=--=

bulletRange                         3000.0      ; explicitly set bulletRange for DDDFrigate because it doesn't have guns
minBulletRange                      1000.0
attackRange                         3000.0
tooCloseRange                       200.0
internalRegenerateRate              25.0
externalRegenerateRate              45.0
droneDeploymentRange                450.0      ; Range from ship's centre point drones will deploy to.





;Engine Glow
;=---------=
trailWidth          84.0
trailHeight        112.0
trailLength        120.0
trailStyle           3
trailScaleCap        0.00025


{}{}{}



Fragment #1 ~ fragment
{}{}{}
[Fragment]
LODFile                             Fragment.lod
pMexData                            Fragment\Rl0\LOD0\Fragment.mex
mass                                1000.0              ; ship mass [fighter = 1]
momentOfInertiaX                    700.0               ; resistance to rotation
momentOfInertiaY                    700.0               ; [fighter = 1]
momentOfInertiaZ                    700.0
maxvelocity                         150.0
maxrot                              10.0
maxhealth                           8000                        ; hit points

blastRadiusShockWave                1.0
blastRadiusDamage                   125

renderlistFade     8000.0
renderlistLimit    21000.0


{}{}{}



Fragment #2 ~ fragmentpanel0a
{}{}{}
[FragmentPanel0a]
LODFile                             FragmentPanel0a.lod
pMexData                            FragmentPanel0a\Rl0\LOD0\FragmentPanel0a.mex
mass                                1000.0              ; ship mass [fighter = 1]
momentOfInertiaX                    700.0               ; resistance to rotation
momentOfInertiaY                    700.0               ; [fighter = 1]
momentOfInertiaZ                    700.0
maxvelocity                         150.0
maxrot                              10.0
maxhealth                           8000                        ; hit points
blastRadiusShockWave                1.0
blastRadiusDamage                   125


renderlistFade     8000.0
renderlistLimit    21000.0

minimumZoomDistance                 1050

NUMBER_OF_SALVAGE_POINTS        3
NUM_NEEDED_FOR_SALVAGE          3               ;number of ships needed to capture a craft
NEED_BIGR1                      TRUE
NEED_BIGR2                      TRUE
WILL_FIT_CARRIER                FALSE

;       format:                    name,type
SalvagePoint                       Point1,AttachPoint
SalvagePoint                       Point2,AttachPoint
SalvagePoint                       Point3,AttachPoint
{}{}{}



Fragment #3 ~ fragmentpanel0b
{}{}{}
[FragmentPanel0b]
LODFile                             FragmentPanel0b.lod
pMexData                            FragmentPanel0b\Rl0\LOD0\FragmentPanel0b.mex
mass                                1000.0              ; ship mass [fighter = 1]
momentOfInertiaX                    700.0               ; resistance to rotation
momentOfInertiaY                    700.0               ; [fighter = 1]
momentOfInertiaZ                    700.0
maxvelocity                         150.0
maxrot                              10.0
maxhealth                           8000                        ; hit points

blastRadiusShockWave                1.0
blastRadiusDamage                   125


renderlistFade     8000.0
renderlistLimit    21000.0


minimumZoomDistance                 1050

NUMBER_OF_SALVAGE_POINTS        3
NUM_NEEDED_FOR_SALVAGE          3               ;number of ships needed to capture a craft
NEED_BIGR1                      TRUE
NEED_BIGR2                      TRUE
WILL_FIT_CARRIER                FALSE

;       format:                    name,type
SalvagePoint                       Point1,AttachPoint
SalvagePoint                       Point2,AttachPoint
SalvagePoint                       Point3,AttachPoint
{}{}{}



Fragment #4 ~ fragmentpanel0c
{}{}{}
[FragmentPanel0c]
LODFile                             FragmentPanel0c.lod
pMexData                            FragmentPanel0c\Rl0\LOD0\FragmentPanel0c.mex
mass                                1000.0              ; ship mass [fighter = 1]
momentOfInertiaX                    700.0               ; resistance to rotation
momentOfInertiaY                    700.0               ; [fighter = 1]
momentOfInertiaZ                    700.0
maxvelocity                         150.0
maxrot                              10.0
maxhealth                           8000                        ; hit points

blastRadiusShockWave                1.0
blastRadiusDamage                   125

renderlistFade     8000.0
renderlistLimit    21000.0


minimumZoomDistance                 1050

NUMBER_OF_SALVAGE_POINTS        3
NUM_NEEDED_FOR_SALVAGE          3               ;number of ships needed to capture a craft
NEED_BIGR1                      TRUE
NEED_BIGR2                      TRUE
WILL_FIT_CARRIER                FALSE

;       format:                    name,type
SalvagePoint                       Point1,AttachPoint
SalvagePoint                       Point2,AttachPoint
SalvagePoint                       Point3,AttachPoint
{}{}{}



Fragment #5 ~ fragmentpanel1
{}{}{}
[FragmentPanel0c]
LODFile                             FragmentPanel0c.lod
pMexData                            FragmentPanel0c\Rl0\LOD0\FragmentPanel0c.mex
mass                                1000.0              ; ship mass [fighter = 1]
momentOfInertiaX                    700.0               ; resistance to rotation
momentOfInertiaY                    700.0               ; [fighter = 1]
momentOfInertiaZ                    700.0
maxvelocity                         150.0
maxrot                              10.0
maxhealth                           8000                        ; hit points

blastRadiusShockWave                1.0
blastRadiusDamage                   125

renderlistFade     8000.0
renderlistLimit    21000.0


minimumZoomDistance                 1050

NUMBER_OF_SALVAGE_POINTS        3
NUM_NEEDED_FOR_SALVAGE          3               ;number of ships needed to capture a craft
NEED_BIGR1                      TRUE
NEED_BIGR2                      TRUE
WILL_FIT_CARRIER                FALSE
</pre><pre id="faqspan-18">
;       format:                    name,type
SalvagePoint                       Point1,AttachPoint
SalvagePoint                       Point2,AttachPoint
SalvagePoint                       Point3,AttachPoint

{}{}{}



Fragment #6 ~ fragmentpanel1
{}{}{}
[FragmentPanel0c]
LODFile                             FragmentPanel0c.lod
pMexData                            FragmentPanel0c\Rl0\LOD0\FragmentPanel0c.mex
mass                                1000.0              ; ship mass [fighter = 1]
momentOfInertiaX                    700.0               ; resistance to rotation
momentOfInertiaY                    700.0               ; [fighter = 1]
momentOfInertiaZ                    700.0
maxvelocity                         150.0
maxrot                              10.0
maxhealth                           8000                        ; hit points

blastRadiusShockWave                1.0
blastRadiusDamage                   125

renderlistFade     8000.0
renderlistLimit    21000.0


minimumZoomDistance                 1050

NUMBER_OF_SALVAGE_POINTS        3
NUM_NEEDED_FOR_SALVAGE          3               ;number of ships needed to capture a craft
NEED_BIGR1                      TRUE
NEED_BIGR2                      TRUE
WILL_FIT_CARRIER                FALSE

;       format:                    name,type
SalvagePoint                       Point1,AttachPoint
SalvagePoint                       Point2,AttachPoint
SalvagePoint                       Point3,AttachPoint
{}{}{}



Fragment #7 ~ fragmentpanel2
{}{}{}
[FragmentPanel2]
LODFile                             FragmentPanel2.lod
pMexData                            FragmentPanel2\Rl0\LOD0\FragmentPanel2.mex
mass                                1000.0              ; ship mass [fighter = 1]
momentOfInertiaX                    700.0               ; resistance to rotation
momentOfInertiaY                    700.0               ; [fighter = 1]
momentOfInertiaZ                    700.0
maxvelocity                         150.0
maxrot                              10.0
maxhealth                           8000                        ; hit points


blastRadiusShockWave                1.0
blastRadiusDamage                   125

renderlistFade     8000.0
renderlistLimit    21000.0


minimumZoomDistance                 1050

NUMBER_OF_SALVAGE_POINTS        3
NUM_NEEDED_FOR_SALVAGE          3               ;number of ships needed to capture a craft
NEED_BIGR1                      TRUE
NEED_BIGR2                      TRUE
WILL_FIT_CARRIER                FALSE

;       format:                    name,type
SalvagePoint                       Point1,AttachPoint
SalvagePoint                       Point2,AttachPoint
SalvagePoint                       Point3,AttachPoint
{}{}{}



Fragment #8 ~ fragmentpanel3
{}{}{}
[FragmentPanel3]
LODFile                             FragmentPanel3.lod
pMexData                            FragmentPanel3\Rl0\LOD0\FragmentPanel3.mex
mass                                1000.0              ; ship mass [fighter = 1]
momentOfInertiaX                    700.0               ; resistance to rotation
momentOfInertiaY                    700.0               ; [fighter = 1]
momentOfInertiaZ                    700.0
maxvelocity                         150.0
maxrot                              10.0
maxhealth                           8000                        ; hit points


blastRadiusShockWave                1.0
blastRadiusDamage                   125

renderlistFade     8000.0
renderlistLimit    21000.0


minimumZoomDistance                 1050

NUMBER_OF_SALVAGE_POINTS        3
NUM_NEEDED_FOR_SALVAGE          3               ;number of ships needed to capture a craft
NEED_BIGR1                      TRUE
NEED_BIGR2                      TRUE
WILL_FIT_CARRIER                FALSE

;       format:                    name,type
SalvagePoint                       Point1,AttachPoint
SalvagePoint                       Point2,AttachPoint
SalvagePoint                       Point3,AttachPoint
{}{}{}




Fragment Strut ~ fragmentstrut
{}{}{}
[FragmentStrut]
LODFile                             FragmentStrut.lod
pMexData                            FragmentStrut\Rl0\LOD0\FragmentStrut.mex
mass                                1000.0              ; ship mass [fighter = 1]
momentOfInertiaX                    700.0               ; resistance to rotation
momentOfInertiaY                    700.0               ; [fighter = 1]
momentOfInertiaZ                    700.0
maxvelocity                         150.0
maxrot                              10.0
maxhealth                           8000                        ; hit points


renderlistFade     8000.0
renderlistLimit    21000.0


minimumZoomDistance                 1050

NUMBER_OF_SALVAGE_POINTS        2
NUM_NEEDED_FOR_SALVAGE          2               ;number of ships needed to capture a craft
NEED_BIGR1                      TRUE
NEED_BIGR2                      TRUE
WILL_FIT_CARRIER                FALSE

;       format:                    name,type
SalvagePoint                       Point1,AttachPoint
SalvagePoint                       Point2,AttachPoint

{}{}{}



Heavy Corvette ~ heavycorvette
{}{}{}
[HeavyCorvette]

;Source Files
;=----------=
LODFile                             HeavyCorvette.lod
pMexData                            HeavyCorvette\Rl0\LOD0\HeavyCorvette.mex

;Ship Physics
;=----------=
mass                               325.0                        ; ship mass [fighter = 1]
momentOfInertiaX                   175.0                        ; resistance to rotation
momentOfInertiaY                   175.0                        ; [fighter = 1]
momentOfInertiaZ                   175.0
maxvelocity                         350.0                      ; [fighter = 1000]
maxrot                              10.0                       ; maximum rotation speed [don't make faster than ~10]

;Basic Ship Stats
;=--------------=
shipclass                           CLASS_Corvette
buildCost                           250                        ; resource units to build
buildTime                           40                         ; time in seconds to build
maxhealth                           20000                        ; hit points
maxfuel                             20000.0
lowfuelpoint                        0.25                       ; percentage of tank which is considered "low on fuel"
fuelburnrate                        0.029
attackfuelburnrate          0.35
groupSize                           5                          ; size of group ships of this type tend to form

blastRadiusDamage                   230

;Moving Around
;=-----------=
thruststrength[TRANS_UP]            150.0                      ; acceleration (m/s^2) [1-1000 approx. range]
thruststrength[TRANS_DOWN]          150.0
thruststrength[TRANS_RIGHT]         150.0
thruststrength[TRANS_LEFT]          150.0
thruststrength[TRANS_FORWARD]       150.0
thruststrength[TRANS_BACK]          150.0
rotstrength[ROT_YAWLEFT]              0.5                    ; rotational acceleration (deg/s^2) [0.01 - 1.0]
rotstrength[ROT_YAWRIGHT]             0.5
rotstrength[ROT_PITCHUP]              0.5
rotstrength[ROT_PITCHDOWN]            0.5
rotstrength[ROT_ROLLRIGHT]            0.5
rotstrength[ROT_ROLLLEFT]             0.5
turnspeed[TURN_YAW]                   1.1
turnspeed[TURN_PITCH]                 1.1
turnspeed[TURN_ROLL]                  1.1

;Weapons
;=-----=
NUMBER_OF_GUNS                      2

canTargetMultipleTargets            TRUE
rotateToRetaliate                   TRUE

;Left gun
GUN         0
{
Type                                GUN_NewGimble
SoundType                           GS_MediumEnergyCannon
DamageLo                            18
DamageHi                            30
BulletLength                        18.0
BulletRange                         3000.0
BulletSpeed                         4000.0
BulletMass                          0.0
FireTime                            3.0
TriggerHappy                        7.0
minturnangle                       -5.0                          ; degrees
maxturnangle                       45.0
mindeclination                    -30.0
maxdeclination                      5.0
maxanglespeed                     360.0                          ; degrees/s
maxdeclinationspeed               360.0
angletracking                       2.0
declinationtracking                 2.0
BarrelLength                        8.0
RecoilLength                        7.00
}

;Right gun
GUN         1
{
Type                                GUN_NewGimble
SoundType                           GS_MediumEnergyCannon
DamageLo                            18
DamageHi                            30
BulletLength                        18.0
BulletRange                         3000.0
BulletSpeed                         4000.0
BulletMass                          0.25
FireTime                            3.0
TriggerHappy                        5.0
minturnangle                      -45.0                          ; degrees
maxturnangle                        5.0
mindeclination                    -30.0
maxdeclination                      5.0
maxanglespeed                     360.0                          ; degrees/s
maxdeclinationspeed               360.0
angletracking                       2.0
declinationtracking                 2.0
BarrelLength                        8.0
RecoilLength                        7.00
}



;Ship AI
;=-----=
repositionTime                      0.6                        ; time in seconds which corvette will spend to reposition
                                                              ; itself to a new location for it to fire.
circleRange                         1000.0

;Ship Trails
;=---------=
trailSegments                       20
trailGranularity                    3
trailColor                          0, 0, 0, 0, 0           ;grey team
trailColor                          0, 1, 238, 238, 238
trailColor                          0, 8, 141, 106, 87
trailColor                          0, 19, 0, 0, 0
trailColor                          1, 0, 0, 0, 0           ;red team
trailColor                          1, 1, 225, 124, 33
trailColor                          1, 8, 146, 0, 0
trailColor                          1, 19, 0, 0, 0
trailColor                          2, 0, 0, 0, 0           ;blue team
trailColor                          2, 1, 11, 255, 255
trailColor                          2, 8, 51, 0, 243
trailColor                          2, 19, 0, 0, 0
trailColor                          3, 0, 0, 0, 0           ;green team
trailColor                          3, 1, 201, 254, 39
trailColor                          3, 8, 0, 84, 4
trailColor                          3, 19, 0, 0, 0
trailColor                          4, 0, 0, 0, 0           ;yellow team
trailColor                          4, 1, 255, 240, 97
trailColor                          4, 8, 160, 124, 0
trailColor                          4, 19, 0, 0, 0
trailColor                          5, 0, 0, 0, 0           ;orange team
trailColor                          5, 1, 225, 255, 11
trailColor                          5, 8, 160, 124, 0
trailColor                          5, 19, 0, 0, 0
trailColor                          6, 0, 0, 0, 0           ;purple team
trailColor                          6, 1, 255, 135, 157
trailColor                          6, 8, 121, 0, 135
trailColor                          6, 19, 0, 0, 0
trailColor                          7, 0, 0, 0, 0           ;pale blue-green team
trailColor                          7, 1, 45, 255, 149
trailColor                          7, 8, 0, 105, 137
trailColor                          7, 19, 0, 0, 0

;Explosions
;=--------=
explosionType                       ET_CorvetteExplosion


//left gun
BindGun                             HeavyCorvetteGun(2) Gun0,Azimuth,Declination,Recoil,Frequency 1
//right gun
BindGun                             HeavyCorvetteGun(1) Gun1,Azimuth,Declination,Recoil,Frequency 1


;Engine trails
;=-----------=
trailWidth                          42.0
trailHeight                         4.0



{}{}{}



Heavy Cruiser ~ heavycruiser
{}{}{}
[HeavyCruiser]

;Source Files
;=----------=
pMexData                            HeavyCruiser\Rl0\LOD0\HeavyCruiser.mex
LODFile                             HeavyCruiser.lod

;Ship Physics
;=----------=
mass                                10000.0              ; ship mass [fighter = 1]
momentOfInertiaX                    7000.0               ; resistance to rotation
momentOfInertiaY                    7000.0               ; [fighter = 1]
momentOfInertiaZ                    7000.0
avoidcollmodifier                   0.8
maxvelocity                         230.0               ; [fighter = 1000]
maxrot                              10.0                ; maximum rotation speed [don't make faster than ~10]

;Basic Ship Stats
;=--------------=
shipclass                           CLASS_HeavyCruiser
buildCost                           3700                ; resource units to build
buildTime                           350                 ; time in seconds to build
maxhealth                           160000               ; hit points
groupSize                           1                   ; size of group ships of this type tend to form
repairTime                          10                   ; every this many seconds
repairDamage                        25                 ; this much damage is repaired

blastRadiusShockWave                1.0
blastRadiusDamage                   125

;Moving Around
;=-----------=
thruststrength[TRANS_UP]            35.0                ; acceleration (m/s^2) [1-1000 approx. range]
thruststrength[TRANS_DOWN]          35.0
thruststrength[TRANS_RIGHT]         35.0
thruststrength[TRANS_LEFT]          35.0
thruststrength[TRANS_FORWARD]       35.0
thruststrength[TRANS_BACK]          35.0
rotstrength[ROT_YAWLEFT]            0.25                        ; rotational acceleration (deg/s^2) [0.01 - 1.0]
rotstrength[ROT_YAWRIGHT]           0.25
rotstrength[ROT_PITCHUP]            0.02
rotstrength[ROT_PITCHDOWN]          0.02
rotstrength[ROT_ROLLRIGHT]          0.2
rotstrength[ROT_ROLLLEFT]           0.2
turnspeed[TURN_YAW]                 0.2                          ; speed at which ship tries to turn (1=standard)
turnspeed[TURN_PITCH]               0.2
turnspeed[TURN_ROLL]                0.2



;Weapons
;=------=

canTargetMultipleTargets            TRUE
rotateToRetaliate                   TRUE
passiveRetaliateZone                3000.0

NUMBER_OF_GUNS                      10

;This is the large Ion Cannon turret on TOP - the first gun is slaved to the second
GUN         0
//Desired Range = 6000
//ADD this amount: 125 to compensate for centrepoint
//ADD this amount:1058 to compensate for stopping distance
{
Type                                GUN_NewGimble
SoundType                           GS_VeryLargeIonCannon
BulletType                          BULLET_Beam
DamageLo                            10
DamageHi                            14
BulletLength                        7183.0
BulletRange                         7183.0
BulletSpeed                         0.0
BulletLifeTime                      2.0
BulletMass                          0.0
FireTime                            8.0
TriggerHappy                        7.0
minturnangle                     -80.0                         ; degrees
maxturnangle                      80.0
mindeclination                     -1.0
maxdeclination                     13.0
maxanglespeed                     360.0                         ; degrees/s
maxdeclinationspeed               360.0
angletracking                       2.0
declinationtracking                 2.0
BarrelLength                      82.0
OffsetX                             0.01
OffsetY                             -32
SlaveDriver                         1
}

GUN         1
//Desired Range = 6000
//ADD this amount: 125 to compensate for centrepoint
//ADD this amount:1058 to compensate for stopping distance
{
Type                                GUN_NewGimble
SoundType                           GS_VeryLargeIonCannon
BulletType                          BULLET_Beam
DamageLo                            10
DamageHi                            14
BulletLength                        7183.0
BulletRange                         7183.0
BulletSpeed                         0.0
BulletLifeTime                      2.0
BulletMass                          0.0
FireTime                            8.0
TriggerHappy                        5.0
minturnangle                     -80.0                         ; degrees
maxturnangle                      80.0
mindeclination                     -1.0
maxdeclination                     13.0
maxanglespeed                     360.0                         ; degrees/s
maxdeclinationspeed               360.0
angletracking                       2.0
declinationtracking                 2.0
BarrelLength                      82.0
OffsetX                             0.01
OffsetY                             32
}

;This is the large Ion Cannon turret on BOTTOM - the first gun is slaved to the second
GUN         2
//Desired Range = 6000
//ADD this amount: 125 to compensate for centrepoint
//ADD this amount:1058 to compensate for stopping distance
{
Type                                GUN_NewGimble
SoundType                           GS_VeryLargeIonCannon
BulletType                          BULLET_Beam
DamageLo                            10
DamageHi                            14
BulletLength                        7183.0
BulletRange                         7183.0
BulletSpeed                         0.0
BulletLifeTime                      2.0
BulletMass                          0.0
FireTime                            8.0
TriggerHappy                        5.0
minturnangle                       -80.0                         ; degrees
maxturnangle                        80.0
mindeclination                     -1.0
maxdeclination                     13.0
maxanglespeed                     360.0                         ; degrees/s
maxdeclinationspeed               360.0
angletracking                       2.0
declinationtracking                 2.0
BarrelLength                      82.0
OffsetX                             0.01
OffsetY                             -32
SlaveDriver                         3
}

GUN         3
//Desired Range = 6000
//ADD this amount: 125 to compensate for centrepoint
//ADD this amount:1058 to compensate for stopping distance
{
Type                                GUN_NewGimble
SoundType                           GS_VeryLargeIonCannon
BulletType                          BULLET_Beam
DamageLo                            10
DamageHi                            14
BulletLength                        7183.0
BulletRange                         7183.0
BulletSpeed                         0.0
BulletLifeTime                      2.0
BulletMass                          0.0
FireTime                            8.0
TriggerHappy                        5.0
minturnangle                     -80.0                         ; degrees
maxturnangle                      80.0
mindeclination                   -1.0
maxdeclination                   13.0
maxanglespeed                     360.0                         ; degrees/s
maxdeclinationspeed               360.0
angletracking                       2.0
declinationtracking                 2.0
BarrelLength                      82.0
OffsetX                             0.01
OffsetY                             32
}


;Very Large Energy Cannon - Right side of ship, top
GUN         4
//Desired Range = 4000
//ADD this amount: 723 to compensate for centrepoint
//ADD this amount:1058 to compensate for stopping distance
{
Type                                GUN_NewGimble                   ; type of gun - either GUN_Fixed or GUN_Gimble
SoundType                           GS_VeryLargeEnergyCannon
DamageLo                            75                           ; damage variance per shot - low
DamageHi                           100                          ; damage variance per shot - high
BulletLength                       18.0                          ; visual only.  Length of bullet on screen
BulletRange                      5781.0                       ; distance bullets travel before disappearing
BulletSpeed                      2100.0                        ; measured in m/s.
BulletMass                          1.2
FireTime                            2.7                          ; fire repeat rate (reciprocal = shots/second)
TriggerHappy                        5.0
minturnangle                     -180.0                         ; degrees
maxturnangle                       15.0
mindeclination                    -5.42
maxdeclination                     40.0
maxanglespeed                     360.0                         ; degrees/s
maxdeclinationspeed               360.0
angletracking                       2.0
declinationtracking                 2.0
BarrelLength                       49
RecoilLength                       14.0
}

;Very Large Energy Cannon - Left side of ship, top
GUN         5
//Desired Range = 4000
//ADD this amount: 723 to compensate for centrepoint
//ADD this amount:1058 to compensate for stopping distance
{
Type                                GUN_NewGimble
SoundType                           GS_VeryLargeEnergyCannon
DamageLo                            75
DamageHi                           100
BulletLength                       18.0
BulletRange                      5781.0
BulletSpeed                      2100.0
BulletMass                          1.2
FireTime                            2.7
TriggerHappy                        5.0
minturnangle                     -180.0                         ; degrees
maxturnangle                      15.0
mindeclination                    -5.42
maxdeclination                     40.0
maxanglespeed                     360.0                         ; degrees/s
maxdeclinationspeed               360.0
angletracking                       2.0
declinationtracking                 2.0
BarrelLength                       49
RecoilLength                       14.0
}

;Very large Energy Cannon - right side of ship, bottom
GUN         6
//Desired Range = 4000
//ADD this amount: 723 to compensate for centrepoint
//ADD this amount:1058 to compensate for stopping distance
{
Type                                GUN_NewGimble
SoundType                           GS_VeryLargeEnergyCannon
DamageLo                            75
DamageHi                           100
BulletLength                       18.0
BulletRange                      5781.0
BulletSpeed                      2100.0
BulletMass                          1.2
FireTime                            2.7
TriggerHappy                        5.0
minturnangle                     -180.0                      ; degrees
maxturnangle                      12.0
mindeclination                    -5.42
maxdeclination                     40.0
maxanglespeed                     360.0                      ; degrees/s
maxdeclinationspeed               360.0
angletracking                       2.0
declinationtracking                 2.0
BarrelLength                       49
RecoilLength                       14.0
}

;Very large Energy Cannon - left side of ship, bottom
GUN         7
//Desired Range = 4000
//ADD this amount: 723 to compensate for centrepoint
//ADD this amount:1058 to compensate for stopping distance
{
Type                                GUN_NewGimble
SoundType                           GS_VeryLargeEnergyCannon
DamageLo                            75
DamageHi                           100
BulletLength                       18.0
BulletRange                      5781.0
BulletSpeed                      2100.0
BulletMass                          1.2
FireTime                            2.7
TriggerHappy                        5.0
minturnangle                     -180.0                     ; degrees
maxturnangle                      12.0
mindeclination                    -5.42
maxdeclination                     40.0
maxanglespeed                     360.0                      ; degrees/s
maxdeclinationspeed               360.0
angletracking                       2.0
declinationtracking                 2.0
BarrelLength                       49
RecoilLength                       14.0
}

;Very large Energy Cannon - left wing
GUN         8
//Desired Range = 4000
//ADD this amount: 521 to compensate for centrepoint
//ADD this amount:1058 to compensate for stopping distance
{
Type                                GUN_NewGimble
SoundType                           GS_VeryLargeEnergyCannon
DamageLo                            75
DamageHi                           100
BulletLength                       18.0
BulletRange                      5579.0
BulletSpeed                      2100.0
BulletMass                          1.2
FireTime                            2.7
TriggerHappy                        5.0
minturnangle                     -180.0                      ; degrees
maxturnangle                      180.0
mindeclination                    -5.42
maxdeclination                     40.0
maxanglespeed                     360.0                      ; degrees/s
maxdeclinationspeed               360.0
angletracking                       2.0
declinationtracking                 2.0
BarrelLength                       49
RecoilLength                       20.0
}

;Very large Energy Cannon - Right Wing
GUN         9
//Desired Range = 4000
//ADD this amount: 521 to compensate for centrepoint
//ADD this amount:1058 to compensate for stopping distance
{
Type                                GUN_NewGimble
SoundType                           GS_VeryLargeEnergyCannon
DamageLo                            75
DamageHi                           100
BulletLength                       18.0
BulletRange                      5579.0
BulletSpeed                      2100.0
BulletMass                          1.2
FireTime                            2.7
TriggerHappy                        5.0
minturnangle                     -180.0                      ; degrees
maxturnangle                      180.0
mindeclination                    -5.42
maxdeclination                     40.0
maxanglespeed                     360.0                      ; degrees/s
maxdeclinationspeed               360.0
angletracking                       2.0
declinationtracking                 2.0
BarrelLength                       49
RecoilLength                       20.0
}


NUMBER_OF_NAV_LIGHTS           6

; format is NavLight            name, type, blinkrate (in seconds), size (in meters), min LOD, texture name
NavLight                        antenna1,       NAVLIGHT_Default, 2,   1, 0,   8, 2, etg\textures\glow32
NavLight                        antenna2,       NAVLIGHT_Default, 1.5,   1, 0,   7, 2, etg\textures\glow32
NavLight                        sideright1,     NAVLIGHT_Default, 0.5, 1, 1,   9, 2, etg\textures\glow32
NavLight                        sideright2,     NAVLIGHT_Default, 0.5, 1, 0,  9, 2, etg\textures\glow32
NavLight                        sideleft1,      NAVLIGHT_Default, 0.5, 1, 1,   9, 2, etg\textures\glow32
NavLight                        sideleft2,      NAVLIGHT_Default, 0.5, 1, 0,   9, 2, etg\textures\glow32

;Explosions
;=--------=
explosionType                       ET_CarrierExplosion


;GUN BINDINGS:

//Very Large Energy Cannon, Top turret, left side
BindGun                             HeavyCruiserTurret(3) Gun4,Azimuth,Recoil,Frequency 1

//Very Large Energy Cannon, Top turret, right side
BindGun                             HeavyCruiserTurret(4) Gun5,Azimuth,Recoil,Frequency 1

//Very Large Energy Cannon, Left wing,
BindGun                             HeavyCruiserTurret(1) Gun8,Azimuth,Recoil,Frequency 1

//Very Large Energy Cannon, Right wing,
BindGun                             HeavyCruiserTurret(2) Gun9,Azimuth,Recoil,Frequency 1

//Very Large Energy Cannon, Bottom turret, left side
BindGun                             HeavyCruiserTurret(5) Gun7,Azimuth,Recoil,Frequency 1

//Very Large Energy Cannon, Bottom turret, right side
BindGun                             HeavyCruiserTurret(6) Gun6,Azimuth,Recoil,Frequency 1

//bottom ion cannon turret
BindGun                             HeavyCruiserIon(1)     Gun1,Azimuth,Declination,Frequency 1
BindGun                             HeavyCruiserIon(1)     Gun1,Declination,Frequency 1
BindGun                             HeavyCruiserIon(1)     Gun0,Azimuth,Declination,Frequency 1
BindGun                             HeavyCruiserIon(1)     Gun0,Declination,Frequency 1
//top ion cannon turret
BindGun                             HeavyCruiserIon(2)     Gun3,Azimuth,Declination,Frequency 1
BindGun                             HeavyCruiserIon(2)     Gun3,Declination,Frequency 1
BindGun                             HeavyCruiserIon(2)     Gun2,Azimuth,Declination,Frequency 1
BindGun                             HeavyCruiserIon(2)     Gun2,Declination,Frequency 1


;Engine Glow
;=---------=
trailWidth   372.0
trailHeight  156.0
trailLength  376.0


{}{}{}



Hiigara ~ homeworld <- I have no idea what this is doing in here.
{}{}{}
[HomeWorld]
LODFile                             HomeWorld.lod
pMexData                            HomeWorld\Rl0\LOD0\HomeWorld.mex
mass                                10000000.0
momentOfInertiaX                    100.0
momentOfInertiaY                    100.0
momentOfInertiaZ                    100.0
maxvelocity                         150.0
maxrot                              10.0
maxhealth                           80000000                        ; hit points

worldRender                         TRUE
scaleFactor                         10.75


{}{}{}



Ion Cannon Frigate ~ ioncannonfrigate
{}{}{}
[IonCannonFrigate]

;Source Files
;=----------=
LODFile                             IonCannonFrigate.lod
pMexData                            IonCannonFrigate\Rl0\LOD0\IonCannonFrigate.mex

;Ship Physics
;=----------=
mass                                1400.0                          ; ship mass [fighter = 1]
momentOfInertiaX                    1000.0                          ; resistance to rotation
momentOfInertiaY                    1000.0                          ; [fighter = 1]
momentOfInertiaZ                    1000.0
maxvelocity                         300.0                        ; [fighter = 1000]
maxrot                              1.0                          ; maximum rotation speed [don't make faster than ~10]

;Basic Ship Stats
;=--------------=
shipclass                           CLASS_Frigate
buildCost                           650                          ; resource units to build
buildTime                           60                           ; time in seconds to build
maxhealth                           60000                         ; hit points
groupSize                           2                            ; size of group ships of this type tend to form
repairTime                          5                            ; every this many seconds
repairDamage                        25                           ; this much damage is repaired

blastRadiusShockWave                1.75
blastRadiusDamage                   275

;Moving Around
;=-----------=
thruststrength[TRANS_UP]            50.0                         ; acceleration (m/s^2) [1-1000 approx. range]
thruststrength[TRANS_DOWN]          50.0
thruststrength[TRANS_RIGHT]         50.0
thruststrength[TRANS_LEFT]          50.0
thruststrength[TRANS_FORWARD]       50.0
thruststrength[TRANS_BACK]          50.0
rotstrength[ROT_YAWLEFT]            0.25                          ; rotational acceleration (deg/s^2) [0.01 - 10]
rotstrength[ROT_YAWRIGHT]           0.25
rotstrength[ROT_PITCHUP]            0.05
rotstrength[ROT_PITCHDOWN]          0.05
rotstrength[ROT_ROLLRIGHT]          0.05
rotstrength[ROT_ROLLLEFT]           0.05
turnspeed[TURN_YAW]                 0.3                          ; speed at which ship tries to turn (1=standard)
turnspeed[TURN_PITCH]               0.3
turnspeed[TURN_ROLL]                0.3

rotateToRetaliate                   TRUE
passiveRetaliateZone                3000.0

;Weapons
;=-----=
NUMBER_OF_GUNS                      1
;(one BIG gun)

GUN         0
{
//Desired Range = 6500
//ADD this amount:  78 to compensate for centrepoint
//ADD this amount: 702 to compensate for stopping distance
Type                            GUN_Gimble
SoundType                       GS_LargeIonCannon
BulletType                      BULLET_Beam
DamageLo                        14                            ; damage variance per shot - low  (continuous damage for BULLET_Beam)
DamageHi                        16                            ; damage variance per shot - high
MinAngle                        0
MaxAngle                        6
BulletLength                    7280.0                        ; visual only.  Length of bullet on screen
BulletRange                     7280.0                        ; distance bullets travel before disappearing
BulletSpeed                     0.0                           ; measured in m/s.
BulletLifeTime                  2.0
BulletMass                      0.0                           ; mass of bullet
FireTime                        6.0                           ; fire repeat rate (reciprocal = shots/second)
}

NUMBER_OF_NAV_LIGHTS           4

; format is NavLight            name, type, blinkrate (in seconds), size (in meters), min LOD, texture name
NavLight                        antenna1,        NAVLIGHT_Default, 2,   1, 0.5,  7,  2, etg\textures\glow32
NavLight                        antenna2,       NAVLIGHT_Default, 2,   1, 0,  6,  2, etg\textures\glow32
NavLight                        caution,       NAVLIGHT_Default, 1,   0.5, 0, 7,  2, etg\textures\glow32
NavLight                        bridge,       NAVLIGHT_Default, 1.5,   0.75, 0.5,  6,  2, etg\textures\glow32


;Explosions
;=--------=
explosionType                       ET_FrigateExplosion


;Engine Glow
;=---------=
trailWidth          90.0
trailHeight        136.0
trailLength        130.0
trailStyle           3
trailScaleCap        0.00025


{}{}{}



Junkyard Antenna ~ junk0_antenna
{}{}{}
[Junk0_antenna]
LODFile                             Junk0_antenna.lod
pMexData                            Junk0_antenna\Rl0\LOD0\Junk0_antenna.mex
mass                                500.0
momentOfInertiaX                    330.0
momentOfInertiaY                    330.0
momentOfInertiaZ                    330.0
maxvelocity                         450.0
maxrot                              1.0
maxhealth                           8000                        ; hit points

renderlistFade     6000.0
renderlistLimit    8000.0

minimumZoomDistance                     100
{}{}{}



Junkyard Fin #1 ~ junk0_fin1
{}{}{}
[Junk0_fin1]
LODFile                             Junk0_fin1.lod
pMexData                            Junk0_fin1\Rl0\LOD0\Junk0_fin1.mex
mass                                500.0
momentOfInertiaX                    330.0
momentOfInertiaY                    330.0
momentOfInertiaZ                    330.0
maxvelocity                         450.0
maxrot                              1.0
maxhealth                           8000                        ; hit points


renderlistFade     6000.0
renderlistLimit    8000.0

minimumZoomDistance                     80
{}{}{}



Junkyard Fin #2 ~ junk0_fin2
{}{}{}
[Junk0_fin2]
LODFile                             Junk0_fin2.lod
pMexData                            Junk0_fin2\Rl0\LOD0\Junk0_fin2.mex
mass                                500.0
momentOfInertiaX                    330.0
momentOfInertiaY                    330.0
momentOfInertiaZ                    330.0
maxvelocity                         450.0
maxrot                              1.0
maxhealth                           8000                        ; hit points


renderlistFade     5000.0
renderlistLimit    8000.0

minimumZoomDistance                     85
{}{}{}



Junkyard GunAmmo ~ junk0_gunammo <- I have no idea what this is.
{}{}{}
[Junk0_GunAmmo]
LODFile                             Junk0_GunAmmo.lod
pMexData                            Junk0_GunAmmo\Rl0\LOD0\Junk0_GunAmmo.mex
mass                                500.0
momentOfInertiaX                    330.0
momentOfInertiaY                    330.0
momentOfInertiaZ                    330.0
maxvelocity                         450.0
maxrot                              1.0
maxhealth                           8000                        ; hit points

renderlistFade     6000.0
renderlistLimit    8000.0

minimumZoomDistance                     50
{}{}{}



Junkyard Panel ~ junk0_panel
{}{}{}
[Junk0_panel]
LODFile                             Junk0_panel.lod
pMexData                            Junk0_panel\Rl0\LOD0\Junk0_panel.mex
mass                                500.0
momentOfInertiaX                    330.0
momentOfInertiaY                    330.0
momentOfInertiaZ                    330.0
maxvelocity                         450.0
maxrot                              1.0
maxhealth                           8000                        ; hit points


renderlistFade     6000.0
renderlistLimit    8000.0

minimumZoomDistance                     95
{}{}{}



Junkyard Sensors ~ junk0_sensors
{}{}{}
[Junk0_sensors]
LODFile                             Junk0_sensors.lod
pMexData                            Junk0_sensors\Rl0\LOD0\Junk0_sensors.mex
mass                                500.0
momentOfInertiaX                    330.0
momentOfInertiaY                    330.0
momentOfInertiaZ                    330.0
maxvelocity                         450.0
maxrot                              1.0
maxhealth                           8000                        ; hit points

renderlistFade     8000.0
renderlistLimit    10000.0

minimumZoomDistance                     60
{}{}{}



Junkyard Part A ~ junk1_parta
{}{}{}
[Junk1_partA]
LODFile                             Junk1_partA.lod
pMexData                            Junk1_partA\Rl0\LOD0\Junk1_partA.mex
mass                                500.0
momentOfInertiaX                    330.0
momentOfInertiaY                    330.0
momentOfInertiaZ                    330.0
maxvelocity                         450.0
maxrot                              1.0
maxhealth                           8000                        ; hit points

renderlistFade     10000.0
renderlistLimit    12000.0


minimumZoomDistance                     380
{}{}{}



Junkyard Part B ~ junk1_partb
{}{}{}
[Junk1_partB]
LODFile                             Junk1_partB.lod
pMexData                            Junk1_partB\Rl0\LOD0\Junk1_partB.mex
mass                                500.0
momentOfInertiaX                    330.0
momentOfInertiaY                    330.0
momentOfInertiaZ                    330.0
maxvelocity                         450.0
maxrot                              1.0
maxhealth                           8000                        ; hit points

renderlistFade     10000.0
renderlistLimit    12000.0


minimumZoomDistance                     195
{}{}{}



Junkyard Shell ~ junk1_shell
{}{}{}
[Junk1_shell]
LODFile                             Junk1_shell.lod
pMexData                            Junk1_shell\Rl0\LOD0\Junk1_shell.mex
mass                                500.0
momentOfInertiaX                    330.0
momentOfInertiaY                    330.0
momentOfInertiaZ                    330.0
maxvelocity                         450.0
maxrot                              1.0
maxhealth                           8000                        ; hit points

renderlistFade     10000.0
renderlistLimit    12000.0

minimumZoomDistance                     220
{}{}{}



Junkyard Strut ~ junk1_strut
{}{}{}
[Junk1_strut]
LODFile                             Junk1_strut.lod
pMexData                            Junk1_strut\Rl0\LOD0\Junk1_strut.mex
mass                                500.0
momentOfInertiaX                    330.0
momentOfInertiaY                    330.0
momentOfInertiaZ                    330.0
maxvelocity                         450.0
maxrot                              1.0
maxhealth                           80000                        ; hit points

renderlistFade     10000.0
renderlistLimit    12000.0

minimumZoomDistance                     320
{}{}{}



Junkyard Panel A ~ junk2_panela
{}{}{}
[Junk2_panelA]
LODFile                             Junk2_panelA.lod
pMexData                            Junk2_panelA\Rl0\LOD0\Junk2_panelA.mex
mass                                1000.0              ; ship mass [fighter = 1]
momentOfInertiaX                    700.0               ; resistance to rotation
momentOfInertiaY                    700.0               ; [fighter = 1]
momentOfInertiaZ                    700.0
maxvelocity                         350.0
maxrot                              0.4
maxhealth                           800000                        ; hit points

renderlistFade     12000.0
renderlistLimit    14000.0


minimumZoomDistance                     740
{}{}{}



Junkyard Panel B ~ junk2_panelb
{}{}{}
[Junk2_panelB]
LODFile                             Junk2_panelB.lod
pMexData                            Junk2_panelB\Rl0\LOD0\Junk2_panelB.mex
mass                                1000.0              ; ship mass [fighter = 1]
momentOfInertiaX                    700.0               ; resistance to rotation
momentOfInertiaY                    700.0               ; [fighter = 1]
momentOfInertiaZ                    700.0
maxvelocity                         350.0
maxrot                              0.4
maxhealth                           800000                        ; hit points

renderlistFade     12000.0
renderlistLimit    14000.0


minimumZoomDistance                     510
{}{}{}



Junkyard Panel C ~ junk2_panelc
{}{}{}
[Junk2_panelC]
LODFile                             Junk2_panelC.lod
pMexData                            Junk2_panelC\Rl0\LOD0\Junk2_panelC.mex
mass                                1000.0              ; ship mass [fighter = 1]
momentOfInertiaX                    700.0               ; resistance to rotation
momentOfInertiaY                    700.0               ; [fighter = 1]
momentOfInertiaZ                    700.0
maxvelocity                         350.0
maxrot                              0.4
maxhealth                           800000                        ; hit points

renderlistFade     10000.0
renderlistLimit    14000.0


minimumZoomDistance                     800
{}{}{}



Junkyard Panel D ~ junk2_paneld
{}{}{}
[Junk2_panelD]
LODFile                             Junk2_panelD.lod
pMexData                            Junk2_panelD\Rl0\LOD0\Junk2_panelD.mex
mass                                1000.0              ; ship mass [fighter = 1]
momentOfInertiaX                    700.0               ; resistance to rotation
momentOfInertiaY                    700.0               ; [fighter = 1]
momentOfInertiaZ                    700.0
maxvelocity                         350.0
maxrot                              0.4
maxhealth                           800000                        ; hit points


renderlistFade     10000.0
renderlistLimit    14000.0


minimumZoomDistance                     560
{}{}{}



Junkyard Shipwreck ~ junk2_shipwreck
{}{}{}
[Junk2_shipwreck]
LODFile                             Junk2_shipwreck.lod
pMexData                            Junk2_shipwreck\Rl0\LOD0\Junk2_shipwreck.mex
mass                                1000.0              ; ship mass [fighter = 1]
momentOfInertiaX                    700.0               ; resistance to rotation
momentOfInertiaY                    700.0               ; [fighter = 1]
momentOfInertiaZ                    700.0
maxvelocity                         350.0
maxrot                              0.4
maxhealth                           80000                        ; hit points

minimumZoomDistance                     350

renderlistFade     12000.0
renderlistLimit    14000.0

{}{}{}



Junkyard Boiler ~ junk3_boiler
{}{}{}
[Junk3_Boiler]
LODFile                             Junk3_Boiler.lod
pMexData                            Junk3_Boiler\Rl0\LOD0\Junk3_Boiler.mex
mass                                10000.0
momentOfInertiaX                    7000.0
momentOfInertiaY                    7000.0
momentOfInertiaZ                    7000.0
maxvelocity                         150.0
maxrot                              10.0
maxhealth                           80000                        ; hit points



minimumZoomDistance                     350

renderlistFade     11000.0
renderlistLimit    13000.0

{}{}{}



Junkyard Boiler Casing ~ junk3_boilercasing
{}{}{}
[Junk3_BoilerCasing]
LODFile                             Junk3_BoilerCasing.lod
pMexData                            Junk3_BoilerCasing\Rl0\LOD0\Junk3_BoilerCasing.mex
mass                                10000.0
momentOfInertiaX                    7000.0
momentOfInertiaY                    7000.0
momentOfInertiaZ                    7000.0
maxvelocity                         150.0
maxrot                              10.0
maxhealth                           80000                        ; hit points


minimumZoomDistance                     430

renderlistFade     12000.0
renderlistLimit    14000.0

{}{}{}



Lifeboat ~ lifeboat
{}{}{}
[LifeBoat]
LODFile                             LifeBoat.lod
pMexData                            LifeBoat\Rl0\LOD0\LifeBoat.mex
mass                                500.0
momentOfInertiaX                    330.0
momentOfInertiaY                    330.0
momentOfInertiaZ                    330.0
maxvelocity                         450.0
maxrot                              1.0
maxhealth                           80000                        ; hit points

;Moving Around
;=-----------=
thruststrength[TRANS_UP]            75.0                         ; acceleration (m/s^2) [1-1000 approx. range]
thruststrength[TRANS_DOWN]          75.0
thruststrength[TRANS_RIGHT]         75.0
thruststrength[TRANS_LEFT]          75.0
thruststrength[TRANS_FORWARD]       75.0
thruststrength[TRANS_BACK]          75.0
rotstrength[ROT_YAWLEFT]            0.25                          ; rotational acceleration (deg/s^2) [0.01 - 10]
rotstrength[ROT_YAWRIGHT]           0.25
rotstrength[ROT_PITCHUP]            0.05
rotstrength[ROT_PITCHDOWN]          0.05
rotstrength[ROT_ROLLRIGHT]          0.05
rotstrength[ROT_ROLLLEFT]           0.05
turnspeed[TURN_YAW]                 0.3                          ; speed at which ship tries to turn (1=standard)
turnspeed[TURN_PITCH]               0.3
turnspeed[TURN_ROLL]                0.3

pitchdescend            0.5
sinbank                 0.5
pitchturn               0.5

;NEEDS SALVAGE LIGHTS!

minimumZoomDistance                     50

renderlistFade     10000.0
renderlistLimit    12000.0
{}{}{}



Light Corvette ~ lightcorvette
{}{}{}
[LightCorvette]

;Source Files
;=----------=
LODFile                             LightCorvette.lod
pMexData                            LightCorvette\Rl0\LOD0\LightCorvette.mex

;Ship Physics
;=----------=
mass                                125.0                        ; ship mass [fighter = 1]
momentOfInertiaX                    75.0                        ; resistance to rotation
momentOfInertiaY                    75.0                        ; [fighter = 1]
momentOfInertiaZ                    75.0
maxvelocity                         375.0                      ; [fighter = 1000]
maxrot                              10.0                       ; maximum rotation speed [don't make faster than ~10]

;Basic Ship Stats
;=--------------=
shipclass                           CLASS_Corvette
buildCost                           135                        ; resource units to build
buildTime                           28                         ; time in seconds to build
maxhealth                           20000                        ; hit points
maxfuel                             20000.0
lowfuelpoint                        0.25                       ; percentage of tank which is considered "low on fuel"
fuelburnrate                        0.029
attackfuelburnrate          0.35
groupSize                           5                          ; size of group ships of this type tend to form

blastRadiusDamage                   230

;Moving Around
;=-----------=
thruststrength[TRANS_UP]            150.0                      ; acceleration (m/s^2) [1-1000 approx. range]
thruststrength[TRANS_DOWN]          150.0
thruststrength[TRANS_RIGHT]         150.0
thruststrength[TRANS_LEFT]          150.0
thruststrength[TRANS_FORWARD]       150.0
thruststrength[TRANS_BACK]          150.0
rotstrength[ROT_YAWLEFT]              0.5                    ; rotational acceleration (deg/s^2) [0.01 - 1.0]
rotstrength[ROT_YAWRIGHT]             0.5
rotstrength[ROT_PITCHUP]              0.5
rotstrength[ROT_PITCHDOWN]            0.5
rotstrength[ROT_ROLLRIGHT]            0.5
rotstrength[ROT_ROLLLEFT]             0.5
turnspeed[TURN_YAW]                   1.25
turnspeed[TURN_PITCH]                 1.25
turnspeed[TURN_ROLL]                  1.25

;Weapons
;=-----=

NUMBER_OF_GUNS                      1
rotateToRetaliate                   TRUE

GUN         0
{
Type                             GUN_NewGimble
SoundType                        GS_LargeEnergyCannon
DamageLo                         20                         ; damage variance per shot - low
DamageHi                         35                        ; damage variance per shot - high
BulletLength                     10.0                       ; visual only.  Length of bullet on screen
BulletRange                      3000.0                     ; distance bullets travel before disappearing; also defines the range of the gun
BulletSpeed                      4000.0                     ; measured in m/s.</pre><pre id="faqspan-19">
BulletMass                       0.0                        ; mass of bullet
FireTime                         3.0                        ; fire repeat rate (reciprocal = shots/second)
TriggerHappy                     7.0
minturnangle                   -40.0                          ; degrees
maxturnangle                    40.0
mindeclination                 -30.0
maxdeclination                   5.0
maxanglespeed                  360.0                          ; degrees/s
maxdeclinationspeed            360.0
angletracking                    2.0
declinationtracking              2.0
BarrelLength                    10.5
RecoilLength                     7.0
}

;Ship AI
;=-----=
repositionTime                      0.6                          ; time in seconds which corvette will spend to reposition
                                                              ; itself to a new location for it to fire.
circleRange                         800.0


;Ship Trails
;=---------=
trailSegments                       20
trailGranularity                    3
trailColor                          0, 0, 0, 0, 0           ;grey team
trailColor                          0, 1, 238, 238, 238
trailColor                          0, 8, 141, 106, 87
trailColor                          0, 19, 0, 0, 0
trailColor                          1, 0, 0, 0, 0           ;red team
trailColor                          1, 1, 225, 124, 33
trailColor                          1, 8, 146, 0, 0
trailColor                          1, 19, 0, 0, 0
trailColor                          2, 0, 0, 0, 0           ;blue team
trailColor                          2, 1, 11, 255, 255
trailColor                          2, 8, 51, 0, 243
trailColor                          2, 19, 0, 0, 0
trailColor                          3, 0, 0, 0, 0           ;green team
trailColor                          3, 1, 201, 254, 39
trailColor                          3, 8, 0, 84, 4
trailColor                          3, 19, 0, 0, 0
trailColor                          4, 0, 0, 0, 0           ;yellow team
trailColor                          4, 1, 255, 240, 97
trailColor                          4, 8, 160, 124, 0
trailColor                          4, 19, 0, 0, 0
trailColor                          5, 0, 0, 0, 0           ;orange team
trailColor                          5, 1, 225, 255, 11
trailColor                          5, 8, 160, 124, 0
trailColor                          5, 19, 0, 0, 0
trailColor                          6, 0, 0, 0, 0           ;purple team
trailColor                          6, 1, 255, 135, 157
trailColor                          6, 8, 121, 0, 135
trailColor                          6, 19, 0, 0, 0
trailColor                          7, 0, 0, 0, 0           ;pale blue-green team
trailColor                          7, 1, 45, 255, 149
trailColor                          7, 8, 0, 105, 137
trailColor                          7, 19, 0, 0, 0

;Explosions
;=--------=
explosionType                       ET_CorvetteExplosion


//main gun
BindGun                             LightCorvetteGun Gun0,Azimuth,Declination,Recoil,Frequency 1


;Engine trails
;=-----------=
trailWidth                          42.0
trailHeight                         4.0



{}{}{}



Panel A ~ m13panela
{}{}{}
[AngelMoon]
LODFile                             M13PanelA.lod
pMexData                            M13PanelA\Rl0\LOD0\M13PanelA.mex
mass                                1000.0
momentOfInertiaX                    7100.0
momentOfInertiaY                    7100.0
momentOfInertiaZ                    7100.0
maxvelocity                         150.0
maxrot                              10.0
maxhealth                           80000                        ; hit points

worldRender                         TRUE
scaleFactor                         0.5


{}{}{}



Panel B ~ m13panelb
{}{}{}
[AngelMoon]
LODFile                             M13PanelB.lod
pMexData                            M13PanelB\Rl0\LOD0\M13PanelB.mex
mass                                10000.0
momentOfInertiaX                    7000.0
momentOfInertiaY                    7100.0
momentOfInertiaZ                    7100.0
maxvelocity                         150.0
maxrot                              10.0
maxhealth                           80000                        ; hit points

worldRender                         TRUE
scaleFactor                         0.5


{}{}{}



Panel C ~ m13panelc
{}{}{}
[AngelMoon]
LODFile                             M13PanelC.lod
pMexData                            M13PanelC\Rl0\LOD0\M13PanelC.mex
mass                                10000.0
momentOfInertiaX                    7100.0
momentOfInertiaY                    7100.0
momentOfInertiaZ                    7100.0
maxvelocity                         150.0
maxrot                              10.0
maxhealth                           80000                        ; hit points

worldRender                         TRUE
scaleFactor                         0.5


{}{}{}



MineLayer Corvette ~ minelayercorvette
{}{}{}
[MinelayerCorvette]

;Source Files
;=----------=
LODFile                             MinelayerCorvette.lod
pMexData                            MinelayerCorvette\Rl0\LOD0\MinelayerCorvette.mex

;Ship Physics
;=----------=
mass                                225.0                        ; ship mass [fighter = 1]
momentOfInertiaX                    155.0                        ; resistance to rotation
momentOfInertiaY                    155.0                        ; [fighter = 1]
momentOfInertiaZ                    155.0
maxvelocity                         350.0                      ; [fighter = 1000]
maxrot                              10.0                       ; maximum rotation speed [don't make faster than ~10]

;Basic Ship Stats
;=--------------=
shipclass                           CLASS_Corvette
buildCost                           265                        ; resource units to build
buildTime                           45                         ; time in seconds to build
maxhealth                           20000                        ; hit points
maxfuel                             20000.0
lowfuelpoint                        0.25                       ; percentage of tank which is considered "low on fuel"
fuelburnrate                        0.029
attackfuelburnrate                  0.25
groupSize                           5                          ; size of group ships of this type tend to form

blastRadiusDamage                   230

;Moving Around
;=-----------=
thruststrength[TRANS_UP]            150.0                      ; acceleration (m/s^2) [1-1000 approx. range]
thruststrength[TRANS_DOWN]          150.0
thruststrength[TRANS_RIGHT]         150.0
thruststrength[TRANS_LEFT]          150.0
thruststrength[TRANS_FORWARD]       150.0
thruststrength[TRANS_BACK]          150.0
rotstrength[ROT_YAWLEFT]              0.5                    ; rotational acceleration (deg/s^2) [0.01 - 1.0]
rotstrength[ROT_YAWRIGHT]             0.5
rotstrength[ROT_PITCHUP]              0.5
rotstrength[ROT_PITCHDOWN]            0.5
rotstrength[ROT_ROLLRIGHT]            0.5
rotstrength[ROT_ROLLLEFT]             0.5
turnspeed[TURN_YAW]                   0.75
turnspeed[TURN_PITCH]                 0.75
turnspeed[TURN_ROLL]                  0.75

;Weapons
;=-----=
NUMBER_OF_GUNS                      2

rotateToRetaliate                   TRUE

GUN         0
{
Type                            GUN_MineLauncher                      ; the mine dispenser
SoundType                       GS_MineLauncher
DamageLo                        20                              ; damage variance per shot - low
DamageHi                        30                              ; damage variance per shot - high
BulletRange                     4000.0                         ; distance bullets travel before disappearing
BulletSpeed                     25.0                         ; measured in m/s.
BulletLifeTime                  240.0                            ;Life time of bullet
FireTime                        2.5                            ; fire repeat rate (reciprocal = shots/second)
MaxMissiles                     50000000                              ; maximum # of missiles this missile launcher can carry
TriggerHappy                    60                             ; how triggerHapppy the ship is when firing the fixed.
}

GUN         1
{
Type                            GUN_MineLauncher                      ; the mine dispenser
SoundType                       GS_MineLauncher
DamageLo                        20                              ; damage variance per shot - low
DamageHi                        30                              ; damage variance per shot - high
BulletRange                     4000.0                         ; distance bullets travel before disappearing
BulletSpeed                     25.0                         ; measured in m/s.
BulletLifeTime                  240.0                            ;Life time of bullet
FireTime                        2.5                            ; fire repeat rate (reciprocal = shots/second)
MaxMissiles                     50000000                              ; maximum # of missiles this missile launcher can carry
TriggerHappy                    60                             ; how triggerHapppy the ship is when firing the fixed.
}

; Force drop differeing variables from normal attack drops
gunReFireTime                   8.5                            ; Total Fire time, hence 5 seconds to fire two guns
                                                               ; This number MUST be bigger than individual gun refire times above, otherwise won't function
forced_drop_damage_lo           100                             ; force dropped mine dammage lo
forced_drop_damage_hi           150                             ; obvious

;Ship AI
;=-----=
//Too variables NOT used by minelayer corvette
repositionTime                      4.0                        ; time in seconds which corvette will spend to reposition
                                                              ; itself to a new location for it to fire.
circleRange                         700.0

breakInAwayDist                     800.0                      ; Distance ship changes heading
                                                              ; And decides on attack pattern
DropRange                           700.0                      ; Distance Ship starts dropping mines
DropStopRange                       1000.0                      ; Distance Ship STOPS dropping mines


FlyAwayDist             Evasive         CLASS_Mothership                1500.0              ; Distance ship flys away before turning around
FlyAwayDist             Evasive         CLASS_HeavyCruiser              1300.0              ; Distance ship flys away before turning around
FlyAwayDist             Evasive         CLASS_Carrier                   1300.0              ; Distance ship flys away before turning around
FlyAwayDist             Evasive         CLASS_Destroyer                 1200.0              ; Distance ship flys away before turning around
FlyAwayDist             Evasive         CLASS_Frigate                    800.0              ; Distance ship flys away before turning around
FlyAwayDist             Evasive         CLASS_Corvette                   500.0              ; Distance ship flys away before turning around
FlyAwayDist             Evasive         CLASS_Fighter                    500.0              ; Distance ship flys away before turning around
FlyAwayDist             Evasive         CLASS_Resource                   600.0              ; Distance ship flys away before turning around
FlyAwayDist             Evasive         CLASS_NonCombat                  500.0              ; Distance ship flys away before turning around

FlyAwayDist             Neutral         CLASS_Mothership                1500.0              ; Distance ship flys away before turning around
FlyAwayDist             Neutral         CLASS_HeavyCruiser              1300.0              ; Distance ship flys away before turning around
FlyAwayDist             Neutral         CLASS_Carrier                   1300.0              ; Distance ship flys away before turning around
FlyAwayDist             Neutral         CLASS_Destroyer                 1200.0              ; Distance ship flys away before turning around
FlyAwayDist             Neutral         CLASS_Frigate                    800.0              ; Distance ship flys away before turning around
FlyAwayDist             Neutral         CLASS_Corvette                   500.0              ; Distance ship flys away before turning around
FlyAwayDist             Neutral         CLASS_Fighter                    500.0              ; Distance ship flys away before turning around
FlyAwayDist             Neutral         CLASS_Resource                   600.0              ; Distance ship flys away before turning around
FlyAwayDist             Neutral         CLASS_NonCombat                  500.0              ; Distance ship flys away before turning around

FlyAwayDist             Aggressive      CLASS_Mothership                1500.0              ; Distance ship flys away before turning around
FlyAwayDist             Aggressive      CLASS_HeavyCruiser              1300.0              ; Distance ship flys away before turning around
FlyAwayDist             Aggressive      CLASS_Carrier                   1300.0              ; Distance ship flys away before turning around
FlyAwayDist             Aggressive      CLASS_Destroyer                 1200.0              ; Distance ship flys away before turning around
FlyAwayDist             Aggressive      CLASS_Frigate                    800.0              ; Distance ship flys away before turning around
FlyAwayDist             Aggressive      CLASS_Corvette                   500.0              ; Distance ship flys away before turning around
FlyAwayDist             Aggressive      CLASS_Fighter                    500.0              ; Distance ship flys away before turning around
FlyAwayDist             Aggressive      CLASS_Resource                   600.0              ; Distance ship flys away before turning around
FlyAwayDist             Aggressive      CLASS_NonCombat                  500.0              ; Distance ship flys away before turning around

FlyAwayTolerance                    100.0                      ; Within this # of FlyAway dist ship will turnaround

Break2SphereizeFreq                 3.5                        ; After 'adjusting' entering
                                                              ; mine drop off range, waits
                                                              ; this long, then recalculates
                                                              ; flight path to curve around the
                                                              ; attacked ship...lays mines more
                                                              ; effectivly.

specialActivateIsContinuous         TRUE

;Ship Trails
;=---------=
trailSegments                       20
trailGranularity                    3
trailColor                          0, 0, 0, 0, 0           ;grey team
trailColor                          0, 1, 238, 238, 238
trailColor                          0, 8, 141, 106, 87
trailColor                          0, 19, 0, 0, 0
trailColor                          1, 0, 0, 0, 0           ;red team
trailColor                          1, 1, 225, 124, 33
trailColor                          1, 8, 146, 0, 0
trailColor                          1, 19, 0, 0, 0
trailColor                          2, 0, 0, 0, 0           ;blue team
trailColor                          2, 1, 11, 255, 255
trailColor                          2, 8, 51, 0, 243
trailColor                          2, 19, 0, 0, 0
trailColor                          3, 0, 0, 0, 0           ;green team
trailColor                          3, 1, 201, 254, 39
trailColor                          3, 8, 0, 84, 4
trailColor                          3, 19, 0, 0, 0
trailColor                          4, 0, 0, 0, 0           ;yellow team
trailColor                          4, 1, 255, 240, 97
trailColor                          4, 8, 160, 124, 0
trailColor                          4, 19, 0, 0, 0
trailColor                          5, 0, 0, 0, 0           ;orange team
trailColor                          5, 1, 225, 255, 11
trailColor                          5, 8, 160, 124, 0
trailColor                          5, 19, 0, 0, 0
trailColor                          6, 0, 0, 0, 0           ;purple team
trailColor                          6, 1, 255, 135, 157
trailColor                          6, 8, 121, 0, 135
trailColor                          6, 19, 0, 0, 0
trailColor                          7, 0, 0, 0, 0           ;pale blue-green team
trailColor                          7, 1, 45, 255, 149
trailColor                          7, 8, 0, 105, 137
trailColor                          7, 19, 0, 0, 0

;Explosions
;=--------=
explosionType                       ET_CorvetteExplosion



NumMinesInSide                       5                      ; number of mines to drop in a static drop
                                                           ; between mine drops.
MINE_STOP_FRICTION                  0.95                    ; Mine Velocity is multiplied by this
MineDropDistance                    400.0                   ; Distance from end of mine layer that WALL is formed
MineSpacing                         750.0                   ; spaceing between mines in wall
MineClearDistance                   100.0                    ; Distance mine must go from minelayer centre before it
                                                           ; starts to form a wall

;Engine trails
;=-----------=
trailAngle                      90.0
trailWidth                      42.0
trailHeight                     4.0





{}{}{}



Multigun Corvette ~ multiguncorvette
{}{}{}
[MultiGunCorvette]

;Source Files
;=----------=
LODFile                             MultiGunCorvette.lod
pMexData                            MultiGunCorvette\Rl0\LOD0\MultiGunCorvette.mex

;Ship Physics
;=----------=
mass                                225.0                        ; ship mass [fighter = 1]
momentOfInertiaX                    165.0                        ; resistance to rotation
momentOfInertiaY                    165.0                        ; [fighter = 1]
momentOfInertiaZ                    165.0
maxvelocity                         385.0                      ; [fighter = 1000]
maxrot                              10.0                       ; maximum rotation speed [don't make faster than ~10]

;Basic Ship Stats
;=--------------=
shipclass                           CLASS_Corvette
buildCost                           225                        ; resource units to build
buildTime                           40                         ; time in seconds to build
maxhealth                           20000                        ; hit points
maxfuel                             20000.0
lowfuelpoint                        0.25                       ; percentage of tank which is considered "low on fuel"
fuelburnrate                        0.029
attackfuelburnrate          0.35
groupSize                           5                          ; size of group ships of this type tend to form

blastRadiusDamage                   230

;Moving Around
;=-----------=
thruststrength[TRANS_UP]            150.0                      ; acceleration (m/s^2) [1-1000 approx. range]
thruststrength[TRANS_DOWN]          150.0
thruststrength[TRANS_RIGHT]         150.0
thruststrength[TRANS_LEFT]          150.0
thruststrength[TRANS_FORWARD]       150.0
thruststrength[TRANS_BACK]          150.0
rotstrength[ROT_YAWLEFT]            0.5                          ; rotational acceleration (deg/s^2) [0.01 - 10]
rotstrength[ROT_YAWRIGHT]           0.5
rotstrength[ROT_PITCHUP]            0.4
rotstrength[ROT_PITCHDOWN]          0.4
rotstrength[ROT_ROLLRIGHT]          0.4
rotstrength[ROT_ROLLLEFT]           0.4
turnspeed[TURN_YAW]                 1.25                          ; speed at which ship tries to turn (1=standard)
turnspeed[TURN_PITCH]               1.25
turnspeed[TURN_ROLL]                1.25

;Weapons
;=-----=

canTargetMultipleTargets            TRUE
rotateToRetaliate                   TRUE

NUMBER_OF_GUNS                      4

;Front gun, right side
GUN         0
{
Type                                GUN_NewGimble                  ; type of gun - either GUN_Fixed or GUN_Gimble
SoundType                           GS_MediumEnergyCannon
DamageLo                            10                          ; damage variance per shot - low
DamageHi                            15                          ; damage variance per shot - high
BulletLength                        18.0                        ; visual only.  Length of bullet on screen
BulletRange                         2500.0                      ; distance bullets travel before disappearing
BulletSpeed                         3000.0                      ; measured in m/s.
BulletMass                          0.25                        ; mass of bullet
FireTime                            3.0                         ; fire repeat rate (reciprocal = shots/second)
TriggerHappy                        5.0
minturnangle                      -45.0                          ; degrees
maxturnangle                        3.0
mindeclination                    -30.0
maxdeclination                      5.0
maxanglespeed                     360.0                          ; degrees/s
maxdeclinationspeed               360.0
angletracking                       4.0
declinationtracking                 4.0
BarrelLength                        7.25
RecoilLength                        7.0
}

;Front gun, left side
GUN         1
{
Type                                GUN_NewGimble
SoundType                           GS_MediumEnergyCannon
DamageLo                            10
DamageHi                            15
BulletLength                        18.0
BulletRange                         2500.0
BulletSpeed                         3000.0
BulletMass                          0.25
FireTime                            3.0
TriggerHappy                        5.0
minturnangle                       -5.0                          ; degrees
maxturnangle                       45.0
mindeclination                    -30.0
maxdeclination                      5.0
maxanglespeed                     360.0                          ; degrees/s
maxdeclinationspeed               360.0
angletracking                       4.0
declinationtracking                 4.0
BarrelLength                        7.25
RecoilLength                        7.0
}

;Left side gun - NOTE: need to add one more gun like this w/ an offset later
GUN         2
{
Type                                GUN_NewGimble
SoundType                           GS_MediumEnergyCannon
DamageLo                            10
DamageHi                            15
BulletLength                        18.0
BulletRange                         2500.0
BulletSpeed                         3000.0
BulletMass                          0.25
FireTime                            3.0
TriggerHappy                        5.0
minturnangle                       -5.0                          ; degrees
maxturnangle                       15.0
mindeclination                    -90.0
maxdeclination                     10.0
maxanglespeed                     360.0                          ; degrees/s
maxdeclinationspeed               360.0
angletracking                       4.0
declinationtracking                 4.0
BarrelLength                       10.75
RecoilLength                        9.0
}

;Right side gun - NOTE: need to add one more gun like this w/ an offset later
GUN         3
{
Type                                GUN_NewGimble                   ; type of gun - either GUN_Fixed or GUN_Gimble
SoundType                           GS_MediumEnergyCannon
DamageLo                            10                           ; damage variance per shot - low
DamageHi                            15                           ; damage variance per shot - high
BulletLength                        18.0                          ; visual only.  Length of bullet on screen
BulletRange                         2500.0                       ; distance bullets travel before disappearing
BulletSpeed                         3000.0                        ; measured in m/s.
BulletMass                          0.25                         ; mass of bullet
FireTime                            3.0                          ; fire repeat rate (reciprocal = shots/second)
TriggerHappy                        5.0
TriggerHappy                        5.0
minturnangle                       -5.0                          ; degrees
maxturnangle                       15.0
mindeclination                    -90.0
maxdeclination                     10.0
maxanglespeed                     360.0                          ; degrees/s
maxdeclinationspeed               360.0
angletracking                       4.0
declinationtracking                 4.0
BarrelLength                      10.75
RecoilLength                        9.0
}

;Ship AI
;=-----=
repositionTime                      0.6                        ; time in seconds which corvette will spend to reposition
                                                              ; itself to a new location for it to fire.
circleRange                         800.0

;Ship Trails
;=---------=
trailSegments                       20
trailGranularity                    3
trailColor                          0, 0, 0, 0, 0           ;grey team
trailColor                          0, 1, 238, 238, 238
trailColor                          0, 8, 141, 106, 87
trailColor                          0, 19, 0, 0, 0
trailColor                          1, 0, 0, 0, 0           ;red team
trailColor                          1, 1, 225, 124, 33
trailColor                          1, 8, 146, 0, 0
trailColor                          1, 19, 0, 0, 0
trailColor                          2, 0, 0, 0, 0           ;blue team
trailColor                          2, 1, 11, 255, 255
trailColor                          2, 8, 51, 0, 243
trailColor                          2, 19, 0, 0, 0
trailColor                          3, 0, 0, 0, 0           ;green team
trailColor                          3, 1, 201, 254, 39
trailColor                          3, 8, 0, 84, 4
trailColor                          3, 19, 0, 0, 0
trailColor                          4, 0, 0, 0, 0           ;yellow team
trailColor                          4, 1, 255, 240, 97
trailColor                          4, 8, 160, 124, 0
trailColor                          4, 19, 0, 0, 0
trailColor                          5, 0, 0, 0, 0           ;orange team
trailColor                          5, 1, 225, 255, 11
trailColor                          5, 8, 160, 124, 0
trailColor                          5, 19, 0, 0, 0
trailColor                          6, 0, 0, 0, 0           ;purple team
trailColor                          6, 1, 255, 135, 157
trailColor                          6, 8, 121, 0, 135
trailColor                          6, 19, 0, 0, 0
trailColor                          7, 0, 0, 0, 0           ;pale blue-green team
trailColor                          7, 1, 45, 255, 149
trailColor                          7, 8, 0, 105, 137
trailColor                          7, 19, 0, 0, 0

;Explosions
;=--------=
explosionType                       ET_CorvetteExplosion



//front gun, right side
BindGun                             MultiGunCorvetteGun(2) Gun0,Azimuth,Declination,Recoil,Frequency 1
//front gun, left side
BindGun                             MultiGunCorvetteGun(1) Gun1,Azimuth,Declination,Recoil,Frequency 1
//left side gun
BindGun                             MultiGunCorvettePod(2) Gun2,Azimuth,Declination,Recoil,Frequency 1
//right side gun
BindGun                             MultiGunCorvettePod(1) Gun3,Azimuth,Declination,Recoil,Frequency 1

;Engine trails
;=-----------=
trailWidth                          42.0
trailHeight                         4.0





{}{}{}



Kharak ~ planetoforigin <- I have no idea what this is doing in here.
{}{}{}
[PlanetOfOrigin]
LODFile                             PlanetOfOrigin.lod
pMexData                            PlanetOfOrigin\Rl0\LOD0\PlanetOfOrigin.mex
mass                                10000000.0
momentOfInertiaX                    100.0
momentOfInertiaY                    100.0
momentOfInertiaZ                    100.0
maxvelocity                         150.0
maxrot                              10.0
maxhealth                           8000000                        ; hit points

worldRender                         TRUE
scaleFactor                         0.5


{}{}{}



Kharak (destroyed) ~ planetoforigin_scarred <- I have no idea what this is doing in here.
{}{}{}
[PlanetOfOrigin]
LODFile                             PlanetOfOrigin_scarred.lod
pMexData                            PlanetOfOrigin_scarred\Rl0\LOD0\PlanetOfOrigin_scarred.mex
mass                                10000000.0
momentOfInertiaX                    100.0
momentOfInertiaY                    100.0
momentOfInertiaZ                    100.0
maxvelocity                         150.0
maxrot                              10.0
maxhealth                           8000000                        ; hit points

worldRender                         TRUE
scaleFactor                         0.5


{}{}{}



Prison Ship (derelict) ~ prisonship
{}{}{}
[PrisonShip]
LODFile                             PrisonShip.lod
pMexData                            PrisonShip\Rl0\LOD0\PrisonShip.mex
mass                                10000.0
momentOfInertiaX                    7000.0
momentOfInertiaY                    7000.0
momentOfInertiaZ                    7000.0
maxvelocity                         150.0
maxrot                              10.0
maxhealth                           800000                        ; hit points

minimumZoomDistance                     1350

renderlistFade     12000.0
renderlistLimit    14000.0

{}{}{}



Prison Ship (active) ~ prisonshipnew
{}{}{}
[PrisonShipNew]
LODFile                             PrisonShipNew.lod
pMexData                            PrisonShipNew\Rl0\LOD0\PrisonShipNew.mex
mass                                10000.0
momentOfInertiaX                    7000.0
momentOfInertiaY                    7000.0
momentOfInertiaZ                    7000.0
maxvelocity                         150.0
maxrot                              10.0
maxhealth                           800000                        ; hit points
renderlistFade                                          12000.0
renderlistLimit                                         14000.0

minimumZoomDistance                     1350

blastRadiusShockWave                1.0
blastRadiusDamage                   125

;Engine Glow
;=---------=
trailWidth    220.0
trailHeight   330.0
trailLength   320.0
trailScaleCap   0.000103


NUMBER_OF_NAV_LIGHTS           8

; format is NavLight            name, type, blinkrate (in seconds), size (in meters), min LOD, texture name
NavLight                        antenna1,       NAVLIGHT_Default, 1.5,   0.5,   0.5,    20, 2, etg\textures\glow32
NavLight                        antenna2,       NAVLIGHT_Default, 1.5,   0.5,   0,    20, 2, etg\textures\glow32
NavLight                        antenna3,       NAVLIGHT_Default, 1,  0.5,   0.5,    15, 2, etg\textures\glow32
NavLight                        antenna4,       NAVLIGHT_Default, 1.5,   0.5,   0.5,    20, 2, etg\textures\glow32
NavLight                        antenna5,       NAVLIGHT_Default, 1,   0.5,   0,    15, 2, etg\textures\glow32
NavLight                        antenna6,       NAVLIGHT_Default, 1,  0.5,   0.5,    15, 2, etg\textures\glow32
NavLight                        caution1,       NAVLIGHT_Default, 0.75, 0.5,   0.5,    10, 2, etg\textures\glow32
NavLight                        caution2,       NAVLIGHT_Default, 0.75, 0.5,   0.5,  10, 2, etg\textures\glow32

{}{}{}



Prison Ship ~ prisonshipold
{}{}{}
[PrisonShipOld]
LODFile                             PrisonShipOld.lod
pMexData                            PrisonShipOld\Rl0\LOD0\PrisonShipOld.mex
mass                                100000.0
momentOfInertiaX                    70000.0
momentOfInertiaY                    70000.0
momentOfInertiaZ                    70000.0
maxvelocity                         150.0
maxrot                              10.0
maxhealth                           800000                        ; hit points

minimumZoomDistance                 1350

renderlistFade     12000.0
renderlistLimit    14000.0

NUMBER_OF_SALVAGE_POINTS        6
NUM_NEEDED_FOR_SALVAGE          6
NEED_BIGR1                      TRUE
NEED_BIGR2                      TRUE
WILL_FIT_CARRIER                FALSE

;       format:                    name,type
SalvagePoint                       Point1,AttachPoint
SalvagePoint                       Point2,AttachPoint
SalvagePoint                       Point3,AttachPoint
SalvagePoint                       Point4,AttachPoint
SalvagePoint                       Point5,AttachPoint
SalvagePoint                       Point6,AttachPoint
{}{}{}



Repair Corvette ~ repaircorvette
{}{}{}
[RepairCorvette]

;Source Files
;=----------=
LODFile                             RepairCorvette.lod
pMexData                            RepairCorvette\Rl0\LOD0\RepairCorvette.mex

;Ship Physics
;=----------=
mass                                325.0                        ; ship mass [fighter = 1]
momentOfInertiaX                    225.0                        ; resistance to rotation
momentOfInertiaY                    225.0                        ; [fighter = 1]
momentOfInertiaZ                    225.0
maxvelocity                         450.0                      ; [fighter = 1000]
maxrot                              10.0                       ; maximum rotation speed [don't make faster than ~10]

;Basic Ship Stats
;=--------------=
shipclass                           CLASS_Corvette
buildCost                           150                        ; resource units to build
buildTime                           24                         ; time in seconds to build
maxhealth                           20000                        ; hit points
;maxfuel                             16000.0
;lowfuelpoint                        0.25                       ; percentage of tank which is considered "low on fuel"
;fuelburnrate                        0.08
groupSize                           5                          ; size of group ships of this type tend to form

blastRadiusDamage                   230

canReceiveShips                     TRUE
canReceiveFighters                  TRUE
;canReceiveCorvettes                 TRUE

canHandleNumShipsDocking            1
pumpFuelRate                        450.0                        ; how fast pumps fuel in.

dockShipRange                       500.0
repairOtherShipRate                 1                            ; how fast heals damaged ships. Must be an integer

;Moving Around
;=-----------=
thruststrength[TRANS_UP]            150.0                      ; acceleration (m/s^2) [1-1000 approx. range]
thruststrength[TRANS_DOWN]          150.0
thruststrength[TRANS_RIGHT]         150.0
thruststrength[TRANS_LEFT]          150.0
thruststrength[TRANS_FORWARD]       150.0
thruststrength[TRANS_BACK]          150.0
rotstrength[ROT_YAWLEFT]              0.5                    ; rotational acceleration (deg/s^2) [0.01 - 1.0]
rotstrength[ROT_YAWRIGHT]             0.5
rotstrength[ROT_PITCHUP]              0.5
rotstrength[ROT_PITCHDOWN]            0.5
rotstrength[ROT_ROLLRIGHT]            0.5
rotstrength[ROT_ROLLLEFT]             0.5
turnspeed[TURN_YAW]                   0.75
turnspeed[TURN_PITCH]                 0.75
turnspeed[TURN_ROLL]                  0.75


;Weapons
;=-----=
NUMBER_OF_GUNS                      1

rotateToRetaliate                   TRUE

GUN         0
{
Type                                GUN_Fixed                   ; type of gun - either GUN_Fixed or GUN_Gimble
SoundType                           GS_MediumEnergyCannon
DamageLo                             7                          ; damage variance per shot - low
DamageHi                             8                          ; damage variance per shot - high
BulletLength                        18.0                        ; visual only.  Length of bullet on screen
BulletRange                         3000.0                      ; distance bullets travel before disappearing
BulletSpeed                         2100.0                      ; measured in m/s.
BulletMass                          0.25                          ; mass of bullet
TriggerHappy                        5.0
FireTime                            1.4                         ; fire repeat rate (reciprocal = shots/second)
}


;Ship AI
;=-----=
repositionTime                      4.0                        ; time in seconds which corvette will spend to reposition
                                                              ; itself to a new location for it to fire.
circleRange                         800.0

;Ship Trails
;=---------=
trailSegments                       20
trailGranularity                    3
trailColor                          0, 0, 0, 0, 0           ;grey team
trailColor                          0, 1, 238, 238, 238
trailColor                          0, 8, 141, 106, 87
trailColor                          0, 19, 0, 0, 0
trailColor                          1, 0, 0, 0, 0           ;red team
trailColor                          1, 1, 225, 124, 33
trailColor                          1, 8, 146, 0, 0
trailColor                          1, 19, 0, 0, 0
trailColor                          2, 0, 0, 0, 0           ;blue team
trailColor                          2, 1, 11, 255, 255
trailColor                          2, 8, 51, 0, 243
trailColor                          2, 19, 0, 0, 0
trailColor                          3, 0, 0, 0, 0           ;green team
trailColor                          3, 1, 201, 254, 39
trailColor                          3, 8, 0, 84, 4
trailColor                          3, 19, 0, 0, 0
trailColor                          4, 0, 0, 0, 0           ;yellow team
trailColor                          4, 1, 255, 240, 97
trailColor                          4, 8, 160, 124, 0
trailColor                          4, 19, 0, 0, 0
trailColor                          5, 0, 0, 0, 0           ;orange team
trailColor                          5, 1, 225, 255, 11
trailColor                          5, 8, 160, 124, 0
trailColor                          5, 19, 0, 0, 0
trailColor                          6, 0, 0, 0, 0           ;purple team
trailColor                          6, 1, 255, 135, 157
trailColor                          6, 8, 121, 0, 135
trailColor                          6, 19, 0, 0, 0
trailColor                          7, 0, 0, 0, 0           ;pale blue-green team
trailColor                          7, 1, 45, 255, 149
trailColor                          7, 8, 0, 105, 137
trailColor                          7, 19, 0, 0, 0

NUMBER_OF_DOCK_POINTS           1

; format is DockPoint           name,type,flyawaydist,mindist,maxdist,[headingdirection],[updirection]  (0=up,1=right,2=forward,4=down,5=left,6=back) for direction
DockPoint                       Latch,LatchPoint,200,150,300,2,4

;Explosions
;=--------=
explosionType                       ET_CorvetteExplosion


;Engine trails
;=-----------=
trailWidth                          40.75
trailHeight                         7.5


;Special Ops Vars
;=-----------=
approachAndWaitDistance             1000.0          ;distance ship will fly to and before ship is repaired
rotationStopDistance                200.0           ;distance from target, ship
                                                   ;will fly to
stopRotMultiplier                    0.8            ;Muliplied by targets rotation speed to slow it down if need be
sloppyRotThreshold                   0.02           ;When target drops below this
                                                   ;rotation speed, docking code clamps
                                                   ;targets rotation speed to
                                                   ;the next variable if its speed is greater
                                                   ;than dockwithRotation speed, otherwise
                                                   ;it just docks with it at its current rotation speed
dockWithRotationSpeed                0.0
targetStartDockDistance              150.0          ;initial distance ship goes to
                                                   ;for first docking phase
startdockTolerance                   50.0           ;docking tolerance for first docking phase
finaldockDistance                    18.0          ;final docking distance FROM Target
canSpecialBandBoxFriendlies             TRUE


{}{}{}



Resource Controller ~ resourcecontroller
{}{}{}
[ResourceController]

;Source Files
;=----------=
LODFile                             ResourceController.lod
pMexData                            ResourceController\Rl0\LOD0\ResourceController.mex

;Ship Physics
;=----------=
mass                                1400.0                          ; ship mass [fighter = 1]
momentOfInertiaX                    1000.0                          ; resistance to rotation
momentOfInertiaY                    1000.0                          ; [fighter = 1]
momentOfInertiaZ                    1000.0
maxvelocity                         320.0                        ; [fighter = 1000]
maxrot                              1.0                          ; maximum rotation speed [don't make faster than ~10]

;Basic Ship Stats
;=--------------=
shipclass                           CLASS_Frigate
buildCost                           680                         ; resource units to build
buildTime                           65                           ; time in seconds to build
maxhealth                           100000                         ; hit points
groupSize                           2                            ; size of group ships of this type tend to form
repairTime                          5                            ; every this many seconds
repairDamage                        25                           ; this much damage is repaired

canReceiveResources                 TRUE                         ; Resource Collectors,etc can deposit resources in this ship
canReceiveShips                     TRUE                         ; other ships can dock in this ship

canReceiveFighters                  TRUE
canReceiveCorvettes                 TRUE
canReceiveResourceCollectors        TRUE

canHandleNumShipsDocking            9
canHandleNumShipsDepositingRU       1

pumpFuelRate                        300.0               ; how fast resource controller pumps fuel in.

dockShipRange                       500.0              ; how close ships should get before considering docking (to ship surface)

;Moving Around
;=-----------=
thruststrength[TRANS_UP]            50.0                         ; acceleration (m/s^2) [1-1000 approx. range]
thruststrength[TRANS_DOWN]          50.0
thruststrength[TRANS_RIGHT]         50.0
thruststrength[TRANS_LEFT]          50.0
thruststrength[TRANS_FORWARD]       50.0
thruststrength[TRANS_BACK]          50.0
rotstrength[ROT_YAWLEFT]            0.25                          ; rotational acceleration (deg/s^2) [0.01 - 10]
rotstrength[ROT_YAWRIGHT]           0.25
rotstrength[ROT_PITCHUP]            0.05
rotstrength[ROT_PITCHDOWN]          0.05
rotstrength[ROT_ROLLRIGHT]          0.05
rotstrength[ROT_ROLLLEFT]           0.05
turnspeed[TURN_YAW]                 0.3                          ; speed at which ship tries to turn (1=standard)
turnspeed[TURN_PITCH]               0.3
turnspeed[TURN_ROLL]                0.3

NUMBER_OF_NAV_LIGHTS           6

; format is NavLight            name, type, blinkrate (in seconds), size (in meters), min LOD, texture name
NavLight                        antenna,        NAVLIGHT_Default, 2,   1,   0,    7, 2, etg\textures\glow32
NavLight                        antenna1,       NAVLIGHT_Default, 2,   1,   0,    7, 2, etg\textures\glow32
NavLight                        antenna2,       NAVLIGHT_Default, 2,   1,   0,    7, 2, etg\textures\glow32
NavLight                        rtresdock,      NAVLIGHT_Default, 0.5, 2.5, 0,    10, 2, etg\textures\glow32
NavLight                        ltresdock,      NAVLIGHT_Default, 0.5, 2.5, 0,    10, 2, etg\textures\glow32
NavLight                        dock,           NAVLIGHT_Default, 1,   1,   0,    7, 2, etg\textures\glow32

;Explosions
;=--------=
explosionType                       ET_FrigateExplosion


NUMBER_OF_DOCK_POINTS           9

; format is DockPoint           name,type,flyawaydist,mindist,maxdist,[headingdirection,updirection]  (0=up,1=right,2=forward,4=down,5=left,6=back) for direction
DockPoint                       Res,LatchPoint,300,300,800,2,4
DockPoint                       CorvL,LatchPoint,300,300,800,2,5
DockPoint                       CorvR,LatchPoint,300,300,800,2,1
DockPoint                       FightL0,LatchPoint,300,300,800,2,5
DockPoint                       FightL1,LatchPoint,300,300,800,2,5
DockPoint                       FightL2,LatchPoint,300,300,800,2,5
DockPoint                       FightR0,LatchPoint,300,300,800,2,1
DockPoint                       FightR1,LatchPoint,300,300,800,2,1
DockPoint                       FightR2,LatchPoint,300,300,800,2,1



;Engine Glow
;=---------=
trailWidth         130.0
trailHeight        205.0
trailLength        190.0
trailScaleCap        0.000220

;Special Ops variables

//distance ship will 'give' fuel to stranded ship so it can dock with ship
repairApproachDistance                  700.0
canSpecialBandBoxFriendlies             TRUE


{}{}{}



Salvage Corvette ~ salcapcorvette
{}{}{}
[SalCapCorvette]

;Source Files
;=----------=
LODFile                             SalCapCorvette.lod
pMexData                            SalCapCorvette\Rl0\LOD0\SalCapCorvette.mex

;Ship Physics
;=----------=
mass                                425.0                        ; ship mass [fighter = 1]
momentOfInertiaX                    325.0                        ; resistance to rotation
momentOfInertiaY                    325.0                        ; [fighter = 1]
momentOfInertiaZ                    325.0
maxvelocity                         450.0                      ; [fighter = 1000]
maxrot                              10.0                       ; maximum rotation speed [don't make faster than ~10]

;Basic Ship Stats
;=--------------=
shipclass                           CLASS_Corvette
buildCost                           275                        ; resource units to build
buildTime                           40                         ; time in seconds to build
maxhealth                           20000                        ; hit points
maxfuel                             20000.0
lowfuelpoint                        0.25                       ; percentage of tank which is considered "low on fuel"
fuelburnrate                        0.020
attackfuelburnrate                  0.25
groupSize                           5                          ; size of group ships of this type tend to form

blastRadiusDamage                   230

;Moving Around
;=-----------=
thruststrength[TRANS_UP]            150.0                      ; acceleration (m/s^2) [1-1000 approx. range]
thruststrength[TRANS_DOWN]          150.0
thruststrength[TRANS_RIGHT]         150.0
thruststrength[TRANS_LEFT]          150.0
thruststrength[TRANS_FORWARD]       150.0
thruststrength[TRANS_BACK]          150.0
rotstrength[ROT_YAWLEFT]              0.5                    ; rotational acceleration (deg/s^2) [0.01 - 1.0]
rotstrength[ROT_YAWRIGHT]             0.5
rotstrength[ROT_PITCHUP]              0.5
rotstrength[ROT_PITCHDOWN]            0.5
rotstrength[ROT_ROLLRIGHT]            0.5
rotstrength[ROT_ROLLLEFT]             0.5
turnspeed[TURN_YAW]                   1.1
turnspeed[TURN_PITCH]                 1.1
turnspeed[TURN_ROLL]                  1.1

;Weapons
;=-----=
NUMBER_OF_GUNS                      1

rotateToRetaliate                   TRUE

GUN         0
{
Type                             GUN_NewGimble
SoundType                        GS_LargeEnergyCannon
DamageLo                         7                         ; damage variance per shot - low
DamageHi                         8                         ; damage variance per shot - high
BulletLength                     10.0                       ; visual only.  Length of bullet on screen
BulletRange                      3000.0                     ; distance bullets travel before disappearing; also defines the range of the gun
BulletSpeed                      2100.0                     ; measured in m/s.
BulletMass                       0.2                        ; mass of bullet
FireTime                         3.0                        ; fire repeat rate (reciprocal = shots/second)
TriggerHappy                     5.0
minturnangle                   -30.0                          ; degrees
maxturnangle                    30.0
mindeclination                  -3.0
maxdeclination                  15.0
maxanglespeed                  360.0                          ; degrees/s
maxdeclinationspeed            360.0
angletracking                    2.0
declinationtracking              2.0
BarrelLength                    14.75
}

;Ship AI
;=-----=
repositionTime                      1.0                        ; time in seconds which corvette will spend to reposition
                                                              ; itself to a new location for it to fire.
circleRange                         800.0

;Ship Trails</pre><pre id="faqspan-20">
;=---------=
trailSegments                       20
trailGranularity                    3
trailColor                          0, 0, 0, 0, 0           ;grey team
trailColor                          0, 1, 238, 238, 238
trailColor                          0, 8, 141, 106, 87
trailColor                          0, 19, 0, 0, 0
trailColor                          1, 0, 0, 0, 0           ;red team
trailColor                          1, 1, 225, 124, 33
trailColor                          1, 8, 146, 0, 0
trailColor                          1, 19, 0, 0, 0
trailColor                          2, 0, 0, 0, 0           ;blue team
trailColor                          2, 1, 11, 255, 255
trailColor                          2, 8, 51, 0, 243
trailColor                          2, 19, 0, 0, 0
trailColor                          3, 0, 0, 0, 0           ;green team
trailColor                          3, 1, 201, 254, 39
trailColor                          3, 8, 0, 84, 4
trailColor                          3, 19, 0, 0, 0
trailColor                          4, 0, 0, 0, 0           ;yellow team
trailColor                          4, 1, 255, 240, 97
trailColor                          4, 8, 160, 124, 0
trailColor                          4, 19, 0, 0, 0
trailColor                          5, 0, 0, 0, 0           ;orange team
trailColor                          5, 1, 225, 255, 11
trailColor                          5, 8, 160, 124, 0
trailColor                          5, 19, 0, 0, 0
trailColor                          6, 0, 0, 0, 0           ;purple team
trailColor                          6, 1, 255, 135, 157
trailColor                          6, 8, 121, 0, 135
trailColor                          6, 19, 0, 0, 0
trailColor                          7, 0, 0, 0, 0           ;pale blue-green team
trailColor                          7, 1, 45, 255, 149
trailColor                          7, 8, 0, 105, 137
trailColor                          7, 19, 0, 0, 0

;Explosions
;=--------=
explosionType                       ET_CorvetteExplosion

;Scaling effects


//main gun
BindGun                             SalCapCorvetteGun Gun0,Azimuth,Declination,Frequency 1


;Engine trails
;=-----------=
trailWidth                         41.5
trailHeight                         4.75


;Engine #2
;=-------=
trailWidth2                         41.5
trailHeight2                         4.75

;Special Salvaging/Capturing Info
;=-------=
HealthThreshold                         0.999             ;if ship isn't below this ratio of health to max health, corv will attack it
healthRemovedPerSecond                  35.0             ;health deducted from target every second once clamped on to it
getTechTime             15.0        ;time it takes to strip tech from a ship, temporary
flyToDistance                          2000.0           ;range from target at which time salcap begins docking cone maneuvers..don't make too close
maxPushingVelocitySingle                150.0            ;salcap can't push a single target faster than this (if the ship requires more than 1 salcap)
noLightClampingDistance                 100.0


{}{}{}



Scaffold (active) ~ scaffold
{}{}{}
[Scaffold]
LODFile                             Scaffold.lod
pMexData                            Scaffold\Rl0\LOD0\Scaffold.mex
mass                                360000.0
momentOfInertiaX                    219000.0
momentOfInertiaY                    219500.0
momentOfInertiaZ                    219500.0
maxvelocity                         150.0
maxrot                              10.0
maxhealth                           800000                        ; hit points
immobile                            True                       ; indicates object is immobile
avoidcollmodifier                   0.3

collBoxScaleForward                 1.5
collBoxScaleUp                      1.2     ; really Up, not Right because scaffold is positioned in lightwave according
                                           ; to the R2 Taidan ship

blastRadiusShockWave                1.0
blastRadiusDamage                   10000

minimumZoomDistance                 3450


NUMBER_OF_NAV_LIGHTS           43

; format is NavLight           name,type,blinkrate (in seconds), startdelay (in seconds) size (in meters), min LOD, texture name
NavLight                        antenna1,       NAVLIGHT_Default, 2,    1,      0,      70, 3,  etg\textures\glow32
NavLight                        antenna2,       NAVLIGHT_Default, 2,    1,      0,      70, 3,  etg\textures\glow32
NavLight                        antenna3,       NAVLIGHT_Default, 2,    1,      0,      70, 3,  etg\textures\glow32
NavLight                        antenna4,       NAVLIGHT_Default, 2,    1,      0,      70, 3,  etg\textures\glow32
NavLight                        antenna5,       NAVLIGHT_Default, 2,    1,      0,      70, 3,  etg\textures\glow32
NavLight                        antenna6,       NAVLIGHT_Default, 2,    1,      0,      70, 3,  etg\textures\glow32
NavLight                        antenna7,       NAVLIGHT_Default, 2,    1,      0,      70, 3,  etg\textures\glow32
NavLight                        antenna8,       NAVLIGHT_Default, 2,    1,      0,      70, 3,  etg\textures\glow32
NavLight                        antenna9,       NAVLIGHT_Default, 2,    1,      0,      70, 3,  etg\textures\glow32
NavLight                        antenna10,      NAVLIGHT_Default, 2,    1,      0,      70, 3,  etg\textures\glow32
NavLight                        antenna11,      NAVLIGHT_Default, 2,    1,      0,      70, 3,  etg\textures\glow32
NavLight                        antenna12,      NAVLIGHT_Default, 2,    1,      0,      70, 3,  etg\textures\glow32
NavLight                        antenna13,      NAVLIGHT_Default, 2,    1,      0,      70, 3,  etg\textures\glow32
NavLight                        antenna14,      NAVLIGHT_Default, 2,    1,      0,      70, 3,  etg\textures\glow32
NavLight                        bay1,       NAVLIGHT_Default, 1,    1,      1,      60, 3,  etg\textures\glow32
NavLight                        bay1a,      NAVLIGHT_Default, 1,    1,      0,      60, 3,  etg\textures\glow32
NavLight                        bay2,       NAVLIGHT_Default, 1,    1,      1,      60, 3,  etg\textures\glow32
NavLight                        bay2a,      NAVLIGHT_Default, 1,    1,      0,      60, 3,  etg\textures\glow32
NavLight                        bay3,       NAVLIGHT_Default, 1,    1,      1,      60, 3,  etg\textures\glow32
NavLight                        bay3a,      NAVLIGHT_Default, 1,    1,      0,      60, 3,  etg\textures\glow32
NavLight                        bay4,       NAVLIGHT_Default, 1,    1,      1,      60, 3,  etg\textures\glow32
NavLight                        bay4a,      NAVLIGHT_Default, 1,    1,      0,      60, 3,  etg\textures\glow32
NavLight                        fingerbay1,     NAVLIGHT_Default, 1,    1,      0,      50, 3,  etg\textures\glow32
NavLight                        fingerbay2,     NAVLIGHT_Default, 1,    1,      0.5,    50, 3,  etg\textures\glow32
NavLight                        fingerbay3,     NAVLIGHT_Default, 1,    1,      0,      50, 3,  etg\textures\glow32
NavLight                        fingerbay4,     NAVLIGHT_Default, 1,    1,      0.75,   50, 3,  etg\textures\glow32
NavLight                        fingerbay5,     NAVLIGHT_Default, 1,    1,      0,      50, 3,  etg\textures\glow32
NavLight                        fingerbay6,     NAVLIGHT_Default, 1,    1,      0.5,    50, 3,  etg\textures\glow32
NavLight                        caution1,       NAVLIGHT_Default, 0.5,  0.5,    0,      50, 3,  etg\textures\glow32
NavLight                        caution1a,      NAVLIGHT_Default, 0.5,  0.5,    0.75,   50, 3,  etg\textures\glow32
NavLight                        caution2,       NAVLIGHT_Default, 0.5,  0.5,    0,      50, 3,  etg\textures\glow32
NavLight                        caution2a,      NAVLIGHT_Default, 0.5,  0.5,    0.75,   50, 3,  etg\textures\glow32
NavLight                        caution3,       NAVLIGHT_Default, 0.5,  0.5,    0,      50, 3,  etg\textures\glow32
NavLight                        caution3a,      NAVLIGHT_Default, 0.5,  0.5,    0.75,   50, 3,  etg\textures\glow32
NavLight                        caution4,       NAVLIGHT_Default, 0.5,  0.5,    0,      50, 3,  etg\textures\glow32
NavLight                        caution4a,      NAVLIGHT_Default, 0.5,  0.5,    0.75,   50, 3,  etg\textures\glow32
NavLight                        caution5,       NAVLIGHT_Default, 0.5,  0.5,    0,      50, 3,  etg\textures\glow32
NavLight                        caution5a,      NAVLIGHT_Default, 0.5,  0.5,    0.75,   50, 3,  etg\textures\glow32
NavLight                        crane,      NAVLIGHT_Default, 2,    0.5,    0,      50, 3,  etg\textures\glow32
NavLight                        misc1,      NAVLIGHT_Default, 0.5,  0.75,   0,      50, 3,  etg\textures\glow32
NavLight                        misc2,          NAVLIGHT_Default, 0.5,  0.75,   0.5,      50, 3,  etg\textures\glow32
NavLight                        misc3,          NAVLIGHT_Default, 0.5,  0.75,   0,      50, 3,  etg\textures\glow32
NavLight                        misc4,          NAVLIGHT_Default, 0.5,  0.75,   0.75,      50, 3,  etg\textures\glow32


renderlistFade     15000.0
renderlistLimit    18000.0


{}{}{}



Scaffold Main Shell (destroyed) ~ scaffold_scarred
{}{}{}
[Scaffold]
LODFile                             Scaffold_scarred.lod
pMexData                            Scaffold_scarred\Rl0\LOD0\Scaffold_scarred.mex
mass                                120000.0
momentOfInertiaX                    90000.0
momentOfInertiaY                    90500.0
momentOfInertiaZ                    90500.0
maxvelocity                         150.0
maxrot                              10.0
maxhealth                           80000                        ; hit points
avoidcollmodifier                   0.9

minimumZoomDistance                 3450


blastRadiusShockWave                1.0
blastRadiusDamage                   125

NUMBER_OF_NAV_LIGHTS           0

; format is NavLight           name,type,blinkrate (in seconds), startdelay (in seconds) size (in meters), min LOD, texture name
;NavLight                        antenna1,       NAVLIGHT_Default, 2,    1,      0,      70, 3,  etg\textures\glow32
;NavLight                        antenna2,       NAVLIGHT_Default, 2,    1,      0,      70, 3,  etg\textures\glow32
;NavLight                        antenna3,       NAVLIGHT_Default, 2,    1,      0,      70, 3,  etg\textures\glow32
;NavLight                        antenna4,       NAVLIGHT_Default, 2,    1,      0,      70, 3,  etg\textures\glow32
;NavLight                        antenna5,       NAVLIGHT_Default, 2,    1,      0,      70, 3,  etg\textures\glow32
;NavLight                        antenna6,       NAVLIGHT_Default, 2,    1,      0,      70, 3,  etg\textures\glow32
;NavLight                        antenna7,       NAVLIGHT_Default, 2,    1,      0,      70, 3,  etg\textures\glow32
;NavLight                        antenna8,       NAVLIGHT_Default, 2,    1,      0,      70, 3,  etg\textures\glow32
;NavLight                        antenna9,       NAVLIGHT_Default, 2,    1,      0,      70, 3,  etg\textures\glow32
;NavLight                        antenna10,      NAVLIGHT_Default, 2,    1,      0,      70, 3,  etg\textures\glow32
;NavLight                        antenna11,      NAVLIGHT_Default, 2,    1,      0,      70, 3,  etg\textures\glow32
;NavLight                        antenna12,      NAVLIGHT_Default, 2,    1,      0,      70, 3,  etg\textures\glow32
;NavLight                        antenna13,      NAVLIGHT_Default, 2,    1,      0,      70, 3,  etg\textures\glow32
;NavLight                        antenna14,      NAVLIGHT_Default, 2,    1,      0,      70, 3,  etg\textures\glow32
;NavLight                        bay1,      NAVLIGHT_Default, 1,    1,      1,      60, 3,  etg\textures\glow32
;NavLight                        bay1a,     NAVLIGHT_Default, 1,    1,      0,      60, 3,  etg\textures\glow32
;NavLight                        bay2,      NAVLIGHT_Default, 1,    1,      1,      60, 3,  etg\textures\glow32
;NavLight                        bay2a,     NAVLIGHT_Default, 1,    1,      0,      60, 3,  etg\textures\glow32
;NavLight                        bay3,      NAVLIGHT_Default, 1,    1,      1,      60, 3,  etg\textures\glow32
;NavLight                        bay3a,     NAVLIGHT_Default, 1,    1,      0,      60, 3,  etg\textures\glow32
;NavLight                        bay4,      NAVLIGHT_Default, 1,    1,      1,      60, 3,  etg\textures\glow32
;NavLight                        bay4a,     NAVLIGHT_Default, 1,    1,      0,      60, 3,  etg\textures\glow32
;NavLight                        fingerbay1,     NAVLIGHT_Default, 1,    1,      0,      50, 3,  etg\textures\glow32
;NavLight                        fingerbay2,     NAVLIGHT_Default, 1,    1,      0.5,    50, 3,  etg\textures\glow32
;NavLight                        fingerbay3,     NAVLIGHT_Default, 1,    1,      0,      50, 3,  etg\textures\glow32
;NavLight                        fingerbay4,     NAVLIGHT_Default, 1,    1,      0.75,   50, 3,  etg\textures\glow32
;NavLight                        fingerbay5,     NAVLIGHT_Default, 1,    1,      0,      50, 3,  etg\textures\glow32
;NavLight                        fingerbay6,     NAVLIGHT_Default, 1,    1,      0.5,    50, 3,  etg\textures\glow32
;NavLight                        caution1,       NAVLIGHT_Default, 0.5,  0.5,    0,      50, 3,  etg\textures\glow32
;NavLight                        caution1a,      NAVLIGHT_Default, 0.5,  0.5,    0.75,   50, 3,  etg\textures\glow32
;NavLight                        caution2,       NAVLIGHT_Default, 0.5,  0.5,    0,      50, 3,  etg\textures\glow32
;NavLight                        caution2a,      NAVLIGHT_Default, 0.5,  0.5,    0.75,   50, 3,  etg\textures\glow32
;NavLight                        caution3,       NAVLIGHT_Default, 0.5,  0.5,    0,      50, 3,  etg\textures\glow32
;NavLight                        caution3a,      NAVLIGHT_Default, 0.5,  0.5,    0.75,   50, 3,  etg\textures\glow32
;NavLight                        caution4,       NAVLIGHT_Default, 0.5,  0.5,    0,      50, 3,  etg\textures\glow32
;NavLight                        caution4a,      NAVLIGHT_Default, 0.5,  0.5,    0.75,   50, 3,  etg\textures\glow32
;NavLight                        caution5,       NAVLIGHT_Default, 0.5,  0.5,    0,      50, 3,  etg\textures\glow32
;NavLight                        caution5a,      NAVLIGHT_Default, 0.5,  0.5,    0.75,   50, 3,  etg\textures\glow32
;NavLight                        crane,         NAVLIGHT_Default, 2,    0.5,    0,      50, 3,  etg\textures\glow32
;NavLight                        misc1,         NAVLIGHT_Default, 0.5,  0.75,   0,      50, 3,  etg\textures\glow32
;NavLight                        misc2,          NAVLIGHT_Default, 0.5,  0.75,   0.5,      50, 3,  etg\textures\glow32
;NavLight                        misc3,          NAVLIGHT_Default, 0.5,  0.75,   0,      50, 3,  etg\textures\glow32
;NavLight                        misc4,          NAVLIGHT_Default, 0.5,  0.75,   0.75,      50, 3,  etg\textures\glow32
renderlistFade     16000.0
renderlistLimit    18000.0


{}{}{}



Scaffold Arm #1 (destroyed) ~ scaffoldfingera_scarred
{}{}{}
[Scaffold]
LODFile                             ScaffoldFingerA_scarred.lod
pMexData                            ScaffoldFingerA_scarred\Rl0\LOD0\ScaffoldFingerA_scarred.mex
mass                                10000.0
momentOfInertiaX                    7000.0
momentOfInertiaY                    7000.0
momentOfInertiaZ                    7000.0
maxvelocity                         150.0
maxrot                              10.0
maxhealth                           80000                        ; hit points
avoidcollmodifier                   0.9

minimumZoomDistance                 3450

blastRadiusShockWave                1.0
blastRadiusDamage                   125


NUMBER_OF_NAV_LIGHTS           0

; format is NavLight           name,type,blinkrate (in seconds), startdelay (in seconds) size (in meters), min LOD, texture name
;NavLight                        antenna1,       NAVLIGHT_Default, 2,    1,      0,      70, 3,  etg\textures\glow32
;NavLight                        antenna2,       NAVLIGHT_Default, 2,    1,      0,      70, 3,  etg\textures\glow32
;NavLight                        antenna3,       NAVLIGHT_Default, 2,    1,      0,      70, 3,  etg\textures\glow32
;NavLight                        antenna4,       NAVLIGHT_Default, 2,    1,      0,      70, 3,  etg\textures\glow32
;NavLight                        antenna5,       NAVLIGHT_Default, 2,    1,      0,      70, 3,  etg\textures\glow32
;NavLight                        antenna6,       NAVLIGHT_Default, 2,    1,      0,      70, 3,  etg\textures\glow32
;NavLight                        antenna7,       NAVLIGHT_Default, 2,    1,      0,      70, 3,  etg\textures\glow32
;NavLight                        antenna8,       NAVLIGHT_Default, 2,    1,      0,      70, 3,  etg\textures\glow32
;NavLight                        antenna9,       NAVLIGHT_Default, 2,    1,      0,      70, 3,  etg\textures\glow32
;NavLight                        antenna10,      NAVLIGHT_Default, 2,    1,      0,      70, 3,  etg\textures\glow32
;NavLight                        antenna11,      NAVLIGHT_Default, 2,    1,      0,      70, 3,  etg\textures\glow32
;NavLight                        antenna12,      NAVLIGHT_Default, 2,    1,      0,      70, 3,  etg\textures\glow32
;NavLight                        antenna13,      NAVLIGHT_Default, 2,    1,      0,      70, 3,  etg\textures\glow32
;NavLight                        antenna14,      NAVLIGHT_Default, 2,    1,      0,      70, 3,  etg\textures\glow32
;NavLight                        bay1,      NAVLIGHT_Default, 1,    1,      1,      60, 3,  etg\textures\glow32
;NavLight                        bay1a,     NAVLIGHT_Default, 1,    1,      0,      60, 3,  etg\textures\glow32
;NavLight                        bay2,      NAVLIGHT_Default, 1,    1,      1,      60, 3,  etg\textures\glow32
;NavLight                        bay2a,     NAVLIGHT_Default, 1,    1,      0,      60, 3,  etg\textures\glow32
;NavLight                        bay3,      NAVLIGHT_Default, 1,    1,      1,      60, 3,  etg\textures\glow32
;NavLight                        bay3a,     NAVLIGHT_Default, 1,    1,      0,      60, 3,  etg\textures\glow32
;NavLight                        bay4,      NAVLIGHT_Default, 1,    1,      1,      60, 3,  etg\textures\glow32
;NavLight                        bay4a,     NAVLIGHT_Default, 1,    1,      0,      60, 3,  etg\textures\glow32
;NavLight                        fingerbay1,     NAVLIGHT_Default, 1,    1,      0,      50, 3,  etg\textures\glow32
;NavLight                        fingerbay2,     NAVLIGHT_Default, 1,    1,      0.5,    50, 3,  etg\textures\glow32
;NavLight                        fingerbay3,     NAVLIGHT_Default, 1,    1,      0,      50, 3,  etg\textures\glow32
;NavLight                        fingerbay4,     NAVLIGHT_Default, 1,    1,      0.75,   50, 3,  etg\textures\glow32
;NavLight                        fingerbay5,     NAVLIGHT_Default, 1,    1,      0,      50, 3,  etg\textures\glow32
;NavLight                        fingerbay6,     NAVLIGHT_Default, 1,    1,      0.5,    50, 3,  etg\textures\glow32
;NavLight                        caution1,       NAVLIGHT_Default, 0.5,  0.5,    0,      50, 3,  etg\textures\glow32
;NavLight                        caution1a,      NAVLIGHT_Default, 0.5,  0.5,    0.75,   50, 3,  etg\textures\glow32
;NavLight                        caution2,       NAVLIGHT_Default, 0.5,  0.5,    0,      50, 3,  etg\textures\glow32
;NavLight                        caution2a,      NAVLIGHT_Default, 0.5,  0.5,    0.75,   50, 3,  etg\textures\glow32
;NavLight                        caution3,       NAVLIGHT_Default, 0.5,  0.5,    0,      50, 3,  etg\textures\glow32
;NavLight                        caution3a,      NAVLIGHT_Default, 0.5,  0.5,    0.75,   50, 3,  etg\textures\glow32
;NavLight                        caution4,       NAVLIGHT_Default, 0.5,  0.5,    0,      50, 3,  etg\textures\glow32
;NavLight                        caution4a,      NAVLIGHT_Default, 0.5,  0.5,    0.75,   50, 3,  etg\textures\glow32
;NavLight                        caution5,       NAVLIGHT_Default, 0.5,  0.5,    0,      50, 3,  etg\textures\glow32
;NavLight                        caution5a,      NAVLIGHT_Default, 0.5,  0.5,    0.75,   50, 3,  etg\textures\glow32
;NavLight                        crane,         NAVLIGHT_Default, 2,    0.5,    0,      50, 3,  etg\textures\glow32
;NavLight                        misc1,         NAVLIGHT_Default, 0.5,  0.75,   0,      50, 3,  etg\textures\glow32
;NavLight                        misc2,          NAVLIGHT_Default, 0.5,  0.75,   0.5,      50, 3,  etg\textures\glow32
;NavLight                        misc3,          NAVLIGHT_Default, 0.5,  0.75,   0,      50, 3,  etg\textures\glow32
;NavLight                        misc4,          NAVLIGHT_Default, 0.5,  0.75,   0.75,      50, 3,  etg\textures\glow32

renderlistFade     12000.0
renderlistLimit    18000.0

{}{}{}



Scaffold Arm #2 (destroyed) ~ scaffoldfingerb_scarred
{}{}{}
[Scaffold]
LODFile                             ScaffoldFingerB_scarred.lod
pMexData                            ScaffoldFingerB_scarred\Rl0\LOD0\ScaffoldFingerB_scarred.mex
mass                                10000.0
momentOfInertiaX                    7000.0
momentOfInertiaY                    7000.0
momentOfInertiaZ                    7000.0
maxvelocity                         150.0
maxrot                              10.0
maxhealth                           80000                        ; hit points
avoidcollmodifier                   0.9

minimumZoomDistance                 1450

blastRadiusShockWave                1.0
blastRadiusDamage                   125


NUMBER_OF_NAV_LIGHTS           0

; format is NavLight           name,type,blinkrate (in seconds), startdelay (in seconds) size (in meters), min LOD, texture name
;NavLight                        antenna1,       NAVLIGHT_Default, 2,    1,      0,      70, 3,  etg\textures\glow32
;NavLight                        antenna2,       NAVLIGHT_Default, 2,    1,      0,      70, 3,  etg\textures\glow32
;NavLight                        antenna3,       NAVLIGHT_Default, 2,    1,      0,      70, 3,  etg\textures\glow32
;NavLight                        antenna4,       NAVLIGHT_Default, 2,    1,      0,      70, 3,  etg\textures\glow32
;NavLight                        antenna5,       NAVLIGHT_Default, 2,    1,      0,      70, 3,  etg\textures\glow32
;NavLight                        antenna6,       NAVLIGHT_Default, 2,    1,      0,      70, 3,  etg\textures\glow32
;NavLight                        antenna7,       NAVLIGHT_Default, 2,    1,      0,      70, 3,  etg\textures\glow32
;NavLight                        antenna8,       NAVLIGHT_Default, 2,    1,      0,      70, 3,  etg\textures\glow32
;NavLight                        antenna9,       NAVLIGHT_Default, 2,    1,      0,      70, 3,  etg\textures\glow32
;NavLight                        antenna10,      NAVLIGHT_Default, 2,    1,      0,      70, 3,  etg\textures\glow32
;NavLight                        antenna11,      NAVLIGHT_Default, 2,    1,      0,      70, 3,  etg\textures\glow32
;NavLight                        antenna12,      NAVLIGHT_Default, 2,    1,      0,      70, 3,  etg\textures\glow32
;NavLight                        antenna13,      NAVLIGHT_Default, 2,    1,      0,      70, 3,  etg\textures\glow32
;NavLight                        antenna14,      NAVLIGHT_Default, 2,    1,      0,      70, 3,  etg\textures\glow32
;NavLight                        bay1,      NAVLIGHT_Default, 1,    1,      1,      60, 3,  etg\textures\glow32
;NavLight                        bay1a,     NAVLIGHT_Default, 1,    1,      0,      60, 3,  etg\textures\glow32
;NavLight                        bay2,      NAVLIGHT_Default, 1,    1,      1,      60, 3,  etg\textures\glow32
;NavLight                        bay2a,     NAVLIGHT_Default, 1,    1,      0,      60, 3,  etg\textures\glow32
;NavLight                        bay3,      NAVLIGHT_Default, 1,    1,      1,      60, 3,  etg\textures\glow32
;NavLight                        bay3a,     NAVLIGHT_Default, 1,    1,      0,      60, 3,  etg\textures\glow32
;NavLight                        bay4,      NAVLIGHT_Default, 1,    1,      1,      60, 3,  etg\textures\glow32
;NavLight                        bay4a,     NAVLIGHT_Default, 1,    1,      0,      60, 3,  etg\textures\glow32
;NavLight                        fingerbay1,     NAVLIGHT_Default, 1,    1,      0,      50, 3,  etg\textures\glow32
;NavLight                        fingerbay2,     NAVLIGHT_Default, 1,    1,      0.5,    50, 3,  etg\textures\glow32
;NavLight                        fingerbay3,     NAVLIGHT_Default, 1,    1,      0,      50, 3,  etg\textures\glow32
;NavLight                        fingerbay4,     NAVLIGHT_Default, 1,    1,      0.75,   50, 3,  etg\textures\glow32
;NavLight                        fingerbay5,     NAVLIGHT_Default, 1,    1,      0,      50, 3,  etg\textures\glow32
;NavLight                        fingerbay6,     NAVLIGHT_Default, 1,    1,      0.5,    50, 3,  etg\textures\glow32
;NavLight                        caution1,       NAVLIGHT_Default, 0.5,  0.5,    0,      50, 3,  etg\textures\glow32
;NavLight                        caution1a,      NAVLIGHT_Default, 0.5,  0.5,    0.75,   50, 3,  etg\textures\glow32
;NavLight                        caution2,       NAVLIGHT_Default, 0.5,  0.5,    0,      50, 3,  etg\textures\glow32
;NavLight                        caution2a,      NAVLIGHT_Default, 0.5,  0.5,    0.75,   50, 3,  etg\textures\glow32
;NavLight                        caution3,       NAVLIGHT_Default, 0.5,  0.5,    0,      50, 3,  etg\textures\glow32
;NavLight                        caution3a,      NAVLIGHT_Default, 0.5,  0.5,    0.75,   50, 3,  etg\textures\glow32
;NavLight                        caution4,       NAVLIGHT_Default, 0.5,  0.5,    0,      50, 3,  etg\textures\glow32
;NavLight                        caution4a,      NAVLIGHT_Default, 0.5,  0.5,    0.75,   50, 3,  etg\textures\glow32
;NavLight                        caution5,       NAVLIGHT_Default, 0.5,  0.5,    0,      50, 3,  etg\textures\glow32
;NavLight                        caution5a,      NAVLIGHT_Default, 0.5,  0.5,    0.75,   50, 3,  etg\textures\glow32
;NavLight                        crane,         NAVLIGHT_Default, 2,    0.5,    0,      50, 3,  etg\textures\glow32
;NavLight                        misc1,         NAVLIGHT_Default, 0.5,  0.75,   0,      50, 3,  etg\textures\glow32
;NavLight                        misc2,          NAVLIGHT_Default, 0.5,  0.75,   0.5,      50, 3,  etg\textures\glow32
;NavLight                        misc3,          NAVLIGHT_Default, 0.5,  0.75,   0,      50, 3,  etg\textures\glow32
;NavLight                        misc4,          NAVLIGHT_Default, 0.5,  0.75,   0.75,      50, 3,  etg\textures\glow32

renderlistFade     12000.0
renderlistLimit    18000.0

{}{}{}



Shipwreck ~ shipwreck
{}{}{}
[Shipwreck]
LODFile                             Shipwreck.lod
pMexData                            Shipwreck\Rl0\LOD0\Shipwreck.mex
mass                                2000.0              ; ship mass [fighter = 1]
momentOfInertiaX                    1400.0               ; resistance to rotation
momentOfInertiaY                    1450.0               ; [fighter = 1]
momentOfInertiaZ                    1450.0
maxvelocity                         350.0
maxrot                              0.4
maxhealth                           800000                        ; hit points
immobile                            FALSE                       ; indicates object is immobile

blastRadiusShockWave                1.75
blastRadiusDamage                   275

;Moving Around
;=-----------=
thruststrength[TRANS_UP]            75.0                         ; acceleration (m/s^2) [1-1000 approx. range]
thruststrength[TRANS_DOWN]          75.0
thruststrength[TRANS_RIGHT]         75.0
thruststrength[TRANS_LEFT]          75.0
thruststrength[TRANS_FORWARD]       75.0
thruststrength[TRANS_BACK]          75.0
rotstrength[ROT_YAWLEFT]            0.25                          ; rotational acceleration (deg/s^2) [0.01 - 10]
rotstrength[ROT_YAWRIGHT]           0.25
rotstrength[ROT_PITCHUP]            0.05
rotstrength[ROT_PITCHDOWN]          0.05
rotstrength[ROT_ROLLRIGHT]          0.05
rotstrength[ROT_ROLLLEFT]           0.05
turnspeed[TURN_YAW]                 0.3                          ; speed at which ship tries to turn (1=standard)
turnspeed[TURN_PITCH]               0.3
turnspeed[TURN_ROLL]                0.3

pitchdescend            0.5
sinbank                 0.5
pitchturn               0.5


;ORDER IS CRITICAL!!  Heading second last, Up last!

NUMBER_OF_SALVAGE_POINTS        5
NUM_NEEDED_FOR_SALVAGE          5
NEED_BIGR1                      TRUE
NEED_BIGR2                      TRUE
WILL_FIT_CARRIER                FALSE

;       format:                    name,type
SalvagePoint                       Point1,AttachPoint
SalvagePoint                       Point2,AttachPoint
SalvagePoint                       Point3,AttachPoint
SalvagePoint                       Point4,AttachPoint
SalvagePoint                       Point5,AttachPoint


salvageable                     TRUE

minimumZoomDistance                 1550

renderlistFade     12000.0
renderlistLimit    18000.0


{}{}{}



Assault Frigate ~ standardfrigate
{}{}{}
[StandardFrigate]

;Source Files
;=----------=
LODFile                             StandardFrigate.lod
pMexData                            StandardFrigate\Rl0\LOD0\StandardFrigate.mex

;Ship Physics
;=----------=
mass                                1400.0                          ; ship mass [fighter = 1]
momentOfInertiaX                    1000.0                          ; resistance to rotation
momentOfInertiaY                    1000.0                          ; [fighter = 1]
momentOfInertiaZ                    1040.0
maxvelocity                         325.0                        ; [fighter = 1000]
maxrot                              1.0                          ; maximum rotation speed [don't make faster than ~10]

;Basic Ship Stats
;=--------------=
shipclass                           CLASS_Frigate
buildCost                           575                          ; resource units to build
buildTime                           60                           ; time in seconds to build
maxhealth                           60000                         ; hit points
groupSize                           2                            ; size of group ships of this type tend to form
repairTime                          10                            ; every this many seconds
repairDamage                        50                           ; this much damage is repaired

blastRadiusShockWave                1.75
blastRadiusDamage                   275

;Moving Around
;=-----------=
thruststrength[TRANS_UP]            50.0                         ; acceleration (m/s^2) [1-1000 approx. range]
thruststrength[TRANS_DOWN]          50.0
thruststrength[TRANS_RIGHT]         50.0
thruststrength[TRANS_LEFT]          50.0
thruststrength[TRANS_FORWARD]       50.0
thruststrength[TRANS_BACK]          50.0
rotstrength[ROT_YAWLEFT]            0.25                          ; rotational acceleration (deg/s^2) [0.01 - 10]
rotstrength[ROT_YAWRIGHT]           0.25
rotstrength[ROT_PITCHUP]            0.05
rotstrength[ROT_PITCHDOWN]          0.05
rotstrength[ROT_ROLLRIGHT]          0.05
rotstrength[ROT_ROLLLEFT]           0.05
turnspeed[TURN_YAW]                 0.5                          ; speed at which ship tries to turn (1=standard)
turnspeed[TURN_PITCH]               0.5
turnspeed[TURN_ROLL]                0.5

;Weapons
;=-----=

canTargetMultipleTargets            TRUE
rotateToRetaliate                   TRUE
passiveRetaliateZone                3000.0

NUMBER_OF_GUNS                      6

;Top gun
GUN         0
//Desired Range = 4800
//ADD this amount: 147 to compensate for centrepoint
//ADD this amount: 784 to compensate for stopping distance
{
Type                                GUN_NewGimble               ; type of gun - either GUN_Fixed or GUN_Gimble
SoundType                           GS_LargeEnergyCannon
DamageLo                            35                          ; damage variance per shot - low
DamageHi                            50                          ; damage variance per shot - high
BulletLength                        18.0                        ; visual only.  Length of bullet on screen
BulletRange                         5731.0                      ; distance bullets travel before disappearing
BulletSpeed                         3100.0                      ; measured in m/s.
BulletMass                          0.75                         ; mass of bullet
FireTime                            2.7                         ; fire repeat rate (reciprocal = shots/second)
TriggerHappy                         10.0
minturnangle                       -110.0                      ; degrees
maxturnangle                        110.0
mindeclination                      -10.0
maxdeclination                       10.0
maxanglespeed                       360.0                        ; degrees/s
maxdeclinationspeed                 360.0
angletracking                       2.0
declinationtracking                 2.0
BarrelLength                        19.0
RecoilLength                        15
}

;Right side gun
GUN         1
//Desired Range = 4800
//ADD this amount: 147 to compensate for centrepoint
//ADD this amount: 784 to compensate for stopping distance
{
Type                                GUN_NewGimble
SoundType                           GS_LargeEnergyCannon
DamageLo                            50
DamageHi                            65
BulletLength                        18.0
BulletRange                         5731.0
BulletSpeed                         3100.0
BulletMass                          0.75
FireTime                            2.7
TriggerHappy                         10.0
minturnangle                       -110.0                      ; degrees
maxturnangle                        110.0
mindeclination                      -10.0
maxdeclination                       10.0
maxanglespeed                       360.0                        ; degrees/s
maxdeclinationspeed                 360.0
angletracking                       2.0
declinationtracking                 2.0
BarrelLength                        21.0
RecoilLength                        15
}

;Left side gun
GUN         2
//Desired Range = 4800
//ADD this amount: 147 to compensate for centrepoint
//ADD this amount: 784 to compensate for stopping distance
{
Type                                GUN_NewGimble
SoundType                           GS_LargeEnergyCannon
DamageLo                            50
DamageHi                            65
BulletLength                        18.0
BulletRange                         5731.0
BulletSpeed                         3100.0
BulletMass                          0.75
FireTime                            2.7
TriggerHappy                         10.0
minturnangle                       -110.0                      ; degrees
maxturnangle                        110.0
mindeclination                      -10.0
maxdeclination                       10.0
maxanglespeed                       360.0                        ; degrees/s
maxdeclinationspeed                 360.0
angletracking                       2.0
declinationtracking                 2.0
BarrelLength                        21.0
RecoilLength                        15
}

GUN         3
//Desired Range = 6000
//ADD this amount: 110 to compensate for centrepoint
//ADD this amount: 784 to compensate for stopping distance
{
Type                                GUN_Gimble                    ; type of gun - either GUN_Fixed or GUN_Gimble
SoundType                           GS_MediumPlasmaBomb
BulletType                          BULLET_PlasmaBomb
DamageLo                            35                           ; damage variance per shot - low
DamageHi                            40                           ; damage variance per shot - high
MinAngle                            0
MaxAngle                            5
BulletLength                        4.0                          ; visual only.  Length of bullet on screen
BulletRange                         6894.0                       ; distance bullets travel before disappearing
BulletSpeed                         620.0                        ; measured in m/s.
BulletMass                          2.5                          ; mass of bullet
FireTime                            3.0                          ; fire repeat rate (reciprocal = shots/second)
}

GUN         4
//Desired Range = 6000
//ADD this amount: 110 to compensate for centrepoint
//ADD this amount: 784 to compensate for stopping distance
{
Type                                GUN_Gimble                    ; type of gun - either GUN_Fixed or GUN_Gimble
SoundType                           GS_MediumPlasmaBomb
BulletType                          BULLET_PlasmaBomb
DamageLo                            35                           ; damage variance per shot - low
DamageHi                            40                          ; damage variance per shot - high
MinAngle                            0
MaxAngle                            5
BulletLength                        4.0                          ; visual only.  Length of bullet on screen
BulletRange                         6894.0                       ; distance bullets travel before disappearing
BulletSpeed                         620.0                        ; measured in m/s.
BulletMass                          2.5                          ; mass of bullet
FireTime                            3.0                          ; fire repeat rate (reciprocal = shots/second)
TriggerHappy                        10                           ; how triggerHapppy the ship is when firing the fixed. Arccos(x) gives angle
}

;Bottom gun
GUN         5
{
//Desired Range = 4800
//ADD this amount: 147 to compensate for centrepoint
//ADD this amount: 784 to compensate for stopping distance
Type                                GUN_NewGimble
SoundType                           GS_LargeEnergyCannon
DamageLo                            50
DamageHi                            65
BulletLength                        18.0
BulletRange                         5731.0
BulletSpeed                         3100.0
BulletMass                          0.75
FireTime                            2.7
TriggerHappy                         10.0
minturnangle                       -110.0                      ; degrees
maxturnangle                        110.0
mindeclination                      -10.0
maxdeclination                       10.0
maxanglespeed                       360.0                        ; degrees/s
maxdeclinationspeed                 360.0
angletracking                       2.0
declinationtracking                 2.0
BarrelLength                        19.0
RecoilLength                        15
}

NUMBER_OF_NAV_LIGHTS           4

; format is NavLight            name, type, blinkrate (in seconds), size (in meters), min LOD, texture name
NavLight                        antenna,    NAVLIGHT_Default, 2, 1, 0,  7, 2, etg\textures\glow32
NavLight                        antenna1,       NAVLIGHT_Default, 1.5, 1, 0,  7, 2, etg\textures\glow32
NavLight                        antenna2,   NAVLIGHT_Default, 2, 1, 0.5,  6, 2, etg\textures\glow32
NavLight                        bridge,       NAVLIGHT_Default, 1, 1, 0.5,  6, 2, etg\textures\glow32

;Explosions
;=--------=
explosionType                       ET_FrigateExplosion



//top gun
BindGun                             StandardFrigateGun(3) Gun0,Azimuth,Recoil,Frequency 1
//bottom gun
BindGun                             StandardFrigateGun(1) Gun5,Azimuth,Recoil,Frequency 1
//right gun
BindGun                             StandardFrigateGun(4) Gun1,Azimuth,Recoil,Frequency 1
//left gun
BindGun                             StandardFrigateGun(2) Gun2,Azimuth,Recoil,Frequency 1


;Engine Glow
;=---------=
trailWidth    90.0
trailHeight   124.0
trailLength   120.0
trailStyle    3
trailScaleCap 0.00025



{}{}{}



-=Turanics=-

Missile ~ missile
{}{}{}
[Missile]
LODFile                             Missile.lod
pMexData                            Missile\Rl0\LOD0\Missile.mex
mass                                10.0
momentOfInertiaX                    10.0
momentOfInertiaY                    10.0
momentOfInertiaZ                    10.0
maxvelocity                         1150.0
maxrot                              10.0
maxhealth                           5                         ; hit points

blastRadiusShockWave                6.0
blastRadiusDamage                   55

;Moving Around
;=-----------=
thruststrength[TRANS_UP]            1600.0
thruststrength[TRANS_DOWN]          1600.0
thruststrength[TRANS_RIGHT]         1600.0
thruststrength[TRANS_LEFT]          1600.0
thruststrength[TRANS_FORWARD]       1650.0
thruststrength[TRANS_BACK]          1600.0
rotstrength[ROT_YAWLEFT]            1600.0
rotstrength[ROT_YAWRIGHT]           1600.0
rotstrength[ROT_PITCHUP]            120.0
rotstrength[ROT_PITCHDOWN]          120.0
rotstrength[ROT_ROLLRIGHT]          120.0
rotstrength[ROT_ROLLLEFT]           120.0
turnspeed[TURN_YAW]                   2.8
turnspeed[TURN_PITCH]                 2.8
turnspeed[TURN_ROLL]                  2.8

tooCloseRange                       500.0


;Ship Trails
;=---------=
trailSegments                       10
trailGranularity                    2
trailColor                          0, 0, 0, 0, 0           ;grey team
trailColor                          0, 1, 238, 238, 238
trailColor                          0, 4, 141, 106, 87
trailColor                          0, 9, 0, 0, 0
trailColor                          1, 0, 0, 0, 0           ;red team
trailColor                          1, 1, 225, 124, 33
trailColor                          1, 4, 146, 0, 0
trailColor                          1, 9, 0, 0, 0
trailColor                          2, 0, 0, 0, 0           ;blue team
trailColor                          2, 1, 11, 255, 255
trailColor                          2, 4, 51, 0, 243
trailColor                          2, 9, 0, 0, 0
trailColor                          3, 0, 0, 0, 0           ;green team
trailColor                          3, 1, 201, 254, 39
trailColor                          3, 4, 0, 84, 4
trailColor                          3, 9, 0, 0, 0
trailColor                          4, 0, 0, 0, 0           ;yellow team
trailColor                          4, 1, 255, 240, 97
trailColor                          4, 4, 160, 124, 0
trailColor                          4, 9, 0, 0, 0
trailColor                          5, 0, 0, 0, 0           ;orange team
trailColor                          5, 1, 225, 255, 11
trailColor                          5, 4, 160, 124, 0
trailColor                          5, 9, 0, 0, 0
trailColor                          6, 0, 0, 0, 0           ;purple team
trailColor                          6, 1, 255, 135, 157
trailColor                          6, 4, 121, 0, 135
trailColor                          6, 9, 0, 0, 0
trailColor                          7, 0, 0, 0, 0           ;pale blue-green team
trailColor                          7, 1, 45, 255, 149
trailColor                          7, 4, 0, 105, 137
trailColor                          7, 9, 0, 0, 0




{}{}{}



Fighter ~ p1fighter
{}{}{}
[HeavyInterceptor]

;Source Files
;=----------=
LODFile                             P1Fighter.lod
pMexData                            P1Fighter\Rl0\LOD0\P1Fighter.mex

;Ship Physics
;=----------=
mass                                40.0                           ; ship mass [fighter = 1]
momentOfInertiaX                    4.0                           ; resistance to rotation
momentOfInertiaY                    4.0                           ; [fighter = 1]
momentOfInertiaZ                    4.0
maxvelocity                         800.0                         ; [fighter = 1000]
maxrot                              10.0                          ; maximum rotation speed [don't make faster than ~10]

;Basic Ship Stats
;=--------------=
shipclass                           CLASS_Fighter
buildCost                           50                            ; resource units to build
buildTime                           15                             ; time in seconds to build
maxhealth                           200                            ; hit points
maxfuel                             20000.0
lowfuelpoint                        0.35                          ; percentage of tank which is considered "low on fuel"
fuelburnrate                        0.0175                         ; based on distance ship moves in the world
attackfuelburnrate                  0.0515
groupSize                           4                             ; size of group ships of this type tend to form

blastRadiusShockWave                6.0
blastRadiusDamage                   75

;Moving Around
;=-----------=
thruststrength[TRANS_UP]            700.0                        ; acceleration (m/s^2) [1-1000 approx. range]
thruststrength[TRANS_DOWN]          700.0
thruststrength[TRANS_RIGHT]         780.0
thruststrength[TRANS_LEFT]          780.0
thruststrength[TRANS_FORWARD]       800.0
thruststrength[TRANS_BACK]          300.0
rotstrength[ROT_YAWLEFT]            110.0                        ; rotational acceleration (deg/s^2) [0.01 - 400]
rotstrength[ROT_YAWRIGHT]           110.0
rotstrength[ROT_PITCHUP]            110.0
rotstrength[ROT_PITCHDOWN]          110.0
rotstrength[ROT_ROLLRIGHT]          110.0
rotstrength[ROT_ROLLLEFT]           110.0
turnspeed[TURN_YAW]                 2.5                          ; speed at which ship tries to turn (1=standard)
turnspeed[TURN_PITCH]               2.5
turnspeed[TURN_ROLL]                2.5

;Weapons
;=-----=
NUMBER_OF_GUNS                      1
tooCloseRange                       500.0

rotateToRetaliate                   TRUE

GUN         0
{
Type                            GUN_Gimble
SoundType                       GS_SmallEnergyCannon
DamageLo                        10                             ; damage variance per shot - low
DamageHi                        22                          ; damage variance per shot - high
MinAngle                        0
MaxAngle                        4
BulletLength                    15.0                           ; visual only.  Length of bullet on screen
BulletRange                     3200.0                         ; distance bullets travel before disappearing
BulletSpeed                     4500.0                         ; measured in m/s.
BulletMass                      0.65                              ; mass of bullet
FireTime                        0.15   //0.2                          ; fire repeat rate (reciprocal = shots/second)
BurstFireTime                   0.6
BurstWaitTime                   1.25
BulletLifeTime                  2.0                            ;Life time of bullet
}

gunsFireTime                    0.13                           ; tune this value, not FireTime of individual guns


;Ship AI
;=-----=

;|||||||||||||||||||||||||||||||||||||||||------EVASIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------EVASIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------EVASIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||

;[Default]  --  used for ships where nothing else is defined (default behaviour)
;
flyPastDist             Evasive     Default             3000.0       ; dist which ship will try to fly past target - relative to CENTRE of ship
maxFlyAwayDist          Evasive     Default             3500.0       ; maximum distance ship will fly away from target - relative to CENTRE of ship
breakRange              Evasive     Default             1000.0       ; range at which ship will break off for another pass - relative to SURFACE of ship
triggerHappy            Evasive     Default               11.0       ; how close in degrees the ship needs to be to fire fixed guns
faceTargetAccuracy      Evasive     Default                2.0       ; within how many degrees will try to align itself with target
maxAttackTime           Evasive     Default                4.0       ; maximum time ship will attack before breaking

                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     Default             0,2,2,0,3              ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     Default             0,1,0,0,0              ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     Default             5,5,10,15,10,10,10,5   ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     Default             5,5,10,0,10,10,10,5   ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     Default             5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Mothership]
;
flyPastDist             Evasive     CLASS_Mothership    8000.0
maxFlyAwayDist          Evasive     CLASS_Mothership    10000.0
breakRange              Evasive     CLASS_Mothership    2000.0
triggerHappy            Evasive     CLASS_Mothership      11.0
faceTargetAccuracy      Evasive     CLASS_Mothership       2.5
maxAttackTime           Evasive     CLASS_Mothership       8.0

                                                      ; Relative frequencies for:</pre><pre id="faqspan-21">
flightmanTurnaround     Evasive     CLASS_Mothership    0,3,2,0,2             ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_Mothership    1,3,3,0,1             ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_Mothership    5,5,10,10,10,10,10,8 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_Mothership    5,5,10,0,10,10,10,8 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_Mothership    5,5,10,10,10,10,10,8 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE


;[CLASS_Carrier]
;
flyPastDist             Evasive     CLASS_Carrier       3000.0
maxFlyAwayDist          Evasive     CLASS_Carrier       3500.0
breakRange              Evasive     CLASS_Carrier       1000.0
triggerHappy            Evasive     CLASS_Carrier         11.0
faceTargetAccuracy      Evasive     CLASS_Carrier          2.5
maxAttackTime           Evasive     CLASS_Carrier          8.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_Carrier       0,3,2,0,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_Carrier       1,2,3,0,1       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_Carrier       5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_Carrier       5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_Carrier       5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_HeavyCruiser]
;
flyPastDist             Evasive     CLASS_HeavyCruiser  3000.0
maxFlyAwayDist          Evasive     CLASS_HeavyCruiser  3500.0
breakRange              Evasive     CLASS_HeavyCruiser  1000.0
triggerHappy            Evasive     CLASS_HeavyCruiser    11.0
faceTargetAccuracy      Evasive     CLASS_HeavyCruiser     2.5
maxAttackTime           Evasive     CLASS_HeavyCruiser     4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_HeavyCruiser  0,3,2,0,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_HeavyCruiser  1,2,3,0,1       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_HeavyCruiser  5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_HeavyCruiser  5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_HeavyCruiser  5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Destroyer]
;
flyPastDist             Evasive     CLASS_Destroyer     3000.0
maxFlyAwayDist          Evasive     CLASS_Destroyer     3500.0
breakRange              Evasive     CLASS_Destroyer     1000.0
triggerHappy            Evasive     CLASS_Destroyer       11.0
faceTargetAccuracy      Evasive     CLASS_Destroyer        2.5
maxAttackTime           Evasive     CLASS_Destroyer        4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_Destroyer     0,3,2,0,3       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_Destroyer     1,2,3,0,1       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_Destroyer     5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_Destroyer     5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_Destroyer     5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Frigate]
;
flyPastDist             Evasive     CLASS_Frigate       3000.0   //3000
maxFlyAwayDist          Evasive     CLASS_Frigate       3500.0   //3300
breakRange              Evasive     CLASS_Frigate       1000.0   //725
triggerHappy            Evasive     CLASS_Frigate         11.0   //4
faceTargetAccuracy      Evasive     CLASS_Frigate          2.0
maxAttackTime           Evasive     CLASS_Frigate          4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_Frigate       0,3,2,0,3       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_Frigate       1,2,3,0,1       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_Frigate       5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_Frigate       5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_Frigate       5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Corvette]
;
flyPastDist             Evasive     CLASS_Corvette       2200.0
maxFlyAwayDist          Evasive     CLASS_Corvette       2600.0
breakRange              Evasive     CLASS_Corvette        750.0
triggerHappy            Evasive     CLASS_Corvette        3.5
faceTargetAccuracy      Evasive     CLASS_Corvette         3.5
maxAttackTime           Evasive     CLASS_Corvette         4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_Corvette      0,4,3,0,3             ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_Corvette      1,2,3,1,2             ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_Corvette      5,5,8,10,8,13,13,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_Corvette      5,5,8,0,8,13,13,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_Corvette      5,5,8,10,8,13,13,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Fighter]
;
flyPastDist             Evasive     CLASS_Fighter        1200.0
maxFlyAwayDist          Evasive     CLASS_Fighter        1300.0
breakRange              Evasive     CLASS_Fighter         600.0
triggerHappy            Evasive     CLASS_Fighter          2.5
faceTargetAccuracy      Evasive     CLASS_Fighter           0.5
maxAttackTime           Evasive     CLASS_Fighter           4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_Fighter       0,5,5,2,2              ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_Fighter       1,2,3,1,2              ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_Fighter       5,5,10,15,10,10,10,15   ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_Fighter       5,5,10,5,10,10,10,5   ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_Fighter       5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Resource]
;
flyPastDist             Evasive     CLASS_Resource      3000.0
maxFlyAwayDist          Evasive     CLASS_Resource      3500.0
breakRange              Evasive     CLASS_Resource      1000.0
triggerHappy            Evasive     CLASS_Resource        11.0
faceTargetAccuracy      Evasive     CLASS_Resource         2.0
maxAttackTime           Evasive     CLASS_Resource         4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_Resource      0,4,4,0,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_Resource      1,2,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_Resource      5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_Resource      5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_Resource      5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_NonCombat]
;
flyPastDist             Evasive     CLASS_NonCombat     3000.0
maxFlyAwayDist          Evasive     CLASS_NonCombat     3500.0
breakRange              Evasive     CLASS_NonCombat     1000.0
triggerHappy            Evasive     CLASS_NonCombat       4.0
faceTargetAccuracy      Evasive     CLASS_NonCombat        2.5
maxAttackTime           Evasive     CLASS_NonCombat        4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_NonCombat     0,4,2,0,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_NonCombat     1,2,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_NonCombat     5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_NonCombat     5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_NonCombat     5,5,10,0,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE



;|||||||||||||||||||||||||||||||||||||||||------NEUTRAL-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------NEUTRAL-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------NEUTRAL-------||||||||||||||||||||||||||||||||||||||||||||||||||||||

;[Default]  --  used for ships where nothing else is defined (default behaviour)
;
flyPastDist             Neutral     Default             3000.0    ; dist which ship will try to fly past target - relative to CENTRE of ship
maxFlyAwayDist          Neutral     Default             3500.0    ; maximum distance ship will fly away from target - relative to CENTRE of ship
breakRange              Neutral     Default             1000.0    ; range at which ship will break off for another pass - relative to SURFACE of ship
triggerHappy            Neutral     Default               11.0    ; how close in degrees the ship needs to be to fire fixed guns
faceTargetAccuracy      Neutral     Default                2.0    ; within how many degrees will try to align itself with target
maxAttackTime           Neutral     Default                4.0    ; maximum time ship will attack before breaking

                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     Default             0,1,1,1,1              ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     Default             0,1,0,0,0              ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     Default             5,5,10,10,10,10,10,5   ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     Default             5,5,10,0,10,10,10,5   ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     Default             5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Mothership]
;
flyPastDist             Neutral     CLASS_Mothership    8000.0
maxFlyAwayDist          Neutral     CLASS_Mothership    10000.0
breakRange              Neutral     CLASS_Mothership    2000.0
triggerHappy            Neutral     CLASS_Mothership      11.0
faceTargetAccuracy      Neutral     CLASS_Mothership       2.5
maxAttackTime           Neutral     CLASS_Mothership       4.0

                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_Mothership    0,3,3,1,2             ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_Mothership    1,1,1,0,0             ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_Mothership    5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_Mothership    5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_Mothership    5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE


;[CLASS_Carrier]
;
flyPastDist             Neutral     CLASS_Carrier       3000.0
maxFlyAwayDist          Neutral     CLASS_Carrier       3500.0
breakRange              Neutral     CLASS_Carrier       1000.0
triggerHappy            Neutral     CLASS_Carrier         11.0
faceTargetAccuracy      Neutral     CLASS_Carrier          2.5
maxAttackTime           Neutral     CLASS_Carrier          4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_Carrier       0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_Carrier       1,1,1,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_Carrier       5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_Carrier       5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_Carrier       5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_HeavyCruiser]
;
flyPastDist             Neutral     CLASS_HeavyCruiser  3000.0
maxFlyAwayDist          Neutral     CLASS_HeavyCruiser  3500.0
breakRange              Neutral     CLASS_HeavyCruiser  1000.0
triggerHappy            Neutral     CLASS_HeavyCruiser    11.0
faceTargetAccuracy      Neutral     CLASS_HeavyCruiser     2.5
maxAttackTime           Neutral     CLASS_HeavyCruiser     4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_HeavyCruiser  0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_HeavyCruiser  1,1,1,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_HeavyCruiser  5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_HeavyCruiser  5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_HeavyCruiser  5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Destroyer]
;
flyPastDist             Neutral     CLASS_Destroyer     3000.0
maxFlyAwayDist          Neutral     CLASS_Destroyer     3500.0
breakRange              Neutral     CLASS_Destroyer     1000.0
triggerHappy            Neutral     CLASS_Destroyer       11.0
faceTargetAccuracy      Neutral     CLASS_Destroyer        2.5
maxAttackTime           Neutral     CLASS_Destroyer        4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_Destroyer     0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_Destroyer     1,1,1,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_Destroyer     5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_Destroyer     5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_Destroyer     5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Frigate]
;
flyPastDist             Neutral     CLASS_Frigate       3000.0
maxFlyAwayDist          Neutral     CLASS_Frigate       3500.0
breakRange              Neutral     CLASS_Frigate       1000.0  //725
triggerHappy            Neutral     CLASS_Frigate         11.0
faceTargetAccuracy      Neutral     CLASS_Frigate          1.0
maxAttackTime           Neutral     CLASS_Frigate          4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_Frigate       0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_Frigate       1,1,1,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_Frigate       5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_Frigate       5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_Frigate       5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Corvette]
;
flyPastDist             Neutral     CLASS_Corvette      2100.0
maxFlyAwayDist          Neutral     CLASS_Corvette      2500.0
breakRange              Neutral     CLASS_Corvette       650.0
triggerHappy            Neutral     CLASS_Corvette       4.2
faceTargetAccuracy      Neutral     CLASS_Corvette        2.5
maxAttackTime           Neutral     CLASS_Corvette        4.0
                                                       Relative frequenciesfor:
flightmanTurnaround     Neutral     CLASS_Corvette     0,3,3,1,2            ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_Corvette     1,1,1,0,1            ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_Corvette     5,5,10,15,10,10,10,5; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_Corvette     5,5,10,0,10,10,10,5; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_Corvette     5,5,10,10,10,10,10,5; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Fighter]
;
flyPastDist             Neutral     CLASS_Fighter        1500.0
maxFlyAwayDist          Neutral     CLASS_Fighter        1700.0
breakRange              Neutral     CLASS_Fighter         600.0
triggerHappy            Neutral     CLASS_Fighter         3.2
faceTargetAccuracy      Neutral     CLASS_Fighter          0.5
maxAttackTime           Neutral     CLASS_Fighter          4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_Fighter       0,3,3,1,2              ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_Fighter       1,1,1,0,1              ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_Fighter       5,5,10,15,10,10,10,5   ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_Fighter       5,5,10,0,10,10,10,5   ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_Fighter       5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Resource]
;
flyPastDist             Neutral     CLASS_Resource      3000.0
maxFlyAwayDist          Neutral     CLASS_Resource      3500.0
breakRange              Neutral     CLASS_Resource      1000.0
triggerHappy            Neutral     CLASS_Resource        11.0
faceTargetAccuracy      Neutral     CLASS_Resource         2.0
maxAttackTime           Neutral     CLASS_Resource         4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_Resource      0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_Resource      1,1,1,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_Resource      5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_Resource      5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_Resource      5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_NonCombat]
;
flyPastDist             Neutral     CLASS_NonCombat     3000.0
maxFlyAwayDist          Neutral     CLASS_NonCombat     3500.0
breakRange              Neutral     CLASS_NonCombat     1000.0
triggerHappy            Neutral     CLASS_NonCombat       3.0
faceTargetAccuracy      Neutral     CLASS_NonCombat        2.5
maxAttackTime           Neutral     CLASS_NonCombat        4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_NonCombat     0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_NonCombat     1,1,1,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_NonCombat     5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_NonCombat     5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_NonCombat     5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE



;|||||||||||||||||||||||||||||||||||||||||------AGGRESSIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------AGGRESSIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------AGGRESSIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||

;[Default]  --  used for ships where nothing else is defined (default behaviour)
;
flyPastDist             Aggressive      Default             3000.0    ; dist which ship will try to fly past target - relative to CENTRE of ship
maxFlyAwayDist          Aggressive      Default             3500.0    ; maximum distance ship will fly away from target - relative to CENTRE of ship
breakRange              Aggressive      Default             1000.0    ; range at which ship will break off for another pass - relative to SURFACE of ship
triggerHappy            Aggressive      Default               11.0    ; how close in degrees the ship needs to be to fire fixed guns
faceTargetAccuracy      Aggressive      Default                2.0    ; within how many degrees will try to align itself with target
maxAttackTime           Aggressive      Default                4.0    ; maximum time ship will attack before breaking

                                                      ; Relative frequencies for:
flightmanTurnaround     Aggressive      Default             0,3,3,1,2              ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      Default             0,1,0,0,0              ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      Default             5,5,10,15,10,10,10,0   ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      Default             5,5,10,0,10,10,10,0   ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      Default             5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Mothership]
;
flyPastDist             Aggressive      CLASS_Mothership    8000.0
maxFlyAwayDist          Aggressive      CLASS_Mothership    10000.0
breakRange              Aggressive      CLASS_Mothership    2000.0
triggerHappy            Aggressive      CLASS_Mothership      11.0
faceTargetAccuracy      Aggressive      CLASS_Mothership       2.5
maxAttackTime           Aggressive      CLASS_Mothership       4.0

                                                      ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_Mothership    0,3,3,1,2             ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_Mothership    1,1,3,0,0             ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_Mothership    5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_Mothership    5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_Mothership    5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE


;[CLASS_Carrier]
;
flyPastDist             Aggressive      CLASS_Carrier       3000.0
maxFlyAwayDist          Aggressive      CLASS_Carrier       3500.0
breakRange              Aggressive      CLASS_Carrier       1000.0
triggerHappy            Aggressive      CLASS_Carrier         11.0
faceTargetAccuracy      Aggressive      CLASS_Carrier          2.5
maxAttackTime           Aggressive      CLASS_Carrier          4.0
                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_Carrier       0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_Carrier       1,1,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_Carrier       5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_Carrier       5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_Carrier       5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_HeavyCruiser]
;
flyPastDist             Aggressive      CLASS_HeavyCruiser  3000.0
maxFlyAwayDist          Aggressive      CLASS_HeavyCruiser  3500.0
breakRange              Aggressive      CLASS_HeavyCruiser  1000.0
triggerHappy            Aggressive      CLASS_HeavyCruiser    11.0
faceTargetAccuracy      Aggressive      CLASS_HeavyCruiser     2.5
maxAttackTime           Aggressive      CLASS_HeavyCruiser     4.0
                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_HeavyCruiser  0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_HeavyCruiser  1,1,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_HeavyCruiser  5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_HeavyCruiser  5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_HeavyCruiser  5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Destroyer]
;
flyPastDist             Aggressive      CLASS_Destroyer     3000.0
maxFlyAwayDist          Aggressive      CLASS_Destroyer     3500.0
breakRange              Aggressive      CLASS_Destroyer     1000.0
triggerHappy            Aggressive      CLASS_Destroyer       11.0
faceTargetAccuracy      Aggressive      CLASS_Destroyer        2.5
maxAttackTime           Aggressive      CLASS_Destroyer        4.0
                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_Destroyer     0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_Destroyer     1,1,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_Destroyer     5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_Destroyer     5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_Destroyer     5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Frigate]
;
flyPastDist             Aggressive      CLASS_Frigate       3000.0
maxFlyAwayDist          Aggressive      CLASS_Frigate       3500.0
breakRange              Aggressive      CLASS_Frigate       1000.0 //725
triggerHappy            Aggressive      CLASS_Frigate         11.0
faceTargetAccuracy      Aggressive      CLASS_Frigate          2.0
maxAttackTime           Aggressive      CLASS_Frigate          4.0

                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_Frigate       0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_Frigate       1,1,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_Frigate       5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_Frigate       5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_Frigate       5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Corvette]
;
flyPastDist             Aggressive      CLASS_Corvette       2000.0
maxFlyAwayDist          Aggressive      CLASS_Corvette       2600.0
breakRange              Aggressive      CLASS_Corvette        450.0
triggerHappy            Aggressive      CLASS_Corvette        3.8
faceTargetAccuracy      Aggressive      CLASS_Corvette         2.5
maxAttackTime           Aggressive      CLASS_Corvette         4.0
                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_Corvette      0,3,3,1,2             ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_Corvette      1,1,3,0,0             ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_Corvette      5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_Corvette      5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_Corvette      5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Fighter]
;
flyPastDist             Aggressive      CLASS_Fighter        1600.0
maxFlyAwayDist          Aggressive      CLASS_Fighter        1800.0
breakRange              Aggressive      CLASS_Fighter         600.0
triggerHappy            Aggressive      CLASS_Fighter         2.8
faceTargetAccuracy      Aggressive      CLASS_Fighter          0.5
maxAttackTime           Aggressive      CLASS_Fighter          4.0
                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_Fighter       0,3,3,1,2              ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_Fighter       1,1,3,0,0              ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_Fighter       5,5,10,15,10,10,10,0   ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_Fighter       5,5,10,0,10,10,10,0   ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_Fighter       5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Resource]
;
flyPastDist             Aggressive      CLASS_Resource      3000.0
maxFlyAwayDist          Aggressive      CLASS_Resource      3500.0
breakRange              Aggressive      CLASS_Resource      1000.0
triggerHappy            Aggressive      CLASS_Resource        11.0
faceTargetAccuracy      Aggressive      CLASS_Resource         2.0
maxAttackTime           Aggressive      CLASS_Resource         4.0
                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_Resource      0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_Resource      1,1,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_Resource      5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_Resource      5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_Resource      5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_NonCombat]
;
flyPastDist             Aggressive      CLASS_NonCombat     3000.0
maxFlyAwayDist          Aggressive      CLASS_NonCombat     3500.0
breakRange              Aggressive      CLASS_NonCombat     1000.0
triggerHappy            Aggressive      CLASS_NonCombat       4.0
faceTargetAccuracy      Aggressive      CLASS_NonCombat        2.5
maxAttackTime           Aggressive      CLASS_NonCombat        4.0
                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_NonCombat     0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_NonCombat     1,1,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_NonCombat     5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_NonCombat     5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_NonCombat     5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

badAI                                    FALSE                          ; normally set this to FALSE



;Ship Trails
;=---------=
trailSegments                       20
trailGranularity                    2
trailColor                          0, 0, 0, 0, 0           ;grey team
trailColor                          0, 1, 238, 238, 238
trailColor                          0, 8, 141, 106, 87
trailColor                          0, 19, 0, 0, 0
trailColor                          1, 0, 0, 0, 0           ;red team
trailColor                          1, 1, 225, 124, 33
trailColor                          1, 8, 146, 0, 0
trailColor                          1, 19, 0, 0, 0
trailColor                          2, 0, 0, 0, 0           ;blue team
trailColor                          2, 1, 11, 255, 255
trailColor                          2, 8, 51, 0, 243
trailColor                          2, 19, 0, 0, 0
trailColor                          3, 0, 0, 0, 0           ;green team
trailColor                          3, 1, 201, 254, 39
trailColor                          3, 8, 0, 84, 4
trailColor                          3, 19, 0, 0, 0
trailColor                          4, 0, 0, 0, 0           ;yellow team
trailColor                          4, 1, 255, 240, 97
trailColor                          4, 8, 160, 124, 0
trailColor                          4, 19, 0, 0, 0
trailColor                          5, 0, 0, 0, 0           ;orange team
trailColor                          5, 1, 225, 255, 11
trailColor                          5, 8, 160, 124, 0
trailColor                          5, 19, 0, 0, 0
trailColor                          6, 0, 0, 0, 0           ;purple team
trailColor                          6, 1, 255, 135, 157
trailColor                          6, 8, 121, 0, 135
trailColor                          6, 19, 0, 0, 0
trailColor                          7, 0, 0, 0, 0           ;pale blue-green team
trailColor                          7, 1, 45, 255, 149
trailColor                          7, 8, 0, 105, 137
trailColor                          7, 19, 0, 0, 0

;Explosions
;=--------=
smallExplosion                      genericBOOM.ebg
bigExplosion                        genericBOOM.ebg



;Engine trails
;=-----------=
trailWidth                         10.2
trailHeight                        10.2
trailRibbonAdjust                   0.5
trailSpriteRadius                  30.0

trailWidth2                        10.2
trailHeight2                       10.2
trailRibbonAdjust2                  0.5
trailSpriteRadius2                 30.0

minimumZoomDistance                     55

Overlay_Selection_Scalar            1.2         ; scale the tactical overlay by this amount

;Override face-specific damage:
collSideModifiers[TRANS_UP]         0.8
collSideModifiers[TRANS_DOWN]       0.8
collSideModifiers[TRANS_RIGHT]      0.8
collSideModifiers[TRANS_LEFT]       0.8
collSideModifiers[TRANS_FORWARD]    0.7
collSideModifiers[TRANS_BACK]       1.5



{}{}{}



Ion Array Frigate ~ p1ionarrayfrigate
{}{}{}
[P1IonArrayFrigate]

;Source Files
;=----------=
LODFile                             P1IonArrayFrigate.lod
pMexData                            P1IonArrayFrigate\Rl0\LOD0\P1IonArrayFrigate.mex

;Ship Physics
;=----------=
mass                                1900.0                          ; ship mass [fighter = 1]
momentOfInertiaX                    450.0                          ; resistance to rotation
momentOfInertiaY                    450.0                          ; [fighter = 1]
momentOfInertiaZ                    450.0
maxvelocity                         335.0                        ; [fighter = 1000]
maxrot                              1.0                          ; maximum rotation speed [don't make faster than ~10]

;Basic Ship Stats
;=--------------=
shipclass                           CLASS_Frigate
isCapitalShip                       TRUE
buildCost                           800                          ; resource units to build
buildTime                           70                           ; time in seconds to build
maxhealth                           6700 //13400                         ; hit points
groupSize                           2                            ; size of group ships of this type tend to form
repairTime                          15                            ; every this many seconds
repairDamage                        100                          ; this much damage is repaired
repairCombatTime                    25                            ; every this many seconds
repairCombatDamage                  50                           ; this much damage is repaired

blastRadiusShockWave                1.75
blastRadiusDamage                   275

;Moving Around
;=-----------=
thruststrength[TRANS_UP]            20.0                         ; acceleration (m/s^2) [1-1000 approx. range]
thruststrength[TRANS_DOWN]          20.0
thruststrength[TRANS_RIGHT]         20.0
thruststrength[TRANS_LEFT]          20.0
thruststrength[TRANS_FORWARD]       30.0
thruststrength[TRANS_BACK]          20.0
rotstrength[ROT_YAWLEFT]            0.05                          ; rotational acceleration (deg/s^2) [0.01 - 10]
rotstrength[ROT_YAWRIGHT]           0.05
rotstrength[ROT_PITCHUP]            0.05
rotstrength[ROT_PITCHDOWN]          0.05
rotstrength[ROT_ROLLRIGHT]          0.05
rotstrength[ROT_ROLLLEFT]           0.05
turnspeed[TURN_YAW]                 0.3                          ; speed at which ship tries to turn (1=standard)
turnspeed[TURN_PITCH]               0.3
turnspeed[TURN_ROLL]                0.3

rotateToRetaliate                   TRUE
passiveRetaliateZone                7000.0

tooCloseRange                       500.0

;Weapons
;=-----=
NUMBER_OF_GUNS                      1
;(one BIG gun)

GUN         0
//Desired Range =  6500
//ADD this amount: 280 to compensate for centrepoint
//ADD this amount: 702 to compensate for stopping distance
{
Type                            GUN_Gimble
SoundType                       GS_LargeIonCannon
BulletType                      BULLET_Beam
DamageLo                        95                            ; damage variance per shot - low  (continuous damage for BULLET_Beam)
DamageHi                        105                            ; damage variance per shot - high
MinAngle                        0
MaxAngle                        3
BulletLength                    7482.0                        ; visual only.  Length of bullet on screen
BulletRange                     6482.0                        ; distance bullets travel before disappearing
BulletSpeed                     5000.0                           ; measured in m/s.
BulletLifeTime                  2.8
BulletMass                      0.75                           ; mass of bullet
FireTime                        12.6                           ; fire repeat rate (reciprocal = shots/second)
TriggerHappy                    5
}

NUMBER_OF_NAV_LIGHTS           5

; format is NavLight            name, type, blinkrate (in seconds), size (in meters), min LOD, texture name
NavLight                        antenna1,       NAVLIGHT_Default, 2,   1,   0,  8,  2, etg\textures\glow32
NavLight                        antenna2,       NAVLIGHT_Default, 2,   1,  0.5, 8,  2, etg\textures\glow32
NavLight                        antenna3,       NAVLIGHT_Default, 2,   1,   1,  8,  2, etg\textures\glow32
NavLight                        caution1,       NAVLIGHT_Default, 1,   0.5, 0,  7,  2, etg\textures\glow32
NavLight                        caution2,       NAVLIGHT_Default, 1,   0.5, 0,  7,  2, etg\textures\glow32


NUMBER_OF_SALVAGE_POINTS        2
NUM_NEEDED_FOR_SALVAGE          2               ;number of ships needed to capture a craft
NEED_BIGR1                      TRUE
NEED_BIGR2                      TRUE
WILL_FIT_CARRIER                FALSE

;       format:                    name,type
SalvagePoint                       Point1,AttachPoint
SalvagePoint                       Point2,AttachPoint


;Mad Animation Sillyness
;upon creation animation state:
;animation specified is started then paused
;i.e:   HeaveyDefender needs to start a gun opening animation,
;       and then pause it.

;MadStartInfo        needs a starting     /Animation Text Name(no spaces allowed!)
                    animation(1-yes,0-no)/
MadStartInfo                   1 , Array_Open , 1 , Array_Open

;MadGunAnims          definitions in explination below
;                       n = number, g = gun, o = open, c = close, d = damaged, a = animations

;                            ;ngoa,names,...,ngca,names,...,ngoda,names,... ,ngcda,names,...
;if this doesn't
;makes sence, ask Bryce
MadGunAnims                     1, Array_Open, 1, Array_Close, 1,Array_Open_DMG, 1, Array_Close_DMG

;Ships health must be below this percentage to use the damaged animations.
madGunOpenDamagedHealthThreshold                0.70    ;<= 1.0f

;Explosions
;=--------=
explosionType                       ET_FrigateExplosion

BindAnimations                      1


;Engine Glow
;=---------=
trailWidth          70.0
trailHeight         65.0
trailLength         100.0
trailStyle          3
trailScaleCap       0.00025
trailAngle          118

;Engine Glow #2
;=---------=
trailWidth2         70.0
trailHeight2        65.0
trailLength2        100.0
trailStyle2         3
trailScaleCap2      0.00025
trailAngle2         72

minimumZoomDistance                 375



{}{}{}



Missile Corvette ~ p1missilecorvette
{}{}{}
[P1MissileCorvette]

;Source Files
;=----------=
LODFile                             P1MissileCorvette.lod
pMexData                            P1MissileCorvette\Rl0\LOD0\P1MissileCorvette.mex

;Ship Physics
;=----------=
mass                                280.0                        ; ship mass [fighter = 1]
momentOfInertiaX                    28.0                        ; resistance to rotation
momentOfInertiaY                    28.0                        ; [fighter = 1]
momentOfInertiaZ                    28.0
maxvelocity                         500.0                      ; [fighter = 1000]
maxrot                              10.0                       ; maximum rotation speed [don't make faster than ~10]

;Basic Ship Stats
;=--------------=
shipclass                           CLASS_Corvette
buildCost                           290                        ; resource units to build</pre><pre id="faqspan-22">
buildTime                           40                         ; time in seconds to build
maxhealth                           800 //2000                        ; hit points
maxfuel                             35000.0
lowfuelpoint                        0.25                       ; percentage of tank which is considered "low on fuel"
fuelburnrate                        0.029
attackfuelburnrate                  0.095
groupSize                           2                          ; size of group ships of this type tend to form

blastRadiusDamage                   230

;Moving Around
;=-----------=
thruststrength[TRANS_UP]            300.0                      ; acceleration (m/s^2) [1-1000 approx. range]
thruststrength[TRANS_DOWN]          300.0
thruststrength[TRANS_RIGHT]         300.0
thruststrength[TRANS_LEFT]          300.0
thruststrength[TRANS_FORWARD]       330.0
thruststrength[TRANS_BACK]          200.0
rotstrength[ROT_YAWLEFT]            0.4                          ; rotational acceleration (deg/s^2) [0.01 - 10]
rotstrength[ROT_YAWRIGHT]           0.4
rotstrength[ROT_PITCHUP]            0.4
rotstrength[ROT_PITCHDOWN]          0.4
rotstrength[ROT_ROLLRIGHT]          0.4
rotstrength[ROT_ROLLLEFT]           0.4
turnspeed[TURN_YAW]                 1.25                          ; speed at which ship tries to turn (1=standard)
turnspeed[TURN_PITCH]               1.25
turnspeed[TURN_ROLL]                1.25

MissileRegenerateTime                4.0           ; (1.5/4) every this many seconds one missile is regenerated
MissileVolleyTime                    0.2             ; fire rate of missiles when opening massive volley attack

MissileLagVolleyTime                 12.0


;Weapons
;=------=
NUMBER_OF_GUNS                      2

canTargetMultipleTargets            TRUE
rotateToRetaliate                   TRUE
tooCloseRange                       500.0


GUN         0
{
Type                                GUN_MissileLauncher              ; type of gun.  Must spell this way.
SoundType                           GS_MissleLauncher                ; must spell this way.
DamageLo                                30                      ; damage variance per shot - low
DamageHi                                50                      ; damage variance per shot - high
MaxMissiles                             10                      ; maximum # of missiles this missile launcher can carry
BulletRange                           9000.0
BulletSpeed                            200.0                     ; initial speed for missile
FireTime                                 1.25                    ; fire repeat rate (reciprocal = shots/second)
TriggerHappy                            20                      ; how triggerHapppy the ship is when firing the fixed.
BulletLifeTime                  15.0
}

GUN         1
{
Type                                GUN_MissileLauncher
SoundType                           GS_MissleLauncher
DamageLo                                30                      ; damage variance per shot - low
DamageHi                                50                      ; damage variance per shot - high
MaxMissiles                             10
BulletRange                           9000.0
BulletSpeed                            200.0                     ; initial speed for missile
FireTime                                 1.25                    ; fire repeat rate (reciprocal = shots/second)
TriggerHappy                            20                      ; how triggerHapppy the ship is when firing the fixed.
BulletLifeTime                  15.0
}


;Ship AI
;=-----=
repositionTime                      1.6                        ; time in seconds which corvette will spend to reposition
                                                              ; itself to a new location for it to fire.
circleRange                         1800.0

fullMovementFreedom                 TRUE


;|||||||||||||||||||||||||||||||||||||||||------EVASIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------EVASIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------EVASIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||

;[Default]  --  used for ships where nothing else is defined (default behaviour)
;
flyPastDist             Evasive     Default             3000.0       ; dist which ship will try to fly past target - relative to CENTRE of ship
maxFlyAwayDist          Evasive     Default             3500.0       ; maximum distance ship will fly away from target - relative to CENTRE of ship
breakRange              Evasive     Default             1000.0       ; range at which ship will break off for another pass - relative to SURFACE of ship
triggerHappy            Evasive     Default               11.0       ; how close in degrees the ship needs to be to fire fixed guns
faceTargetAccuracy      Evasive     Default                4.0       ; within how many degrees will try to align itself with target
maxAttackTime           Evasive     Default                4.0       ; maximum time ship will attack before breaking

                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     Default             0,2,2,0,3              ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     Default             0,1,0,0,0              ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     Default             5,5,10,15,10,10,10,5   ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     Default             5,5,10,0,10,10,10,5   ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     Default             5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Mothership]
;
flyPastDist             Evasive     CLASS_Mothership    8000.0
maxFlyAwayDist          Evasive     CLASS_Mothership    10000.0
breakRange              Evasive     CLASS_Mothership    2000.0
triggerHappy            Evasive     CLASS_Mothership      11.0
faceTargetAccuracy      Evasive     CLASS_Mothership       4.5
maxAttackTime           Evasive     CLASS_Mothership       8.0

                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_Mothership    0,3,2,0,2             ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_Mothership    1,3,3,0,1             ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_Mothership    5,5,10,10,10,10,10,8 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_Mothership    5,5,10,0,10,10,10,8 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_Mothership    5,5,10,10,10,10,10,8 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE


;[CLASS_Carrier]
;
flyPastDist             Evasive     CLASS_Carrier       3000.0
maxFlyAwayDist          Evasive     CLASS_Carrier       3500.0
breakRange              Evasive     CLASS_Carrier       1000.0
triggerHappy            Evasive     CLASS_Carrier         11.0
faceTargetAccuracy      Evasive     CLASS_Carrier          4.5
maxAttackTime           Evasive     CLASS_Carrier          8.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_Carrier       0,3,2,0,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_Carrier       1,2,3,0,1       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_Carrier       5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_Carrier       5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_Carrier       5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_HeavyCruiser]
;
flyPastDist             Evasive     CLASS_HeavyCruiser  3000.0
maxFlyAwayDist          Evasive     CLASS_HeavyCruiser  3500.0
breakRange              Evasive     CLASS_HeavyCruiser  1000.0
triggerHappy            Evasive     CLASS_HeavyCruiser    11.0
faceTargetAccuracy      Evasive     CLASS_HeavyCruiser     4.5
maxAttackTime           Evasive     CLASS_HeavyCruiser     4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_HeavyCruiser  0,3,2,0,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_HeavyCruiser  1,2,3,0,1       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_HeavyCruiser  5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_HeavyCruiser  5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_HeavyCruiser  5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Destroyer]
;
flyPastDist             Evasive     CLASS_Destroyer     3000.0
maxFlyAwayDist          Evasive     CLASS_Destroyer     3500.0
breakRange              Evasive     CLASS_Destroyer     1000.0
triggerHappy            Evasive     CLASS_Destroyer       11.0
faceTargetAccuracy      Evasive     CLASS_Destroyer        4.5
maxAttackTime           Evasive     CLASS_Destroyer        4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_Destroyer     0,3,2,0,3       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_Destroyer     1,2,3,0,1       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_Destroyer     5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_Destroyer     5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_Destroyer     5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Frigate]
;
flyPastDist             Evasive     CLASS_Frigate       3000.0   //3000
maxFlyAwayDist          Evasive     CLASS_Frigate       3500.0   //3300
breakRange              Evasive     CLASS_Frigate       1000.0   //725
triggerHappy            Evasive     CLASS_Frigate         11.0   //4
faceTargetAccuracy      Evasive     CLASS_Frigate          4.0
maxAttackTime           Evasive     CLASS_Frigate          4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_Frigate       0,3,2,0,3       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_Frigate       1,2,3,0,1       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_Frigate       5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_Frigate       5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_Frigate       5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Corvette]
;
flyPastDist             Evasive     CLASS_Corvette       2200.0
maxFlyAwayDist          Evasive     CLASS_Corvette       2600.0
breakRange              Evasive     CLASS_Corvette        750.0
triggerHappy            Evasive     CLASS_Corvette        4.5
faceTargetAccuracy      Evasive     CLASS_Corvette         4.5
maxAttackTime           Evasive     CLASS_Corvette         4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_Corvette      0,4,3,0,3             ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_Corvette      1,2,3,1,2             ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_Corvette      5,5,8,10,8,13,13,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_Corvette      5,5,8,0,8,13,13,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_Corvette      5,5,8,10,8,13,13,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Fighter]
;
flyPastDist             Evasive     CLASS_Fighter        1200.0
maxFlyAwayDist          Evasive     CLASS_Fighter        1300.0
breakRange              Evasive     CLASS_Fighter         600.0
triggerHappy            Evasive     CLASS_Fighter          2.5
faceTargetAccuracy      Evasive     CLASS_Fighter           4.5
maxAttackTime           Evasive     CLASS_Fighter           4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_Fighter       0,5,5,2,2              ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_Fighter       1,2,3,1,2              ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_Fighter       5,5,10,15,10,10,10,15   ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_Fighter       5,5,10,5,10,10,10,5   ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_Fighter       5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Resource]
;
flyPastDist             Evasive     CLASS_Resource      3000.0
maxFlyAwayDist          Evasive     CLASS_Resource      3500.0
breakRange              Evasive     CLASS_Resource      1000.0
triggerHappy            Evasive     CLASS_Resource        11.0
faceTargetAccuracy      Evasive     CLASS_Resource         4.0
maxAttackTime           Evasive     CLASS_Resource         4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_Resource      0,4,4,0,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_Resource      1,2,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_Resource      5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_Resource      5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_Resource      5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_NonCombat]
;
flyPastDist             Evasive     CLASS_NonCombat     3000.0
maxFlyAwayDist          Evasive     CLASS_NonCombat     3500.0
breakRange              Evasive     CLASS_NonCombat     1000.0
triggerHappy            Evasive     CLASS_NonCombat       4.0
faceTargetAccuracy      Evasive     CLASS_NonCombat        4.5
maxAttackTime           Evasive     CLASS_NonCombat        4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_NonCombat     0,4,2,0,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_NonCombat     1,2,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_NonCombat     5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_NonCombat     5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_NonCombat     5,5,10,0,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE



;|||||||||||||||||||||||||||||||||||||||||------NEUTRAL-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------NEUTRAL-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------NEUTRAL-------||||||||||||||||||||||||||||||||||||||||||||||||||||||

;[Default]  --  used for ships where nothing else is defined (default behaviour)
;
flyPastDist             Neutral     Default             3000.0    ; dist which ship will try to fly past target - relative to CENTRE of ship
maxFlyAwayDist          Neutral     Default             3500.0    ; maximum distance ship will fly away from target - relative to CENTRE of ship
breakRange              Neutral     Default             1000.0    ; range at which ship will break off for another pass - relative to SURFACE of ship
triggerHappy            Neutral     Default               11.0    ; how close in degrees the ship needs to be to fire fixed guns
faceTargetAccuracy      Neutral     Default                4.0    ; within how many degrees will try to align itself with target
maxAttackTime           Neutral     Default                4.0    ; maximum time ship will attack before breaking

                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     Default             0,1,1,1,1              ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     Default             0,1,0,0,0              ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     Default             5,5,10,10,10,10,10,5   ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     Default             5,5,10,0,10,10,10,5   ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     Default             5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Mothership]
;
flyPastDist             Neutral     CLASS_Mothership    8000.0
maxFlyAwayDist          Neutral     CLASS_Mothership    10000.0
breakRange              Neutral     CLASS_Mothership    2000.0
triggerHappy            Neutral     CLASS_Mothership      11.0
faceTargetAccuracy      Neutral     CLASS_Mothership       4.5
maxAttackTime           Neutral     CLASS_Mothership       4.0

                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_Mothership    0,3,3,1,2             ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_Mothership    1,1,1,0,0             ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_Mothership    5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_Mothership    5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_Mothership    5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE


;[CLASS_Carrier]
;
flyPastDist             Neutral     CLASS_Carrier       3000.0
maxFlyAwayDist          Neutral     CLASS_Carrier       3500.0
breakRange              Neutral     CLASS_Carrier       1000.0
triggerHappy            Neutral     CLASS_Carrier         11.0
faceTargetAccuracy      Neutral     CLASS_Carrier          4.5
maxAttackTime           Neutral     CLASS_Carrier          4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_Carrier       0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_Carrier       1,1,1,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_Carrier       5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_Carrier       5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_Carrier       5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_HeavyCruiser]
;
flyPastDist             Neutral     CLASS_HeavyCruiser  3000.0
maxFlyAwayDist          Neutral     CLASS_HeavyCruiser  3500.0
breakRange              Neutral     CLASS_HeavyCruiser  1000.0
triggerHappy            Neutral     CLASS_HeavyCruiser    11.0
faceTargetAccuracy      Neutral     CLASS_HeavyCruiser     4.5
maxAttackTime           Neutral     CLASS_HeavyCruiser     4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_HeavyCruiser  0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_HeavyCruiser  1,1,1,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_HeavyCruiser  5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_HeavyCruiser  5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_HeavyCruiser  5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Destroyer]
;
flyPastDist             Neutral     CLASS_Destroyer     3000.0
maxFlyAwayDist          Neutral     CLASS_Destroyer     3500.0
breakRange              Neutral     CLASS_Destroyer     1000.0
triggerHappy            Neutral     CLASS_Destroyer       11.0
faceTargetAccuracy      Neutral     CLASS_Destroyer        4.5
maxAttackTime           Neutral     CLASS_Destroyer        4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_Destroyer     0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_Destroyer     1,1,1,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_Destroyer     5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_Destroyer     5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_Destroyer     5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Frigate]
;
flyPastDist             Neutral     CLASS_Frigate       3000.0
maxFlyAwayDist          Neutral     CLASS_Frigate       3500.0
breakRange              Neutral     CLASS_Frigate       1000.0  //725
triggerHappy            Neutral     CLASS_Frigate         11.0
faceTargetAccuracy      Neutral     CLASS_Frigate          4.0
maxAttackTime           Neutral     CLASS_Frigate          4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_Frigate       0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_Frigate       1,1,1,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_Frigate       5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_Frigate       5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_Frigate       5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Corvette]
;
flyPastDist             Neutral     CLASS_Corvette      2100.0
maxFlyAwayDist          Neutral     CLASS_Corvette      2500.0
breakRange              Neutral     CLASS_Corvette       650.0
triggerHappy            Neutral     CLASS_Corvette       5.2
faceTargetAccuracy      Neutral     CLASS_Corvette        4.5
maxAttackTime           Neutral     CLASS_Corvette        4.0
                                                       Relative frequenciesfor:
flightmanTurnaround     Neutral     CLASS_Corvette     0,3,3,1,2            ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_Corvette     1,1,1,0,1            ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_Corvette     5,5,10,15,10,10,10,5; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_Corvette     5,5,10,0,10,10,10,5; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_Corvette     5,5,10,10,10,10,10,5; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Fighter]
;
flyPastDist             Neutral     CLASS_Fighter        1500.0
maxFlyAwayDist          Neutral     CLASS_Fighter        1700.0
breakRange              Neutral     CLASS_Fighter         600.0
triggerHappy            Neutral     CLASS_Fighter         3.2
faceTargetAccuracy      Neutral     CLASS_Fighter          4.5
maxAttackTime           Neutral     CLASS_Fighter          4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_Fighter       0,3,3,1,2              ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_Fighter       1,1,1,0,1              ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_Fighter       5,5,10,15,10,10,10,5   ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_Fighter       5,5,10,0,10,10,10,5   ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_Fighter       5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Resource]
;
flyPastDist             Neutral     CLASS_Resource      3000.0
maxFlyAwayDist          Neutral     CLASS_Resource      3500.0
breakRange              Neutral     CLASS_Resource      1000.0
triggerHappy            Neutral     CLASS_Resource        11.0
faceTargetAccuracy      Neutral     CLASS_Resource         4.0
maxAttackTime           Neutral     CLASS_Resource         4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_Resource      0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_Resource      1,1,1,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_Resource      5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_Resource      5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_Resource      5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_NonCombat]
;
flyPastDist             Neutral     CLASS_NonCombat     3000.0
maxFlyAwayDist          Neutral     CLASS_NonCombat     3500.0
breakRange              Neutral     CLASS_NonCombat     1000.0
triggerHappy            Neutral     CLASS_NonCombat       3.0
faceTargetAccuracy      Neutral     CLASS_NonCombat        4.5
maxAttackTime           Neutral     CLASS_NonCombat        4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_NonCombat     0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_NonCombat     1,1,1,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_NonCombat     5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_NonCombat     5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_NonCombat     5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE



;|||||||||||||||||||||||||||||||||||||||||------AGGRESSIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------AGGRESSIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------AGGRESSIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||

;[Default]  --  used for ships where nothing else is defined (default behaviour)
;
flyPastDist             Aggressive      Default             3000.0    ; dist which ship will try to fly past target - relative to CENTRE of ship
maxFlyAwayDist          Aggressive      Default             3500.0    ; maximum distance ship will fly away from target - relative to CENTRE of ship
breakRange              Aggressive      Default             1000.0    ; range at which ship will break off for another pass - relative to SURFACE of ship
triggerHappy            Aggressive      Default               11.0    ; how close in degrees the ship needs to be to fire fixed guns
faceTargetAccuracy      Aggressive      Default                4.0    ; within how many degrees will try to align itself with target
maxAttackTime           Aggressive      Default                4.0    ; maximum time ship will attack before breaking

                                                      ; Relative frequencies for:
flightmanTurnaround     Aggressive      Default             0,3,3,1,2              ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      Default             0,1,0,0,0              ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      Default             5,5,10,15,10,10,10,0   ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      Default             5,5,10,0,10,10,10,0   ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      Default             5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Mothership]
;
flyPastDist             Aggressive      CLASS_Mothership    8000.0
maxFlyAwayDist          Aggressive      CLASS_Mothership    10000.0
breakRange              Aggressive      CLASS_Mothership    2000.0
triggerHappy            Aggressive      CLASS_Mothership      11.0
faceTargetAccuracy      Aggressive      CLASS_Mothership       4.5
maxAttackTime           Aggressive      CLASS_Mothership       4.0

                                                      ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_Mothership    0,3,3,1,2             ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_Mothership    1,1,3,0,0             ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_Mothership    5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_Mothership    5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_Mothership    5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE


;[CLASS_Carrier]
;
flyPastDist             Aggressive      CLASS_Carrier       3000.0
maxFlyAwayDist          Aggressive      CLASS_Carrier       3500.0
breakRange              Aggressive      CLASS_Carrier       1000.0
triggerHappy            Aggressive      CLASS_Carrier         11.0
faceTargetAccuracy      Aggressive      CLASS_Carrier          4.5
maxAttackTime           Aggressive      CLASS_Carrier          4.0
                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_Carrier       0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_Carrier       1,1,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_Carrier       5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_Carrier       5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_Carrier       5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_HeavyCruiser]
;
flyPastDist             Aggressive      CLASS_HeavyCruiser  3000.0
maxFlyAwayDist          Aggressive      CLASS_HeavyCruiser  3500.0
breakRange              Aggressive      CLASS_HeavyCruiser  1000.0
triggerHappy            Aggressive      CLASS_HeavyCruiser    11.0
faceTargetAccuracy      Aggressive      CLASS_HeavyCruiser     4.5
maxAttackTime           Aggressive      CLASS_HeavyCruiser     4.0
                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_HeavyCruiser  0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_HeavyCruiser  1,1,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_HeavyCruiser  5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_HeavyCruiser  5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_HeavyCruiser  5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Destroyer]
;
flyPastDist             Aggressive      CLASS_Destroyer     3000.0
maxFlyAwayDist          Aggressive      CLASS_Destroyer     3500.0
breakRange              Aggressive      CLASS_Destroyer     1000.0
triggerHappy            Aggressive      CLASS_Destroyer       11.0
faceTargetAccuracy      Aggressive      CLASS_Destroyer        4.5
maxAttackTime           Aggressive      CLASS_Destroyer        4.0
                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_Destroyer     0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_Destroyer     1,1,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_Destroyer     5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_Destroyer     5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_Destroyer     5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Frigate]
;
flyPastDist             Aggressive      CLASS_Frigate       3000.0
maxFlyAwayDist          Aggressive      CLASS_Frigate       3500.0
breakRange              Aggressive      CLASS_Frigate       1000.0 //725
triggerHappy            Aggressive      CLASS_Frigate         11.0
faceTargetAccuracy      Aggressive      CLASS_Frigate          4.0
maxAttackTime           Aggressive      CLASS_Frigate          4.0

                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_Frigate       0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_Frigate       1,1,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_Frigate       5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_Frigate       5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_Frigate       5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Corvette]
;
flyPastDist             Aggressive      CLASS_Corvette       2000.0
maxFlyAwayDist          Aggressive      CLASS_Corvette       2600.0
breakRange              Aggressive      CLASS_Corvette        450.0
triggerHappy            Aggressive      CLASS_Corvette        4.8
faceTargetAccuracy      Aggressive      CLASS_Corvette         4.5
maxAttackTime           Aggressive      CLASS_Corvette         4.0
                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_Corvette      0,3,3,1,2             ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_Corvette      1,1,3,0,0             ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_Corvette      5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_Corvette      5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_Corvette      5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Fighter]
;
flyPastDist             Aggressive      CLASS_Fighter        1600.0
maxFlyAwayDist          Aggressive      CLASS_Fighter        1800.0
breakRange              Aggressive      CLASS_Fighter         600.0
triggerHappy            Aggressive      CLASS_Fighter         2.8
faceTargetAccuracy      Aggressive      CLASS_Fighter          4.5
maxAttackTime           Aggressive      CLASS_Fighter          4.0
                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_Fighter       0,3,3,1,2              ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_Fighter       1,1,3,0,0              ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_Fighter       5,5,10,15,10,10,10,0   ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_Fighter       5,5,10,0,10,10,10,0   ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_Fighter       5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Resource]
;
flyPastDist             Aggressive      CLASS_Resource      3000.0
maxFlyAwayDist          Aggressive      CLASS_Resource      3500.0
breakRange              Aggressive      CLASS_Resource      1000.0
triggerHappy            Aggressive      CLASS_Resource        11.0
faceTargetAccuracy      Aggressive      CLASS_Resource         4.0
maxAttackTime           Aggressive      CLASS_Resource         4.0
                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_Resource      0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_Resource      1,1,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_Resource      5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_Resource      5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_Resource      5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_NonCombat]
;
flyPastDist             Aggressive      CLASS_NonCombat     3000.0
maxFlyAwayDist          Aggressive      CLASS_NonCombat     3500.0
breakRange              Aggressive      CLASS_NonCombat     1000.0
triggerHappy            Aggressive      CLASS_NonCombat       4.0
faceTargetAccuracy      Aggressive      CLASS_NonCombat        4.5
maxAttackTime           Aggressive      CLASS_NonCombat        4.0
                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_NonCombat     0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_NonCombat     1,1,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_NonCombat     5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_NonCombat     5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_NonCombat     5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

badAI                                    FALSE                          ; normally set this to FALSE



;Ship Trails
;=---------=
trailSegments                       20
trailGranularity                    3
trailColor                          0, 0, 0, 0, 0           ;grey team
trailColor                          0, 1, 238, 238, 238
trailColor                          0, 8, 141, 106, 87
trailColor                          0, 19, 0, 0, 0
trailColor                          1, 0, 0, 0, 0           ;red team
trailColor                          1, 1, 225, 124, 33
trailColor                          1, 8, 146, 0, 0
trailColor                          1, 19, 0, 0, 0
trailColor                          2, 0, 0, 0, 0           ;blue team
trailColor                          2, 1, 11, 255, 255
trailColor                          2, 8, 51, 0, 243
trailColor                          2, 19, 0, 0, 0
trailColor                          3, 0, 0, 0, 0           ;green team
trailColor                          3, 1, 201, 254, 39
trailColor                          3, 8, 0, 84, 4
trailColor                          3, 19, 0, 0, 0
trailColor                          4, 0, 0, 0, 0           ;yellow team
trailColor                          4, 1, 255, 240, 97
trailColor                          4, 8, 160, 124, 0
trailColor                          4, 19, 0, 0, 0
trailColor                          5, 0, 0, 0, 0           ;orange team
trailColor                          5, 1, 225, 255, 11
trailColor                          5, 8, 160, 124, 0
trailColor                          5, 19, 0, 0, 0
trailColor                          6, 0, 0, 0, 0           ;purple team
trailColor                          6, 1, 255, 135, 157
trailColor                          6, 8, 121, 0, 135
trailColor                          6, 19, 0, 0, 0
trailColor                          7, 0, 0, 0, 0           ;pale blue-green team
trailColor                          7, 1, 45, 255, 149
trailColor                          7, 8, 0, 105, 137
trailColor                          7, 19, 0, 0, 0

;Explosions
;=--------=
explosionType                       ET_CorvetteExplosion


;Engine trails
;=-----------=
trailWidth                          42.0
trailHeight                         18.0
trailAngle                          90.0
trailRibbonAdjust                    0.75
trailSpriteRadius                   60.0

trailWidth2                         42.0
trailHeight2                        18.0
trailAngle2                         90.0
trailRibbonAdjust2                   0.75
trailSpriteRadius2                  60.0

minimumZoomDistance                     90


collSideModifiers[TRANS_UP]         0.8
collSideModifiers[TRANS_DOWN]       0.8
collSideModifiers[TRANS_RIGHT]      0.8
collSideModifiers[TRANS_LEFT]       0.8
collSideModifiers[TRANS_FORWARD]    0.7
collSideModifiers[TRANS_BACK]       1.5

{}{}{}



Mothership/Battle Carrier ~ p1mothership
{}{}{}
[P1Mothership]

;Source Files
;=----------=
pMexData                            P1Mothership\Rl0\LOD0\P1Mothership.mex
LODFile                             P1Mothership.lod

;Ship Physics
;=----------=
mass                                12000.0                    ; ship mass [fighter = 1]
momentOfInertiaX                    3000.0                    ; resistance to rotation
momentOfInertiaY                    3000.0                        ; don't allow mothership to rotate about Y,Z (pitch, roll)
momentOfInertiaZ                    3000.0
immobile                            FALSE                       ; indicates object is immobile
maxvelocity                         285.0                        ; [fighter = 1000]
maxrot                              1.0                        ; maximum rotation speed [don't make faster than ~10]

;Basic Ship Stats
;=--------------=</pre><pre id="faqspan-23">
shipclass                           CLASS_Mothership
isCapitalShip                       TRUE
buildCost                           8000 //3200                        ; resource units to build
buildTime                           400                         ; time in seconds to build
maxhealth                           96000 //196000                       ; hit points
groupSize                           1                           ; size of group ships of this type tend to form
repairTime                          15                           ; every this many seconds
repairDamage                        250                          ; this much damage is repaired
repairCombatTime                    20                            ; every this many seconds
repairCombatDamage                  125                           ; this much damage is repaired

blastRadiusShockWave                1.0
blastRadiusDamage                   125

canBuildShips                       TRUE                        ; ship can build ships
canReceiveShips                     TRUE                        ; other ships can dock in this ship
canReceiveResources                 TRUE                        ; Resource Collectors,etc can deposit resources in this ship
canReceiveShipsPermanently          TRUE                        ; ships can dock permanently here
canBuildBigShips                    FALSE                        ; can build Destroyers, Carriers, Heavy Cruisers, etc.

canReceiveFighters                  TRUE
canReceiveCorvettes                 TRUE
canReceiveResourceCollectors        TRUE
canReceiveOtherNonCapitalShips      TRUE

repairApproachDistance                  800.0
canSpecialBandBoxFriendlies             TRUE

maxDockableFighters                 25
maxDockableCorvettes                10


pumpFuelRate                        800.0                       ; how fast carrier pumps fuel in.
repairOtherShipRate                 0.32                           ; how fast carrier heals damaged ships. Must be an integer

clearanceDirection                  2                           ; (0=up,1=right,2=forward,4=down,5=left,6=back)
clearanceDistance                   1000.0                       ; how far ships go away from this ship when they are just built.
                                                               ; Note that this number is added to the minimum collision distance.

dockShipRange                       1300.0                      ; how close ships should get before considering docking (to ship surface)

surroundDistance                    1000.0                      ; how far ships will minimally disperse themselves from this ship after
                                                               ; they are built.  Note that this number is added to the minimum collision distance.
surroundDistanceRand                1000.0                      ; random number between 0 and x added to surroundDistance

surroundRotYMinAng                  -35.0                       ; ship may be positioned between min and max degrees elevation
surroundRotYMaxAng                  35.0
surroundRotZMinAng                  -180.0                      ; ship may be positioned between min and max degrees angle
surroundRotZMaxAng                  180.0

;Moving Around
;=-----------=
thruststrength[TRANS_UP]            15.0        ; acceleration (m/s^2) [1-1000 approx. range]
thruststrength[TRANS_DOWN]          15.0    ; used to be 20.0
thruststrength[TRANS_RIGHT]         15.0
thruststrength[TRANS_LEFT]          15.0
thruststrength[TRANS_FORWARD]       25.0
thruststrength[TRANS_BACK]          15.0
rotstrength[ROT_YAWLEFT]             0.12              ; rotational acceleration (deg/s^2) [0.01 - 1.0]
rotstrength[ROT_YAWRIGHT]            0.12      ; used to be 0.05
rotstrength[ROT_PITCHUP]             0.12
rotstrength[ROT_PITCHDOWN]           0.12
rotstrength[ROT_ROLLRIGHT]           0.13
rotstrength[ROT_ROLLLEFT]            0.13
turnspeed[TURN_YAW]                  0.2                        ; speed at which ship tries to turn (1=standard)
turnspeed[TURN_PITCH]                0.2
turnspeed[TURN_ROLL]                 0.3



canTargetMultipleTargets            TRUE
rotateToRetaliate                   TRUE
passiveAttackPenaltyExempt          TRUE
passiveRetaliateZone                7000.0

tooCloseRange                       500.0

;Weapons
;=-----=
NUMBER_OF_GUNS                      12
;(one BIG gun)

rotateToRetaliate                   TRUE

GUN         8
//ADD this amount: 399 to compensate for centrepoint
//ADD this amount: 750 to compensate for stopping distance
{
Type                            GUN_Gimble
SoundType                       GS_LargeIonCannon
BulletType                      BULLET_Beam
DamageLo                        40                            ; damage variance per shot - low  (continuous damage for BULLET_Beam)
DamageHi                        50                            ; damage variance per shot - high
MinAngle                        0
MaxAngle                        10
BulletLength                    8649.0                        ; visual only.  Length of bullet on screen
BulletRange                     7649.0                        ; distance bullets travel before disappearing
BulletSpeed                     5000.0                           ; measured in m/s.
BulletLifeTime                  2.0
BulletMass                      0.75                           ; mass of bullet
FireTime                        9.5                           ; fire repeat rate (reciprocal = shots/second)
TriggerHappy                    1
maxanglespeed                 60.0                    ; degrees/s
maxdeclinationspeed           60.0
}

GUN         9
//ADD this amount: 464 to compensate for centrepoint
//ADD this amount: 750 to compensate for stopping distance
{
Type                            GUN_Gimble
SoundType                       GS_LargeIonCannon
BulletType                      BULLET_Beam
DamageLo                        40                            ; damage variance per shot - low  (continuous damage for BULLET_Beam)
DamageHi                        50                            ; damage variance per shot - high
MinAngle                        0
MaxAngle                        10
BulletLength                    8714.0                        ; visual only.  Length of bullet on screen
BulletRange                     7714.0                        ; distance bullets travel before disappearing
BulletSpeed                     5000.0                           ; measured in m/s.
BulletLifeTime                  2.0
BulletMass                      0.75                           ; mass of bullet
FireTime                        9.5                           ; fire repeat rate (reciprocal = shots/second)
TriggerHappy                    1
maxanglespeed                 60.0                    ; degrees/s
maxdeclinationspeed           60.0
}

GUN         0
{
Type                            GUN_Gimble
SoundType                       GS_SmallProjectile
DamageLo                        5                      ; damage variance per shot - low
DamageHi                        7                     ; damage variance per shot - high
MinAngle                        0
MaxAngle                        120
BulletLength                    20.0                    ; visual only.  Length of bullet on screen
BulletRange                     3500.0                  ; distance bullets travel before disappearing
BulletSpeed                     5000.0                  ; measured in m/s.
BulletMass                      0.5                    ; mass of bullet
FireTime                        0.14                              ; fire repeat rate (reciprocal = shots/second)
BurstFireTime                   0.6
BurstWaitTime                   0.8
fireEffect                      defaultBlast.ebg
hitEffect                       defaultBlast.ebg
TriggerHappy                    2
}

GUN         1
{
Type                            GUN_Gimble
SoundType                       GS_SmallProjectile
DamageLo                        5                      ; damage variance per shot - low
DamageHi                        7                     ; damage variance per shot - high
MinAngle                        0
MaxAngle                        120
BulletLength                    20.0                    ; visual only.  Length of bullet on screen
BulletRange                     3500.0                  ; distance bullets travel before disappearing
BulletSpeed                     5000.0                  ; measured in m/s.
BulletMass                      0.5                    ; mass of bullet
FireTime                        0.14                                ; fire repeat rate (reciprocal = shots/second)
BurstFireTime                   0.6
BurstWaitTime                   0.8
fireEffect                      defaultBlast.ebg
hitEffect                       defaultBlast.ebg
TriggerHappy                    2
}

GUN         2
//ADD this amount: 930 to compensate for centrepoint
//ADD this amount: 750 to compensate for stopping distance
{
Type                            GUN_Gimble
SoundType                       GS_SmallProjectile
DamageLo                        5                      ; damage variance per shot - low
DamageHi                        7                     ; damage variance per shot - high
MinAngle                        0
MaxAngle                        120
BulletLength                    20.0                    ; visual only.  Length of bullet on screen
BulletRange                     3500.0                  ; distance bullets travel before disappearing
BulletSpeed                     5000.0                  ; measured in m/s.
BulletMass                      0.5                    ; mass of bullet
FireTime                        0.14                                ; fire repeat rate (reciprocal = shots/second)
BurstFireTime                   0.6
BurstWaitTime                   0.8
fireEffect                      defaultBlast.ebg
hitEffect                       defaultBlast.ebg
TriggerHappy                    2
}

GUN         3
//ADD this amount: 585 to compensate for centrepoint
//ADD this amount: 750 to compensate for stopping distance
{
Type                            GUN_Gimble
SoundType                       GS_SmallProjectile
DamageLo                        5                      ; damage variance per shot - low
DamageHi                        7                     ; damage variance per shot - high
MinAngle                        0
MaxAngle                        120
BulletLength                    20.0                    ; visual only.  Length of bullet on screen
BulletRange                     3500.0                  ; distance bullets travel before disappearing
BulletSpeed                     5000.0                  ; measured in m/s.
BulletMass                      0.5                    ; mass of bullet
FireTime                        0.14                                ; fire repeat rate (reciprocal = shots/second)
BurstFireTime                   0.6
BurstWaitTime                   0.8
fireEffect                      defaultBlast.ebg
hitEffect                       defaultBlast.ebg
TriggerHappy                    2
}

GUN         4
//ADD this amount: 611 to compensate for centrepoint
//ADD this amount: 750 to compensate for stopping distance
{
Type                            GUN_Gimble
SoundType                       GS_SmallProjectile
DamageLo                        5                      ; damage variance per shot - low
DamageHi                        7                     ; damage variance per shot - high
MinAngle                        0
MaxAngle                        120
BulletLength                    20.0                    ; visual only.  Length of bullet on screen
BulletRange                     3500.0                  ; distance bullets travel before disappearing
BulletSpeed                     5000.0                  ; measured in m/s.
BulletMass                      0.5                    ; mass of bullet
FireTime                        0.14                                ; fire repeat rate (reciprocal = shots/second)
BurstFireTime                   0.6
BurstWaitTime                   0.8
fireEffect                      defaultBlast.ebg
hitEffect                       defaultBlast.ebg
TriggerHappy                    2
}

GUN         5
//ADD this amount: 835 to compensate for centrepoint
//ADD this amount: 750 to compensate for stopping distance
{
Type                            GUN_Gimble
SoundType                       GS_SmallProjectile
DamageLo                        5                      ; damage variance per shot - low
DamageHi                        7                     ; damage variance per shot - high
MinAngle                        0
MaxAngle                        120
BulletLength                    20.0                    ; visual only.  Length of bullet on screen
BulletRange                     3500.0                  ; distance bullets travel before disappearing
BulletSpeed                     5000.0                  ; measured in m/s.
BulletMass                      0.5                    ; mass of bullet
FireTime                        0.14                                ; fire repeat rate (reciprocal = shots/second)
BurstFireTime                   0.6
BurstWaitTime                   0.8
fireEffect                      defaultBlast.ebg
hitEffect                       defaultBlast.ebg
TriggerHappy                    2
}

GUN         6
//ADD this amount: 506 to compensate for centrepoint
//ADD this amount: 750 to compensate for stopping distance
{
Type                            GUN_Gimble
SoundType                       GS_SmallProjectile
DamageLo                        5                      ; damage variance per shot - low
DamageHi                        7                     ; damage variance per shot - high
MinAngle                        0
MaxAngle                        120
BulletLength                    20.0                    ; visual only.  Length of bullet on screen
BulletRange                     3500.0                  ; distance bullets travel before disappearing
BulletSpeed                     5000.0                  ; measured in m/s.
BulletMass                      0.5                    ; mass of bullet
FireTime                        0.14                                ; fire repeat rate (reciprocal = shots/second)
BurstFireTime                   0.6
BurstWaitTime                   0.8
fireEffect                      defaultBlast.ebg
hitEffect                       defaultBlast.ebg
TriggerHappy                    2
}

GUN         7
//ADD this amount: 458 to compensate for centrepoint
//ADD this amount: 750 to compensate for stopping distance
{
Type                            GUN_Gimble
SoundType                       GS_SmallProjectile
DamageLo                        5                      ; damage variance per shot - low
DamageHi                        7                     ; damage variance per shot - high
MinAngle                        0
MaxAngle                        120
BulletLength                    20.0                    ; visual only.  Length of bullet on screen
BulletRange                     3500.0                  ; distance bullets travel before disappearing
BulletSpeed                     5000.0                  ; measured in m/s.
BulletMass                      0.5                    ; mass of bullet
FireTime                        0.14                                ; fire repeat rate (reciprocal = shots/second)
BurstFireTime                   0.6
BurstWaitTime                   0.8
fireEffect                      defaultBlast.ebg
hitEffect                       defaultBlast.ebg
TriggerHappy                    2
}

GUN         10
{
Type                            GUN_Gimble
SoundType                       GS_SmallProjectile
DamageLo                        5                      ; damage variance per shot - low
DamageHi                        7                     ; damage variance per shot - high
MinAngle                        0
MaxAngle                        120
BulletLength                    20.0                    ; visual only.  Length of bullet on screen
BulletRange                     3500.0                  ; distance bullets travel before disappearing
BulletSpeed                     5000.0                  ; measured in m/s.
BulletMass                      0.5                    ; mass of bullet
FireTime                        0.14                                ; fire repeat rate (reciprocal = shots/second)
BurstFireTime                   0.6
BurstWaitTime                   0.8
fireEffect                      defaultBlast.ebg
hitEffect                       defaultBlast.ebg
TriggerHappy                    2
}

GUN         11
{
Type                            GUN_Gimble
SoundType                       GS_SmallProjectile
DamageLo                        5                      ; damage variance per shot - low
DamageHi                        7                     ; damage variance per shot - high
MinAngle                        0
MaxAngle                        120
BulletLength                    20.0                    ; visual only.  Length of bullet on screen
BulletRange                     3500.0                  ; distance bullets travel before disappearing
BulletSpeed                     5000.0                  ; measured in m/s.
BulletMass                      0.5                    ; mass of bullet
FireTime                        0.14                                ; fire repeat rate (reciprocal = shots/second)
BurstFireTime                   0.6
BurstWaitTime                   0.8
fireEffect                      defaultBlast.ebg
hitEffect                       defaultBlast.ebg
TriggerHappy                    2
}


NUMBER_OF_DOCK_POINTS           3

; format is DockPoint           name,type,flyawaydist,mindist,maxdist,[headingdirection,updirection]  (0=up,1=right,2=forward,4=down,5=left,6=back) for direction
DockPoint                       In,DockingCone,900,1000,1500 // It works, don't touch!
DockPoint                       Out,LaunchPoint,800,800,800,6,0
DockPoint                       Out1,LaunchPoint,800,800,800,6,0

maxDockableFighters                 45
maxDockableCorvettes                10

NUMBER_OF_SALVAGE_POINTS        6
NUM_NEEDED_FOR_SALVAGE          7               ;number of ships needed to capture a craft
NEED_BIGR1                      TRUE
NEED_BIGR2                      TRUE
WILL_FIT_CARRIER                FALSE

;       format:                    name,type
SalvagePoint                       Point1,AttachPoint
SalvagePoint                       Point2,AttachPoint
SalvagePoint                       Point3,AttachPoint
SalvagePoint                       Point4,AttachPoint
SalvagePoint                       Point5,AttachPoint
SalvagePoint                       Point6,AttachPoint

NUMBER_OF_NAV_LIGHTS           10

; format is NavLight           name,type,blinkrate (in seconds), startdelay (in seconds) size (in meters), min LOD, texture name
NavLight                        antenna1,       NAVLIGHT_Default, 2,    0.5,      0.5,      30, 3,  etg\textures\glow32
NavLight                        antenna2,       NAVLIGHT_Default, 2,    1,      0,      30, 3,  etg\textures\glow32
NavLight                        antenna3,       NAVLIGHT_Default, 2,    1,      0,      30, 3,  etg\textures\glow32
NavLight                        antenna4,       NAVLIGHT_Default, 1.5,    0.75,      0,      30, 3,  etg\textures\glow32
NavLight                        front1,         NAVLIGHT_Default, 1,  2,    0,      20, 3,  etg\textures\glow32
NavLight                        front2,         NAVLIGHT_Default, 1,  2,    0,      20, 3,  etg\textures\glow32
NavLight                        hangar1,     NAVLIGHT_Default, 2,  0.5,    0,     25, 3,  etg\textures\glow32
NavLight                        hangar2,     NAVLIGHT_Default, 2,  0.5,    0,      25, 3,  etg\textures\glow32
NavLight                        hangar3,     NAVLIGHT_Default, 1.5,  0.5,    1,      25, 3,  etg\textures\glow32
NavLight                        hangar4,     NAVLIGHT_Default, 1.5,  0.5,    1,      25, 3,  etg\textures\glow32


;Explosions
;=--------=
explosionType                       ET_CarrierExplosion


;Engine trails   This is the top engine
;=-----------=
;trailAngle                            90.0
;trailWidth                          1075.0
;trailHeight                          260.0
trailWidth            450.0
trailHeight           300.0
trailLength           550.0
trailStyle              3
trailScaleCap           0.00025



;Engine #2       This is the second to top engine
;=-------=
;trailAngle                           90.0
;trailWidth                         1075.0
;trailHeight                         150.0
;trailWidth2           450.0
;trailHeight2          300.0
;trailLength2          550.0
;trailStyle2             3
;trailScaleCap2          0.00025


;Engine #3       This is the third to top engine
;=-------=
;trailAngle                           90.0
;trailWidth                         1075.0
;trailHeight                         150.0

;Engine #4       This is the bottom engine
;=-------=
;trailAngle                           90.0
;trailWidth                         1075.0
;trailHeight                         150.0

minimumZoomDistance                 1550


renderlistFade      2700.0
renderlistLimit    18000.0

;Override face-specific damage:
collSideModifiers[TRANS_UP]         0.8
collSideModifiers[TRANS_DOWN]       0.8
collSideModifiers[TRANS_RIGHT]      0.7
collSideModifiers[TRANS_LEFT]       0.7
collSideModifiers[TRANS_FORWARD]    0.6
collSideModifiers[TRANS_BACK]       1.7


{}{}{}



Standard Corvette ~ p1standardcorvette
{}{}{}
[P1StandardCorvette]

;Source Files
;=----------=
LODFile                             P1StandardCorvette.lod
pMexData                            P1StandardCorvette\Rl0\LOD0\P1StandardCorvette.mex

;Ship Physics
;=----------=
mass                                250.0                        ; ship mass [fighter = 1]
momentOfInertiaX                    25.0                        ; resistance to rotation
momentOfInertiaY                    25.0                        ; [fighter = 1]
momentOfInertiaZ                    25.0
maxvelocity                         670.0                      ; [fighter = 1000]
maxrot                              10.0                       ; maximum rotation speed [don't make faster than ~10]

;Basic Ship Stats
;=--------------=
shipclass                           CLASS_Corvette
buildCost                           210                        ; resource units to build
buildTime                           25                         ; time in seconds to build
maxhealth                           1200 //2400                        ; hit points
maxfuel                             40000.0
lowfuelpoint                        0.25                       ; percentage of tank which is considered "low on fuel"
fuelburnrate                        0.019
attackfuelburnrate                  0.065
groupSize                           2                          ; size of group ships of this type tend to form

blastRadiusDamage                   230

;Moving Around
;=-----------=
thruststrength[TRANS_UP]            350.0                      ; acceleration (m/s^2) [1-1000 approx. range]
thruststrength[TRANS_DOWN]          350.0
thruststrength[TRANS_RIGHT]         350.0
thruststrength[TRANS_LEFT]          350.0
thruststrength[TRANS_FORWARD]       380.0
thruststrength[TRANS_BACK]          250.0
rotstrength[ROT_YAWLEFT]              0.5                    ; rotational acceleration (deg/s^2) [0.01 - 1.0]
rotstrength[ROT_YAWRIGHT]             0.5
rotstrength[ROT_PITCHUP]              0.5
rotstrength[ROT_PITCHDOWN]            0.5
rotstrength[ROT_ROLLRIGHT]            0.5
rotstrength[ROT_ROLLLEFT]             0.5
turnspeed[TURN_YAW]                   1.1
turnspeed[TURN_PITCH]                 1.1
turnspeed[TURN_ROLL]                  1.1

NUMBER_OF_GUNS                      2

;Top gun
GUN         0
{
Type                                GUN_NewGimble               ; type of gun - either GUN_Fixed or GUN_Gimble
SoundType                           GS_MediumEnergyCannon
DamageLo                            20                          ; damage variance per shot - low
DamageHi                            30                          ; damage variance per shot - high
BulletLength                        18.0                        ; visual only.  Length of bullet on screen
BulletRange                         3900.0                      ; distance bullets travel before disappearing
BulletSpeed                         5000.0                      ; measured in m/s.
BulletMass                          1.0                         ; mass of bullet
FireTime                            0.31                         ; fire repeat rate (reciprocal = shots/second)
TriggerHappy                        0.5
minturnangle                       -55.0                      ; degrees
maxturnangle                        1.0
mindeclination                     -75.0
maxdeclination                      75.0
maxanglespeed                       500.0                        ; degrees/s
maxdeclinationspeed                 500.0
BarrelLength                        5.0
RecoilLength                        2
BulletLifeTime                  2.0                            ;Life time of bullet
angletracking                       3.7
declinationtracking                 3.7
}

;Right side gun
GUN         1
{
Type                                GUN_NewGimble
SoundType                           GS_MediumEnergyCannon
DamageLo                            20
DamageHi                            30
BulletLength                        18.0
BulletRange                         3900.0
BulletSpeed                         5000.0
BulletMass                          1.0
FireTime                            0.31
TriggerHappy                        0.5
minturnangle                       -55.0                    ; degrees
maxturnangle                        1.0
mindeclination                     -75.0
maxdeclination                      75.0
maxanglespeed                       500.0                        ; degrees/s
maxdeclinationspeed                 500.0
BarrelLength                        5.0
RecoilLength                        2
BulletLifeTime                  2.0                            ;Life time of bullet
angletracking                       3.7
declinationtracking                 3.7
}


;Ship AI
;=-----=
repositionTime                      1.6                        ; time in seconds which corvette will spend to reposition
                                                              ; itself to a new location for it to fire.
circleRange                         1800.0
tooCloseRange                       500.0
fullMovementFreedom                 TRUE


;|||||||||||||||||||||||||||||||||||||||||------EVASIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------EVASIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------EVASIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||

;[Default]  --  used for ships where nothing else is defined (default behaviour)
;
flyPastDist             Evasive     Default             3000.0       ; dist which ship will try to fly past target - relative to CENTRE of ship
maxFlyAwayDist          Evasive     Default             3500.0       ; maximum distance ship will fly away from target - relative to CENTRE of ship
breakRange              Evasive     Default             1000.0       ; range at which ship will break off for another pass - relative to SURFACE of ship
triggerHappy            Evasive     Default               11.0       ; how close in degrees the ship needs to be to fire fixed guns
faceTargetAccuracy      Evasive     Default                4.0       ; within how many degrees will try to align itself with target
maxAttackTime           Evasive     Default                4.0       ; maximum time ship will attack before breaking

                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     Default             0,2,2,0,3              ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     Default             0,1,0,0,0              ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     Default             5,5,10,15,10,10,10,5   ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     Default             5,5,10,0,10,10,10,5   ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     Default             5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Mothership]
;
flyPastDist             Evasive     CLASS_Mothership    8000.0
maxFlyAwayDist          Evasive     CLASS_Mothership    10000.0
breakRange              Evasive     CLASS_Mothership    2000.0
triggerHappy            Evasive     CLASS_Mothership      11.0
faceTargetAccuracy      Evasive     CLASS_Mothership       4.5
maxAttackTime           Evasive     CLASS_Mothership       8.0

                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_Mothership    0,3,2,0,2             ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_Mothership    1,3,3,0,1             ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_Mothership    5,5,10,10,10,10,10,8 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_Mothership    5,5,10,0,10,10,10,8 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_Mothership    5,5,10,10,10,10,10,8 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE


;[CLASS_Carrier]
;
flyPastDist             Evasive     CLASS_Carrier       3000.0
maxFlyAwayDist          Evasive     CLASS_Carrier       3500.0
breakRange              Evasive     CLASS_Carrier       1000.0
triggerHappy            Evasive     CLASS_Carrier         11.0
faceTargetAccuracy      Evasive     CLASS_Carrier          4.5
maxAttackTime           Evasive     CLASS_Carrier          8.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_Carrier       0,3,2,0,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_Carrier       1,2,3,0,1       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_Carrier       5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_Carrier       5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_Carrier       5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_HeavyCruiser]
;
flyPastDist             Evasive     CLASS_HeavyCruiser  3000.0
maxFlyAwayDist          Evasive     CLASS_HeavyCruiser  3500.0
breakRange              Evasive     CLASS_HeavyCruiser  1000.0
triggerHappy            Evasive     CLASS_HeavyCruiser    11.0
faceTargetAccuracy      Evasive     CLASS_HeavyCruiser     4.5
maxAttackTime           Evasive     CLASS_HeavyCruiser     4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_HeavyCruiser  0,3,2,0,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_HeavyCruiser  1,2,3,0,1       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_HeavyCruiser  5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_HeavyCruiser  5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_HeavyCruiser  5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Destroyer]
;
flyPastDist             Evasive     CLASS_Destroyer     3000.0
maxFlyAwayDist          Evasive     CLASS_Destroyer     3500.0
breakRange              Evasive     CLASS_Destroyer     1000.0
triggerHappy            Evasive     CLASS_Destroyer       11.0
faceTargetAccuracy      Evasive     CLASS_Destroyer        4.5
maxAttackTime           Evasive     CLASS_Destroyer        4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_Destroyer     0,3,2,0,3       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_Destroyer     1,2,3,0,1       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_Destroyer     5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_Destroyer     5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_Destroyer     5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Frigate]
;
flyPastDist             Evasive     CLASS_Frigate       3000.0   //3000
maxFlyAwayDist          Evasive     CLASS_Frigate       3500.0   //3300
breakRange              Evasive     CLASS_Frigate       1000.0   //725
triggerHappy            Evasive     CLASS_Frigate         11.0   //4
faceTargetAccuracy      Evasive     CLASS_Frigate          4.0
maxAttackTime           Evasive     CLASS_Frigate          4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_Frigate       0,3,2,0,3       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_Frigate       1,2,3,0,1       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_Frigate       5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_Frigate       5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_Frigate       5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Corvette]
;
flyPastDist             Evasive     CLASS_Corvette       2200.0
maxFlyAwayDist          Evasive     CLASS_Corvette       2600.0
breakRange              Evasive     CLASS_Corvette        750.0
triggerHappy            Evasive     CLASS_Corvette        4.5
faceTargetAccuracy      Evasive     CLASS_Corvette         4.5
maxAttackTime           Evasive     CLASS_Corvette         4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_Corvette      0,4,3,0,3             ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_Corvette      1,2,3,1,2             ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_Corvette      5,5,8,10,8,13,13,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_Corvette      5,5,8,0,8,13,13,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_Corvette      5,5,8,10,8,13,13,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Fighter]
;
flyPastDist             Evasive     CLASS_Fighter        1200.0
maxFlyAwayDist          Evasive     CLASS_Fighter        1300.0
breakRange              Evasive     CLASS_Fighter         600.0
triggerHappy            Evasive     CLASS_Fighter          2.5
faceTargetAccuracy      Evasive     CLASS_Fighter           4.5
maxAttackTime           Evasive     CLASS_Fighter           4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_Fighter       0,5,5,2,2              ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_Fighter       1,2,3,1,2              ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_Fighter       5,5,10,15,10,10,10,15   ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_Fighter       5,5,10,5,10,10,10,5   ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_Fighter       5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Resource]
;
flyPastDist             Evasive     CLASS_Resource      3000.0
maxFlyAwayDist          Evasive     CLASS_Resource      3500.0
breakRange              Evasive     CLASS_Resource      1000.0
triggerHappy            Evasive     CLASS_Resource        11.0
faceTargetAccuracy      Evasive     CLASS_Resource         4.0
maxAttackTime           Evasive     CLASS_Resource         4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_Resource      0,4,4,0,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_Resource      1,2,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_Resource      5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_Resource      5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_Resource      5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_NonCombat]
;
flyPastDist             Evasive     CLASS_NonCombat     3000.0
maxFlyAwayDist          Evasive     CLASS_NonCombat     3500.0
breakRange              Evasive     CLASS_NonCombat     1000.0
triggerHappy            Evasive     CLASS_NonCombat       4.0
faceTargetAccuracy      Evasive     CLASS_NonCombat        4.5
maxAttackTime           Evasive     CLASS_NonCombat        4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Evasive     CLASS_NonCombat     0,4,2,0,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Evasive     CLASS_NonCombat     1,2,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Evasive     CLASS_NonCombat     5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Evasive     CLASS_NonCombat     5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Evasive     CLASS_NonCombat     5,5,10,0,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE



;|||||||||||||||||||||||||||||||||||||||||------NEUTRAL-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------NEUTRAL-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------NEUTRAL-------||||||||||||||||||||||||||||||||||||||||||||||||||||||

;[Default]  --  used for ships where nothing else is defined (default behaviour)
;
flyPastDist             Neutral     Default             3000.0    ; dist which ship will try to fly past target - relative to CENTRE of ship
maxFlyAwayDist          Neutral     Default             3500.0    ; maximum distance ship will fly away from target - relative to CENTRE of ship
breakRange              Neutral     Default             1000.0    ; range at which ship will break off for another pass - relative to SURFACE of ship
triggerHappy            Neutral     Default               11.0    ; how close in degrees the ship needs to be to fire fixed guns
faceTargetAccuracy      Neutral     Default                4.0    ; within how many degrees will try to align itself with target
maxAttackTime           Neutral     Default                4.0    ; maximum time ship will attack before breaking

                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     Default             0,1,1,1,1              ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     Default             0,1,0,0,0              ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     Default             5,5,10,10,10,10,10,5   ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     Default             5,5,10,0,10,10,10,5   ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     Default             5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Mothership]
;
flyPastDist             Neutral     CLASS_Mothership    8000.0
maxFlyAwayDist          Neutral     CLASS_Mothership    10000.0
breakRange              Neutral     CLASS_Mothership    2000.0
triggerHappy            Neutral     CLASS_Mothership      11.0
faceTargetAccuracy      Neutral     CLASS_Mothership       4.5
maxAttackTime           Neutral     CLASS_Mothership       4.0

                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_Mothership    0,3,3,1,2             ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_Mothership    1,1,1,0,0             ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_Mothership    5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_Mothership    5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_Mothership    5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE


;[CLASS_Carrier]
;
flyPastDist             Neutral     CLASS_Carrier       3000.0
maxFlyAwayDist          Neutral     CLASS_Carrier       3500.0
breakRange              Neutral     CLASS_Carrier       1000.0
triggerHappy            Neutral     CLASS_Carrier         11.0
faceTargetAccuracy      Neutral     CLASS_Carrier          4.5
maxAttackTime           Neutral     CLASS_Carrier          4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_Carrier       0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_Carrier       1,1,1,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_Carrier       5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_Carrier       5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_Carrier       5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_HeavyCruiser]
;
flyPastDist             Neutral     CLASS_HeavyCruiser  3000.0
maxFlyAwayDist          Neutral     CLASS_HeavyCruiser  3500.0
breakRange              Neutral     CLASS_HeavyCruiser  1000.0
triggerHappy            Neutral     CLASS_HeavyCruiser    11.0
faceTargetAccuracy      Neutral     CLASS_HeavyCruiser     4.5
maxAttackTime           Neutral     CLASS_HeavyCruiser     4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_HeavyCruiser  0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_HeavyCruiser  1,1,1,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_HeavyCruiser  5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_HeavyCruiser  5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_HeavyCruiser  5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Destroyer]
;
flyPastDist             Neutral     CLASS_Destroyer     3000.0
maxFlyAwayDist          Neutral     CLASS_Destroyer     3500.0
breakRange              Neutral     CLASS_Destroyer     1000.0
triggerHappy            Neutral     CLASS_Destroyer       11.0
faceTargetAccuracy      Neutral     CLASS_Destroyer        4.5
maxAttackTime           Neutral     CLASS_Destroyer        4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_Destroyer     0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_Destroyer     1,1,1,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_Destroyer     5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_Destroyer     5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_Destroyer     5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Frigate]
;
flyPastDist             Neutral     CLASS_Frigate       3000.0
maxFlyAwayDist          Neutral     CLASS_Frigate       3500.0
breakRange              Neutral     CLASS_Frigate       1000.0  //725
triggerHappy            Neutral     CLASS_Frigate         11.0
faceTargetAccuracy      Neutral     CLASS_Frigate          4.0
maxAttackTime           Neutral     CLASS_Frigate          4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_Frigate       0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_Frigate       1,1,1,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_Frigate       5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_Frigate       5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_Frigate       5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Corvette]
;
flyPastDist             Neutral     CLASS_Corvette      2100.0
maxFlyAwayDist          Neutral     CLASS_Corvette      2500.0
breakRange              Neutral     CLASS_Corvette       650.0
triggerHappy            Neutral     CLASS_Corvette       5.2
faceTargetAccuracy      Neutral     CLASS_Corvette        4.5
maxAttackTime           Neutral     CLASS_Corvette        4.0</pre><pre id="faqspan-24">
                                                       Relative frequenciesfor:
flightmanTurnaround     Neutral     CLASS_Corvette     0,3,3,1,2            ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_Corvette     1,1,1,0,1            ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_Corvette     5,5,10,15,10,10,10,5; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_Corvette     5,5,10,0,10,10,10,5; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_Corvette     5,5,10,10,10,10,10,5; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Fighter]
;
flyPastDist             Neutral     CLASS_Fighter        1500.0
maxFlyAwayDist          Neutral     CLASS_Fighter        1700.0
breakRange              Neutral     CLASS_Fighter         600.0
triggerHappy            Neutral     CLASS_Fighter         3.2
faceTargetAccuracy      Neutral     CLASS_Fighter          4.5
maxAttackTime           Neutral     CLASS_Fighter          4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_Fighter       0,3,3,1,2              ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_Fighter       1,1,1,0,1              ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_Fighter       5,5,10,15,10,10,10,5   ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_Fighter       5,5,10,0,10,10,10,5   ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_Fighter       5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Resource]
;
flyPastDist             Neutral     CLASS_Resource      3000.0
maxFlyAwayDist          Neutral     CLASS_Resource      3500.0
breakRange              Neutral     CLASS_Resource      1000.0
triggerHappy            Neutral     CLASS_Resource        11.0
faceTargetAccuracy      Neutral     CLASS_Resource         4.0
maxAttackTime           Neutral     CLASS_Resource         4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_Resource      0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_Resource      1,1,1,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_Resource      5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_Resource      5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_Resource      5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_NonCombat]
;
flyPastDist             Neutral     CLASS_NonCombat     3000.0
maxFlyAwayDist          Neutral     CLASS_NonCombat     3500.0
breakRange              Neutral     CLASS_NonCombat     1000.0
triggerHappy            Neutral     CLASS_NonCombat       3.0
faceTargetAccuracy      Neutral     CLASS_NonCombat        4.5
maxAttackTime           Neutral     CLASS_NonCombat        4.0
                                                      ; Relative frequencies for:
flightmanTurnaround     Neutral     CLASS_NonCombat     0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Neutral     CLASS_NonCombat     1,1,1,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Neutral     CLASS_NonCombat     5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Neutral     CLASS_NonCombat     5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Neutral     CLASS_NonCombat     5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE



;|||||||||||||||||||||||||||||||||||||||||------AGGRESSIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------AGGRESSIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------AGGRESSIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||

;[Default]  --  used for ships where nothing else is defined (default behaviour)
;
flyPastDist             Aggressive      Default             3000.0    ; dist which ship will try to fly past target - relative to CENTRE of ship
maxFlyAwayDist          Aggressive      Default             3500.0    ; maximum distance ship will fly away from target - relative to CENTRE of ship
breakRange              Aggressive      Default             1000.0    ; range at which ship will break off for another pass - relative to SURFACE of ship
triggerHappy            Aggressive      Default               11.0    ; how close in degrees the ship needs to be to fire fixed guns
faceTargetAccuracy      Aggressive      Default                4.0    ; within how many degrees will try to align itself with target
maxAttackTime           Aggressive      Default                4.0    ; maximum time ship will attack before breaking

                                                      ; Relative frequencies for:
flightmanTurnaround     Aggressive      Default             0,3,3,1,2              ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      Default             0,1,0,0,0              ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      Default             5,5,10,15,10,10,10,0   ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      Default             5,5,10,0,10,10,10,0   ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      Default             5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Mothership]
;
flyPastDist             Aggressive      CLASS_Mothership    8000.0
maxFlyAwayDist          Aggressive      CLASS_Mothership    10000.0
breakRange              Aggressive      CLASS_Mothership    2000.0
triggerHappy            Aggressive      CLASS_Mothership      11.0
faceTargetAccuracy      Aggressive      CLASS_Mothership       4.5
maxAttackTime           Aggressive      CLASS_Mothership       4.0

                                                      ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_Mothership    0,3,3,1,2             ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_Mothership    1,1,3,0,0             ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_Mothership    5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_Mothership    5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_Mothership    5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE


;[CLASS_Carrier]
;
flyPastDist             Aggressive      CLASS_Carrier       3000.0
maxFlyAwayDist          Aggressive      CLASS_Carrier       3500.0
breakRange              Aggressive      CLASS_Carrier       1000.0
triggerHappy            Aggressive      CLASS_Carrier         11.0
faceTargetAccuracy      Aggressive      CLASS_Carrier          4.5
maxAttackTime           Aggressive      CLASS_Carrier          4.0
                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_Carrier       0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_Carrier       1,1,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_Carrier       5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_Carrier       5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_Carrier       5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_HeavyCruiser]
;
flyPastDist             Aggressive      CLASS_HeavyCruiser  3000.0
maxFlyAwayDist          Aggressive      CLASS_HeavyCruiser  3500.0
breakRange              Aggressive      CLASS_HeavyCruiser  1000.0
triggerHappy            Aggressive      CLASS_HeavyCruiser    11.0
faceTargetAccuracy      Aggressive      CLASS_HeavyCruiser     4.5
maxAttackTime           Aggressive      CLASS_HeavyCruiser     4.0
                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_HeavyCruiser  0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_HeavyCruiser  1,1,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_HeavyCruiser  5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_HeavyCruiser  5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_HeavyCruiser  5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Destroyer]
;
flyPastDist             Aggressive      CLASS_Destroyer     3000.0
maxFlyAwayDist          Aggressive      CLASS_Destroyer     3500.0
breakRange              Aggressive      CLASS_Destroyer     1000.0
triggerHappy            Aggressive      CLASS_Destroyer       11.0
faceTargetAccuracy      Aggressive      CLASS_Destroyer        4.5
maxAttackTime           Aggressive      CLASS_Destroyer        4.0
                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_Destroyer     0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_Destroyer     1,1,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_Destroyer     5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_Destroyer     5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_Destroyer     5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Frigate]
;
flyPastDist             Aggressive      CLASS_Frigate       3000.0
maxFlyAwayDist          Aggressive      CLASS_Frigate       3500.0
breakRange              Aggressive      CLASS_Frigate       1000.0 //725
triggerHappy            Aggressive      CLASS_Frigate         11.0
faceTargetAccuracy      Aggressive      CLASS_Frigate          4.0
maxAttackTime           Aggressive      CLASS_Frigate          4.0

                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_Frigate       0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_Frigate       1,1,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_Frigate       5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_Frigate       5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_Frigate       5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Corvette]
;
flyPastDist             Aggressive      CLASS_Corvette       2000.0
maxFlyAwayDist          Aggressive      CLASS_Corvette       2600.0
breakRange              Aggressive      CLASS_Corvette        450.0
triggerHappy            Aggressive      CLASS_Corvette        4.8
faceTargetAccuracy      Aggressive      CLASS_Corvette         4.5
maxAttackTime           Aggressive      CLASS_Corvette         4.0
                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_Corvette      0,3,3,1,2             ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_Corvette      1,1,3,0,0             ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_Corvette      5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_Corvette      5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_Corvette      5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Fighter]
;
flyPastDist             Aggressive      CLASS_Fighter        1600.0
maxFlyAwayDist          Aggressive      CLASS_Fighter        1800.0
breakRange              Aggressive      CLASS_Fighter         600.0
triggerHappy            Aggressive      CLASS_Fighter         2.8
faceTargetAccuracy      Aggressive      CLASS_Fighter          4.5
maxAttackTime           Aggressive      CLASS_Fighter          4.0
                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_Fighter       0,3,3,1,2              ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_Fighter       1,1,3,0,0              ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_Fighter       5,5,10,15,10,10,10,0   ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_Fighter       5,5,10,0,10,10,10,0   ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_Fighter       5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_Resource]
;
flyPastDist             Aggressive      CLASS_Resource      3000.0
maxFlyAwayDist          Aggressive      CLASS_Resource      3500.0
breakRange              Aggressive      CLASS_Resource      1000.0
triggerHappy            Aggressive      CLASS_Resource        11.0
faceTargetAccuracy      Aggressive      CLASS_Resource         4.0
maxAttackTime           Aggressive      CLASS_Resource         4.0
                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_Resource      0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_Resource      1,1,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_Resource      5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_Resource      5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_Resource      5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

;[CLASS_NonCombat]
;
flyPastDist             Aggressive      CLASS_NonCombat     3000.0
maxFlyAwayDist          Aggressive      CLASS_NonCombat     3500.0
breakRange              Aggressive      CLASS_NonCombat     1000.0
triggerHappy            Aggressive      CLASS_NonCombat       4.0
faceTargetAccuracy      Aggressive      CLASS_NonCombat        4.5
maxAttackTime           Aggressive      CLASS_NonCombat        4.0
                                                          ; Relative frequencies for:
flightmanTurnaround     Aggressive      CLASS_NonCombat     0,3,3,1,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP            Aggressive      CLASS_NonCombat     1,1,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind  Aggressive      CLASS_NonCombat     5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront   Aggressive      CLASS_NonCombat     5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure    Aggressive      CLASS_NonCombat     5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE

badAI                                    FALSE                          ; normally set this to FALSE


;Ship Trails
;=---------=
trailSegments                       20
trailGranularity                    3
trailColor                          0, 0, 0, 0, 0           ;grey team
trailColor                          0, 1, 238, 238, 238
trailColor                          0, 8, 141, 106, 87
trailColor                          0, 19, 0, 0, 0
trailColor                          1, 0, 0, 0, 0           ;red team
trailColor                          1, 1, 225, 124, 33
trailColor                          1, 8, 146, 0, 0
trailColor                          1, 19, 0, 0, 0
trailColor                          2, 0, 0, 0, 0           ;blue team
trailColor                          2, 1, 11, 255, 255
trailColor                          2, 8, 51, 0, 243
trailColor                          2, 19, 0, 0, 0
trailColor                          3, 0, 0, 0, 0           ;green team
trailColor                          3, 1, 201, 254, 39
trailColor                          3, 8, 0, 84, 4
trailColor                          3, 19, 0, 0, 0
trailColor                          4, 0, 0, 0, 0           ;yellow team
trailColor                          4, 1, 255, 240, 97
trailColor                          4, 8, 160, 124, 0
trailColor                          4, 19, 0, 0, 0
trailColor                          5, 0, 0, 0, 0           ;orange team
trailColor                          5, 1, 225, 255, 11
trailColor                          5, 8, 160, 124, 0
trailColor                          5, 19, 0, 0, 0
trailColor                          6, 0, 0, 0, 0           ;purple team
trailColor                          6, 1, 255, 135, 157
trailColor                          6, 8, 121, 0, 135
trailColor                          6, 19, 0, 0, 0
trailColor                          7, 0, 0, 0, 0           ;pale blue-green team
trailColor                          7, 1, 45, 255, 149
trailColor                          7, 8, 0, 105, 137
trailColor                          7, 19, 0, 0, 0

;Explosions
;=--------=
explosionType                       ET_CorvetteExplosion


;Engine trails
;=-----------=
trailWidth                          42.0
trailHeight                         18.0
trailAngle                          90.0
trailRibbonAdjust                    0.75
trailSpriteRadius                   60.0

trailWidth2                         42.0
trailHeight2                        18.0
trailAngle2                         90.0
trailRibbonAdjust2                   0.75
trailSpriteRadius2                  60.0


//top gun
BindGun                             P1StandardCorvetteTurret(1) Gun0,Declination,Recoil,Frequency 1
//bottom gun
BindGun                             P1StandardCorvetteTurret(2) Gun1,Declination,Recoil,Frequency 1

minimumZoomDistance                 90


collSideModifiers[TRANS_UP]         0.8
collSideModifiers[TRANS_DOWN]       0.8
collSideModifiers[TRANS_RIGHT]      0.8
collSideModifiers[TRANS_LEFT]       0.8
collSideModifiers[TRANS_FORWARD]    0.65
collSideModifiers[TRANS_BACK]       1.5


{}{}{}



-=Kadeshi=-

Advanced Swarmer ~ p2advanceswarmer
{}{}{}
[P2AdvanceSwarmer]

;Source Files
;=----------=
LODFile                             P2AdvanceSwarmer.lod
pMexData                            P2AdvanceSwarmer\Rl0\LOD0\P2AdvanceSwarmer.mex

;Ship Physics
;=----------=
mass                                40.0                           ; ship mass [fighter = 1]
momentOfInertiaX                    4.0                           ; resistance to rotation
momentOfInertiaY                    4.0                           ; [fighter = 1]
momentOfInertiaZ                    4.0
maxvelocity                         1400.0                         ; [fighter = 1000]
maxrot                              10.0                          ; maximum rotation speed [don't make faster than ~10]

;Basic Ship Stats
;=--------------=
shipclass                           CLASS_Fighter
buildCost                           35                            ; resource units to build
buildTime                           6                             ; time in seconds to build
maxhealth                           235                            ; hit points
maxfuel                             6000.0
lowfuelpoint                        0.35                          ; percentage of tank which is considered "low on fuel"
fuelburnrate                        0.015                         ; based on distance ship moves in the world
attackfuelburnrate                  0.070
groupSize                           4                             ; size of group ships of this type tend to form


blastRadiusShockWave                6.0
blastRadiusDamage                   75

;Moving Around
;=-----------=
thruststrength[TRANS_UP]            900.0                        ; acceleration (m/s^2) [1-1000 approx. range]
thruststrength[TRANS_DOWN]          900.0
thruststrength[TRANS_RIGHT]         900.0
thruststrength[TRANS_LEFT]          900.0
thruststrength[TRANS_FORWARD]       900.0
thruststrength[TRANS_BACK]          900.0
rotstrength[ROT_YAWLEFT]            180.0                        ; rotational acceleration (deg/s^2) [0.01 - 400]
rotstrength[ROT_YAWRIGHT]           180.0
rotstrength[ROT_PITCHUP]            180.0
rotstrength[ROT_PITCHDOWN]          180.0
rotstrength[ROT_ROLLRIGHT]          180.0
rotstrength[ROT_ROLLLEFT]           180.0
turnspeed[TURN_YAW]                 5                          ; speed at which ship tries to turn (1=standard)
turnspeed[TURN_PITCH]               5
turnspeed[TURN_ROLL]                5

;Weapons
;=-----=
NUMBER_OF_GUNS                      4

rotateToRetaliate                   TRUE

GUN         0
{
Type                            GUN_Gimble
SoundType                       GS_SmallEnergyCannon
DamageLo                        18                              ; damage variance per shot - low
DamageHi                        30                             ; damage variance per shot - high
MinAngle                        0
MaxAngle                        4
BulletLength                    15.0                           ; visual only.  Length of bullet on screen
BulletRange                     2500.0                         ; distance bullets travel before disappearing
BulletSpeed                     4800.0                         ; measured in m/s.
BulletMass                      0.6                            ; mass of bullet
FireTime                        0.14                            ; fire repeat rate (reciprocal = shots/second)
TriggerHappy                    2                           ; how triggerHapppy the ship is when firing the fixed.
BulletLifeTime                  2.0                            ;Life time of bullet
}

GUN         1
{
Type                            GUN_Gimble
SoundType                       GS_SmallEnergyCannon
DamageLo                        18                              ; damage variance per shot - low
DamageHi                        30                               ; damage variance per shot - high
MinAngle                        0
MaxAngle                        4
BulletLength                    15.0                            ; visual only.  Length of bullet on screen
BulletRange                     2500.0                         ; distance bullets travel before disappearing
BulletSpeed                     4800.0                         ; measured in m/s.
BulletMass                      0.6                            ; mass of bullet
FireTime                        0.14                            ; fire repeat rate (reciprocal = shots/second)
TriggerHappy                    2                           ; how triggerHapppy the ship is when firing the fixed.
BulletLifeTime                  2.0                            ;Life time of bullet
}


GUN         2
{
Type                            GUN_Gimble
SoundType                       GS_SmallEnergyCannon
DamageLo                        18                              ; damage variance per shot - low
DamageHi                        30                             ; damage variance per shot - high
MinAngle                        0
MaxAngle                        4
BulletLength                    15.0                           ; visual only.  Length of bullet on screen
BulletRange                     2500.0                         ; distance bullets travel before disappearing
BulletSpeed                     4800.0                         ; measured in m/s.
BulletMass                      0.6                            ; mass of bullet
FireTime                        0.14                            ; fire repeat rate (reciprocal = shots/second)
TriggerHappy                    2                           ; how triggerHapppy the ship is when firing the fixed.
BulletLifeTime                  2.0                            ;Life time of bullet
}

GUN         3
{
Type                            GUN_Gimble
SoundType                       GS_SmallEnergyCannon
DamageLo                        18                              ; damage variance per shot - low
DamageHi                        30                               ; damage variance per shot - high
MinAngle                        0
MaxAngle                        4
BulletLength                    15.0                            ; visual only.  Length of bullet on screen
BulletRange                     2500.0                         ; distance bullets travel before disappearing
BulletSpeed                     4800.0                         ; measured in m/s.
BulletMass                      0.6                            ; mass of bullet
FireTime                        0.14                           ; fire repeat rate (reciprocal = shots/second)
TriggerHappy                    2                           ; how triggerHapppy the ship is when firing the fixed.
BulletLifeTime                  2.0                            ;Life time of bullet
}

gunsFireTime                    0.15                    ; tune this value, not FireTime of individual guns0


;Ship AI
;=-----=

repositionTime                      0.6                          ; time in seconds which corvette will spend to reposition
                                                              ; itself to a new location for it to fire.
circleRange                         600.0
fullMovementFreedom                 TRUE
tooCloseRange                       500.0



;Ship Trails
;=---------=
trailSegments                       10
trailGranularity                    2
trailColor                          0, 0, 0, 0, 0           ;grey team
trailColor                          0, 1, 238, 238, 238
trailColor                          0, 4, 141, 106, 87
trailColor                          0, 9, 0, 0, 0
trailColor                          1, 0, 0, 0, 0           ;red team
trailColor                          1, 1, 225, 124, 33
trailColor                          1, 4, 146, 0, 0
trailColor                          1, 9, 0, 0, 0
trailColor                          2, 0, 0, 0, 0           ;blue team
trailColor                          2, 1, 11, 255, 255
trailColor                          2, 4, 51, 0, 243
trailColor                          2, 9, 0, 0, 0
trailColor                          3, 0, 0, 0, 0           ;green team
trailColor                          3, 1, 201, 254, 39
trailColor                          3, 4, 0, 84, 4
trailColor                          3, 9, 0, 0, 0
trailColor                          4, 0, 0, 0, 0           ;yellow team
trailColor                          4, 1, 255, 240, 97
trailColor                          4, 4, 160, 124, 0
trailColor                          4, 9, 0, 0, 0
trailColor                          5, 0, 0, 0, 0           ;orange team
trailColor                          5, 1, 225, 255, 11
trailColor                          5, 4, 160, 124, 0
trailColor                          5, 9, 0, 0, 0
trailColor                          6, 0, 0, 0, 0           ;purple team
trailColor                          6, 1, 255, 135, 157
trailColor                          6, 4, 121, 0, 135
trailColor                          6, 9, 0, 0, 0
trailColor                          7, 0, 0, 0, 0           ;pale blue-green team
trailColor                          7, 1, 45, 255, 149
trailColor                          7, 4, 0, 105, 137
trailColor                          7, 9, 0, 0, 0

;Explosions
;=--------=
smallExplosion                      genericBOOM.ebg
bigExplosion                        genericBOOM.ebg



;Engine trails
;=-----------=
trailWidth                          10.0
trailHeight                          6.0
trailRibbonAdjust                    0.6
trailSpriteRadius                   20.0
trailSpriteOffset                   -2.0

minimumZoomDistance                     50

collSideModifiers[TRANS_UP]         0.7
collSideModifiers[TRANS_DOWN]       0.8
collSideModifiers[TRANS_RIGHT]      0.7
collSideModifiers[TRANS_LEFT]       0.7
collSideModifiers[TRANS_FORWARD]    0.6
collSideModifiers[TRANS_BACK]       1.5

{}{}{}



Fuel Pod ~ p2fuelpod
{}{}{}
[P2FuelPod]

;Source Files
;=----------=
LODFile                             P2FuelPod.lod
pMexData                            P2FuelPod\Rl0\LOD0\P2FuelPod.mex

;Ship Physics
;=----------=
mass                                650.0                           ; ship mass [fighter = 1]
momentOfInertiaX                    162.0                           ; resistance to rotation
momentOfInertiaY                    162.0                           ; [fighter = 1]
momentOfInertiaZ                    162.0
maxvelocity                         380.0                         ; [fighter = 1000]
maxrot                              5.0                          ; maximum rotation speed [don't make faster than ~10]

;Basic Ship Stats
;=--------------=
shipclass                           CLASS_Frigate
isCapitalShip                       TRUE
buildCost                           600                           ; resource units to build
buildTime                           60                            ; time in seconds to build
maxhealth                           3500 //7000                          ; hit points
groupSize                           2                             ; size of group ships of this type tend to form

repairTime                          15                            ; every this many seconds
repairDamage                        50                          ; this much damage is repaired
repairCombatTime                    25                            ; every this many seconds
repairCombatDamage                  25                           ; this much damage is repaired


blastRadiusShockWave                1.75
blastRadiusDamage                   275

canReceiveShips                     TRUE                         ; other ships can dock in this ship
canReceiveFighters                  TRUE

canHandleNumShipsDocking            6

dockShipRange                       500.0                                                ; how close ships should get before considering docking (to ship surface)

pumpFuelRate                        500.0                        ; how fast pumps fuel in.
repairOtherShipRate                 0.35                            ; how fast heals damaged ships. Must be an integer


;Moving Around
;=-----------=
thruststrength[TRANS_UP]            40.0                         ; acceleration (m/s^2) [1-1000 approx. range]
thruststrength[TRANS_DOWN]          40.0
thruststrength[TRANS_RIGHT]         40.0
thruststrength[TRANS_LEFT]          40.0
thruststrength[TRANS_FORWARD]       50.0
thruststrength[TRANS_BACK]          40.0
rotstrength[ROT_YAWLEFT]             0.05                          ; rotational acceleration (deg/s^2) [0.01 - 10]
rotstrength[ROT_YAWRIGHT]            0.05
rotstrength[ROT_PITCHUP]             0.05
rotstrength[ROT_PITCHDOWN]           0.05
rotstrength[ROT_ROLLRIGHT]           0.05
rotstrength[ROT_ROLLLEFT]            0.05
turnspeed[TURN_YAW]                  0.3                          ; speed at which ship tries to turn (1=standard)
turnspeed[TURN_PITCH]                0.3
turnspeed[TURN_ROLL]                 0.3


;Weapons
;=-----=
NUMBER_OF_GUNS                      1

rotateToRetaliate                   TRUE
fullMovementFreedom                 TRUE
tooCloseRange                       500.0

GUN         0
{
Type                                GUN_Gimble          ; type of gun - either GUN_Fixed or GUN_Gimble
SoundType                           GS_MediumEnergyCannon
DamageLo                                60              ; damage variance per shot - low
DamageHi                                100              ; damage variance per shot - high
MinAngle                                 0
MaxAngle                               100
BulletLength                            20.0            ; visual only.  Length of bullet on screen
BulletRange                           4300.0            ; distance bullets travel before disappearing
BulletSpeed                           3500.0            ; measured in m/s.
BulletMass                               2.75            ; mass of bullet
FireTime                                 1.5            ; fire repeat rate (reciprocal = shots/second)
TriggerHappy                        0.5
fireEffect                      defaultBlast.ebg
hitEffect                       defaultBlast.ebg
BulletLifeTime                  3.0                            ;Life time of bullet
}

NUMBER_OF_DOCK_POINTS           6

; format is DockPoint           name,type,flyawaydist,mindist,maxdist,[headingdirection,updirection]  (0=up,1=right,2=forward,4=down,5=left,6=back) for direction
DockPoint                       FightL0,LatchPoint,300,200,500,5,0
DockPoint                       FightL1,LatchPoint,300,200,500,5,0
DockPoint                       FightL2,LatchPoint,300,200,500,5,0
DockPoint                       FightR0,LatchPoint,300,200,500,1,0
DockPoint                       FightR1,LatchPoint,300,200,500,1,0
DockPoint                       FightR2,LatchPoint,300,200,500,1,0

;Ship Trails
;=---------=
trailSegments                       20
trailGranularity                    3
trailColor                          0, 0, 0, 0, 0           ;grey team
trailColor                          0, 1, 238, 238, 238
trailColor                          0, 8, 141, 106, 87
trailColor                          0, 19, 0, 0, 0
trailColor                          1, 0, 0, 0, 0           ;red team
trailColor                          1, 1, 225, 124, 33
trailColor                          1, 8, 146, 0, 0
trailColor                          1, 19, 0, 0, 0
trailColor                          2, 0, 0, 0, 0           ;blue team
trailColor                          2, 1, 11, 255, 255
trailColor                          2, 8, 51, 0, 243
trailColor                          2, 19, 0, 0, 0
trailColor                          3, 0, 0, 0, 0           ;green team
trailColor                          3, 1, 201, 254, 39
trailColor                          3, 8, 0, 84, 4
trailColor                          3, 19, 0, 0, 0
trailColor                          4, 0, 0, 0, 0           ;yellow team
trailColor                          4, 1, 255, 240, 97
trailColor                          4, 8, 160, 124, 0
trailColor                          4, 19, 0, 0, 0
trailColor                          5, 0, 0, 0, 0           ;orange team
trailColor                          5, 1, 225, 255, 11
trailColor                          5, 8, 160, 124, 0
trailColor                          5, 19, 0, 0, 0
trailColor                          6, 0, 0, 0, 0           ;purple team
trailColor                          6, 1, 255, 135, 157
trailColor                          6, 8, 121, 0, 135
trailColor                          6, 19, 0, 0, 0
trailColor                          7, 0, 0, 0, 0           ;pale blue-green team
trailColor                          7, 1, 45, 255, 149
trailColor                          7, 8, 0, 105, 137
trailColor                          7, 19, 0, 0, 0

;Explosions
;=--------=
explosionType                       ET_InterceptorExplosion

BindAnimations          1


NUMBER_OF_SALVAGE_POINTS        2
NUM_NEEDED_FOR_SALVAGE          2               ;number of ships needed to capture a craft
NEED_BIGR1                      TRUE
NEED_BIGR2                      TRUE
WILL_FIT_CARRIER                FALSE

;       format:                    name,type
SalvagePoint                       Point1,AttachPoint
SalvagePoint                       Point2,AttachPoint




;Engine Glow
;=---------=
trailWidth                          25.0
trailHeight                         18.0
trailRibbonAdjust                    0.6
trailSpriteRadius                   50.0

;MadStartInfo        needs a starting     /Animation Text Name(no spaces allowed!)
                    animation(1-yes,0-no)/
MadStartInfo                   1 , open , 1 , open

;MadDockAnims          definitions in explination below
;                       n = number, g = gun, o = open, c = close, d = damaged, a = animations

;                            ;ngoa,names,...,ngca,names,...,ngoda,names,... ,ngcda,names,...
;if this doesn't
;makes sence, ask Bryce
MadSpecialCaseAnims                     1, close, 1, open, 0,damage_close, 1, damage_open

;Ships health must be below this percentage to use the damaged animations.
madGunOpenDamagedHealthThreshold                0.70    ;<= 1.0f

minimumZoomDistance              115

hyperspaceColor                    255,0,0

;Override face-specific damage:
collSideModifiers[TRANS_UP]         0.7
collSideModifiers[TRANS_DOWN]       1.2
collSideModifiers[TRANS_RIGHT]      0.7
collSideModifiers[TRANS_LEFT]       0.7
collSideModifiers[TRANS_FORWARD]    0.6
collSideModifiers[TRANS_BACK]       1.7



{}{}{}



Needle Mothership ~ p2mothership
{}{}{}
[P2Mothership]

;Source Files
;=----------=
pMexData                            P2Mothership\Rl0\LOD0\P2Mothership.mex
LODFile                             P2Mothership.lod

;Ship Physics
;=----------=
mass                                100000.0                    ; ship mass [fighter = 1]
momentOfInertiaX                    35000.0                    ; resistance to rotation
momentOfInertiaY                    35000.0                        ; don't allow mothership to rotate about Y,Z (pitch, roll)
momentOfInertiaZ                    35000.0
immobile                            FALSE                       ; indicates object is immobile
approxcollmodifier                  0.50                        ; use only % of collspheresize for rough approximations
avoidcollmodifier                   0.50                        ; use only % of collspheresize for collision avoidance
maxvelocity                         150.0                        ; [fighter = 1000]
maxrot                              1.0                        ; maximum rotation speed [don't make faster than ~10]

collBoxScaleUp                      0.7
collBoxScaleRight                   0.7


;Basic Ship Stats
;=--------------=
shipclass                           CLASS_Mothership
isCapitalShip                       TRUE
buildCost                           19000 //3200                        ; resource units to build
buildTime                           400                         ; time in seconds to build
maxhealth                           106000 //212000                       ; hit points
groupSize                           1                           ; size of group ships of this type tend to form
repairTime                          15                            ; every this many seconds
repairDamage                        275                          ; this much damage is repaired
repairCombatTime                    20                            ; every this many seconds
repairCombatDamage                  125                           ; this much damage is repaired

blastRadiusShockWave                0.5
blastRadiusDamage                   10000

passiveAttackPenaltyExempt          TRUE

canBuildShips                       TRUE                        ; ship can build ships
canReceiveShips                     TRUE                        ; other ships can dock in this ship
canReceiveResources                 TRUE                        ; Resource Collectors,etc can deposit resources in this ship
canReceiveShipsPermanently          TRUE                        ; ships can dock permanently here
canBuildBigShips                    FALSE                        ; can build Destroyers, Carriers, Heavy Cruisers, etc.

canReceiveFighters                  TRUE
canReceiveCorvettes                 TRUE
canReceiveResourceCollectors        TRUE
canReceiveOtherNonCapitalShips      TRUE

maxDockableFighters                 150

repairApproachDistance                  800.0
canSpecialBandBoxFriendlies             TRUE

pumpFuelRate                        300.0                       ; how fast carrier pumps fuel in.
repairOtherShipRate                 0.38                           ; how fast carrier heals damaged ships. Must be an integer

clearanceDirection                  2                           ; (0=up,1=right,2=forward,4=down,5=left,6=back)
clearanceDistance                   100.0                       ; how far ships go away from this ship when they are just built.
                                                               ; Note that this number is added to the minimum collision distance.

dockShipRange                       1000.0              ; how close ships should get before considering docking (to ship surface)

surroundDistance                    10000.0                      ; how far ships will minimally disperse themselves from this ship after
                                                               ; they are built.  Note that this number is added to the minimum collision distance.
surroundDistanceRand                1000.0                      ; random number between 0 and x added to surroundDistance

surroundRotYMinAng                  -35.0                       ; ship may be positioned between min and max degrees elevation
surroundRotYMaxAng                  35.0
surroundRotZMinAng                  -180.0                      ; ship may be positioned between min and max degrees angle
surroundRotZMaxAng                  180.0

;Moving Around
;=-----------=
thruststrength[TRANS_UP]            5.0         ; acceleration (m/s^2) [1-1000 approx. range]
thruststrength[TRANS_DOWN]          5.0     ; used to be 20.0
thruststrength[TRANS_RIGHT]         5.0
thruststrength[TRANS_LEFT]          5.0
thruststrength[TRANS_FORWARD]       15.0
thruststrength[TRANS_BACK]          5.0
rotstrength[ROT_YAWLEFT]            0.015                 ; rotational acceleration (deg/s^2) [0.01 - 1.0]
rotstrength[ROT_YAWRIGHT]           0.015         ; used to be 0.05
rotstrength[ROT_PITCHUP]            0.015
rotstrength[ROT_PITCHDOWN]          0.015
rotstrength[ROT_ROLLRIGHT]          0.015
rotstrength[ROT_ROLLLEFT]           0.015
turnspeed[TURN_YAW]                  0.06                         ; speed at which ship tries to turn (1=standard)
turnspeed[TURN_PITCH]                0.06
turnspeed[TURN_ROLL]                 0.06


NUMBER_OF_GUNS                      14

rotateToRetaliate                   TRUE
canTargetMultipleTargets            TRUE

GUN         0
//ADD this amount: 3726 to compensate for centrepoint
//ADD this amount: 750 to compensate for stopping distance
{
Type                            GUN_Gimble
SoundType                       GS_LargeIonCannon
BulletType                      BULLET_Beam
DamageLo                        50                            ; damage variance per shot - low  (continuous damage for BULLET_Beam)
DamageHi                        60                            ; damage variance per shot - high
MinAngle                        0
MaxAngle                        45
BulletLength                    11976.0                        ; visual only.  Length of bullet on screen
BulletRange                     10976.0                        ; distance bullets travel before disappearing
BulletSpeed                     5000.0                           ; measured in m/s.
BulletLifeTime                  2.0
BulletMass                      0.70                           ; mass of bullet
FireTime                        9.7                           ; fire repeat rate (reciprocal = shots/second)
TriggerHappy                        5
maxanglespeed                 60.0                    ; degrees/s
maxdeclinationspeed           60.0
}

GUN         1
//ADD this amount: 3726 to compensate for centrepoint
//ADD this amount: 750 to compensate for stopping distance
{
Type                            GUN_Gimble
SoundType                       GS_LargeIonCannon
BulletType                      BULLET_Beam
DamageLo                        50                            ; damage variance per shot - low  (continuous damage for BULLET_Beam)
DamageHi                        60                            ; damage variance per shot - high
MinAngle                        0
MaxAngle                        45
BulletLength                    11976.0                        ; visual only.  Length of bullet on screen
BulletRange                     10976.0                        ; distance bullets travel before disappearing
BulletSpeed                     5000.0                           ; measured in m/s.
BulletLifeTime                  2.0
BulletMass                      0.7                           ; mass of bullet
FireTime                        9.7                           ; fire repeat rate (reciprocal = shots/second)
TriggerHappy                        5
maxanglespeed                 60.0                    ; degrees/s
maxdeclinationspeed           60.0
}



GUN         2
{
Type                                GUN_Gimble          ; type of gun - either GUN_Fixed or GUN_Gimble
SoundType                           GS_MediumEnergyCannon
DamageLo                                50              ; damage variance per shot - low
DamageHi                                70              ; damage variance per shot - high
MinAngle                                0
MaxAngle                                55
BulletLength                            20.0            ; visual only.  Length of bullet on screen
BulletRange                           4500.0            ; distance bullets travel before disappearing
BulletSpeed                           5000.0            ; measured in m/s.
BulletMass                               1.25            ; mass of bullet
FireTime                                 1.0            ; fire repeat rate (reciprocal = shots/second)
TriggerHappy                        2.0
fireEffect                      defaultBlast.ebg
hitEffect                       defaultBlast.ebg</pre><pre id="faqspan-25">
BulletLifeTime                  2.0                            ;Life time of bullet
}

GUN         3
{
Type                                GUN_Gimble          ; type of gun - either GUN_Fixed or GUN_Gimble
SoundType                           GS_MediumEnergyCannon
DamageLo                                50              ; damage variance per shot - low
DamageHi                                70              ; damage variance per shot - high
MinAngle                                0
MaxAngle                                55
BulletLength                            20.0            ; visual only.  Length of bullet on screen
BulletRange                           4500.0            ; distance bullets travel before disappearing
BulletSpeed                           5000.0            ; measured in m/s.
BulletMass                               1.25            ; mass of bullet
FireTime                                 1.0            ; fire repeat rate (reciprocal = shots/second)
TriggerHappy                        2.0
fireEffect                      defaultBlast.ebg
hitEffect                       defaultBlast.ebg
BulletLifeTime                  2.0                            ;Life time of bullet

}

GUN         4
{
Type                                GUN_Gimble          ; type of gun - either GUN_Fixed or GUN_Gimble
SoundType                           GS_MediumEnergyCannon
DamageLo                                50              ; damage variance per shot - low
DamageHi                                70              ; damage variance per shot - high
MinAngle                                0
MaxAngle                                55
BulletLength                            20.0            ; visual only.  Length of bullet on screen
BulletRange                           4500.0            ; distance bullets travel before disappearing
BulletSpeed                           5000.0            ; measured in m/s.
BulletMass                               1.25            ; mass of bullet
FireTime                                 1.0            ; fire repeat rate (reciprocal = shots/second)
TriggerHappy                        2.0
fireEffect                      defaultBlast.ebg
hitEffect                       defaultBlast.ebg
BulletLifeTime                  2.0                            ;Life time of bullet
}

GUN         5
{
Type                                GUN_Gimble          ; type of gun - either GUN_Fixed or GUN_Gimble
SoundType                           GS_MediumEnergyCannon
DamageLo                                50              ; damage variance per shot - low
DamageHi                                70              ; damage variance per shot - high
MinAngle                                0
MaxAngle                                55
BulletLength                            20.0            ; visual only.  Length of bullet on screen
BulletRange                           4500.0            ; distance bullets travel before disappearing
BulletSpeed                           5000.0            ; measured in m/s.
BulletMass                               1.25            ; mass of bullet
FireTime                                 1.0            ; fire repeat rate (reciprocal = shots/second)
TriggerHappy                        2.0
fireEffect                      defaultBlast.ebg
hitEffect                       defaultBlast.ebg
BulletLifeTime                  2.0                            ;Life time of bullet
}

GUN         6
{
Type                                GUN_Gimble          ; type of gun - either GUN_Fixed or GUN_Gimble
SoundType                           GS_SmallProjectile
DamageLo                                5              ; damage variance per shot - low
DamageHi                                7              ; damage variance per shot - high
MinAngle                                0
MaxAngle                                60
BulletLength                            15.0            ; visual only.  Length of bullet on screen
BulletRange                           4200.0            ; distance bullets travel before disappearing
BulletSpeed                           5000.0            ; measured in m/s.
BulletMass                               0.5            ; mass of bullet
FireTime                                 0.14            ; fire repeat rate (reciprocal = shots/second)
BurstFireTime                            0.6
BurstWaitTime                            0.8
TriggerHappy                        2.0
fireEffect                      defaultBlast.ebg
hitEffect                       defaultBlast.ebg
BulletLifeTime                  2.0                            ;Life time of bullet
}

GUN         7
{
Type                                GUN_Gimble          ; type of gun - either GUN_Fixed or GUN_Gimble
SoundType                           GS_SmallProjectile
DamageLo                                5              ; damage variance per shot - low
DamageHi                                7              ; damage variance per shot - high
MinAngle                                0
MaxAngle                               60
BulletLength                            15.0            ; visual only.  Length of bullet on screen
BulletRange                           4200.0            ; distance bullets travel before disappearing
BulletSpeed                           5000.0            ; measured in m/s.
BulletMass                               0.5            ; mass of bullet
FireTime                                 0.14            ; fire repeat rate (reciprocal = shots/second)
BurstFireTime                            0.6
BurstWaitTime                            0.8
TriggerHappy                        2.0
fireEffect                      defaultBlast.ebg
hitEffect                       defaultBlast.ebg
BulletLifeTime                  2.0                            ;Life time of bullet
}

GUN         8
{
Type                                GUN_Gimble          ; type of gun - either GUN_Fixed or GUN_Gimble
SoundType                           GS_SmallProjectile
DamageLo                                5              ; damage variance per shot - low
DamageHi                                7              ; damage variance per shot - high
MinAngle                                0
MaxAngle                               60
BulletLength                            15.0            ; visual only.  Length of bullet on screen
BulletRange                           4200.0            ; distance bullets travel before disappearing
BulletSpeed                           5000.0            ; measured in m/s.
BulletMass                               0.5            ; mass of bullet
FireTime                                 0.14            ; fire repeat rate (reciprocal = shots/second)
BurstFireTime                            0.6
BurstWaitTime                            0.8
TriggerHappy                        2.0
fireEffect                      defaultBlast.ebg
hitEffect                       defaultBlast.ebg
BulletLifeTime                  2.0                            ;Life time of bullet
}

GUN         9
{
Type                                GUN_Gimble          ; type of gun - either GUN_Fixed or GUN_Gimble
SoundType                           GS_SmallProjectile
DamageLo                                5              ; damage variance per shot - low
DamageHi                                7              ; damage variance per shot - high
MinAngle                                0
MaxAngle                               60
BulletLength                            15.0            ; visual only.  Length of bullet on screen
BulletRange                           4200.0            ; distance bullets travel before disappearing
BulletSpeed                           5000.0            ; measured in m/s.
BulletMass                               0.5            ; mass of bullet
FireTime                                 0.14            ; fire repeat rate (reciprocal = shots/second)
BurstFireTime                            0.6
BurstWaitTime                            0.8
TriggerHappy                        2.0
fireEffect                      defaultBlast.ebg
hitEffect                       defaultBlast.ebg
BulletLifeTime                  2.0                            ;Life time of bullet
}

GUN         10
{
Type                                GUN_Gimble          ; type of gun - either GUN_Fixed or GUN_Gimble
SoundType                           GS_SmallProjectile
DamageLo                                5              ; damage variance per shot - low
DamageHi                                7              ; damage variance per shot - high
MinAngle                                0
MaxAngle                               60
BulletLength                            15.0            ; visual only.  Length of bullet on screen
BulletRange                           4200.0            ; distance bullets travel before disappearing
BulletSpeed                           5000.0            ; measured in m/s.
BulletMass                               0.5            ; mass of bullet
FireTime                                 0.14            ; fire repeat rate (reciprocal = shots/second)
BurstFireTime                            0.6
BurstWaitTime                            0.8
TriggerHappy                        2.0
fireEffect                      defaultBlast.ebg
hitEffect                       defaultBlast.ebg
BulletLifeTime                  2.0                            ;Life time of bullet
}

GUN         11
{
Type                                GUN_Gimble          ; type of gun - either GUN_Fixed or GUN_Gimble
SoundType                           GS_SmallProjectile
DamageLo                                5              ; damage variance per shot - low
DamageHi                                7              ; damage variance per shot - high
MinAngle                                0
MaxAngle                               60
BulletLength                            15.0            ; visual only.  Length of bullet on screen
BulletRange                           4200.0            ; distance bullets travel before disappearing
BulletSpeed                           5000.0            ; measured in m/s.
BulletMass                               0.5            ; mass of bullet
FireTime                                 0.14            ; fire repeat rate (reciprocal = shots/second)
BurstFireTime                            0.6
BurstWaitTime                            0.8
TriggerHappy                        2.0
fireEffect                      defaultBlast.ebg
hitEffect                       defaultBlast.ebg
BulletLifeTime                  2.0                            ;Life time of bullet
}

GUN         12
{
Type                                GUN_Gimble          ; type of gun - either GUN_Fixed or GUN_Gimble
SoundType                           GS_SmallProjectile
DamageLo                                5              ; damage variance per shot - low
DamageHi                                7              ; damage variance per shot - high
MinAngle                                0
MaxAngle                               60
BulletLength                            15.0            ; visual only.  Length of bullet on screen
BulletRange                           4200.0            ; distance bullets travel before disappearing
BulletSpeed                           5000.0            ; measured in m/s.
BulletMass                               0.5            ; mass of bullet
FireTime                                 0.14            ; fire repeat rate (reciprocal = shots/second)
BurstFireTime                            0.6
BurstWaitTime                            0.8
TriggerHappy                        2.0
fireEffect                      defaultBlast.ebg
hitEffect                       defaultBlast.ebg
BulletLifeTime                  2.0                            ;Life time of bullet
}

GUN         13
{
Type                                GUN_Gimble          ; type of gun - either GUN_Fixed or GUN_Gimble
SoundType                           GS_SmallProjectile
DamageLo                                5              ; damage variance per shot - low
DamageHi                                7              ; damage variance per shot - high
MinAngle                                0
MaxAngle                               60
BulletLength                            15.0            ; visual only.  Length of bullet on screen
BulletRange                           4200.0            ; distance bullets travel before disappearing
BulletSpeed                           5000.0            ; measured in m/s.
BulletMass                               0.5            ; mass of bullet
FireTime                                 0.14            ; fire repeat rate (reciprocal = shots/second)
BurstFireTime                            0.6
BurstWaitTime                            0.8
TriggerHappy                        2.0
fireEffect                      defaultBlast.ebg
hitEffect                       defaultBlast.ebg
BulletLifeTime                  2.0                            ;Life time of bullet
}


NUMBER_OF_DOCK_POINTS           28

; format is DockPoint           name,type,flyawaydist,mindist,maxdist,[headingdirection,updirection]  (0=up,1=right,2=forward,4=down,5=left,6=back) for direction

DockPoint                       In,DockingCone,1000,1000,2000
DockPoint                       In1,DockingCone,1000,1000,2000
DockPoint                       In2,DockingCone,1000,1000,2000
DockPoint                       In3,DockingCone,1000,1000,2000
DockPoint                       In4,DockingCone,1000,1000,2000
DockPoint                       In5,DockingCone,1000,1000,2000
DockPoint                       In6,DockingCone,1000,1000,2000
DockPoint                       In7,DockingCone,1000,1000,2000
DockPoint                       In8,DockingCone,1000,1000,2000
DockPoint                       In9,DockingCone,1000,1000,2000
DockPoint                       In10,DockingCone,1000,1000,2000
DockPoint                       In11,DockingCone,1000,1000,2000

DockPoint                       Out,LaunchPoint,800,800,800,1,0
DockPoint                       Out1,LaunchPoint,800,800,800,1,0
DockPoint                       Out2,LaunchPoint,800,800,800,1,0
DockPoint                       Out3,LaunchPoint,800,800,800,1,0
DockPoint                       Out4,LaunchPoint,800,800,800,1,0
DockPoint                       Out5,LaunchPoint,800,800,800,1,0
DockPoint                       Out6,LaunchPoint,800,800,800,1,0
DockPoint                       Out7,LaunchPoint,800,800,800,1,0
DockPoint                       Out8,LaunchPoint,800,800,800,1,0
DockPoint                       Out9,LaunchPoint,800,800,800,1,0
DockPoint                       Out10,LaunchPoint,800,800,800,1,0
DockPoint                       Out11,LaunchPoint,800,800,800,1,0


DockPoint                       Fuel1,DockingCone,1000,1200,2000
DockPoint                       Fuel2,DockingCone,1000,1200,2000
DockPoint                       Fuel3,LaunchPoint,800,800,800,1,0
DockPoint                       Fuel4,LaunchPoint,800,800,800,1,0

maxDockableFighters                 90

NUMBER_OF_SALVAGE_POINTS        8
NUM_NEEDED_FOR_SALVAGE          9               ;number of ships needed to capture a craft
NEED_BIGR1                      TRUE
NEED_BIGR2                      TRUE
WILL_FIT_CARRIER                FALSE

;       format:                    name,type
SalvagePoint                       Point1,AttachPoint
SalvagePoint                       Point2,AttachPoint
SalvagePoint                       Point3,AttachPoint
SalvagePoint                       Point4,AttachPoint
SalvagePoint                       Point5,AttachPoint
SalvagePoint                       Point6,AttachPoint
SalvagePoint                       Point7,AttachPoint
SalvagePoint                       Point8,AttachPoint


;Explosions
;=--------=
explosionType                       ET_CarrierExplosion


;Engine trails   This is the top engine
;=-----------=
;trailAngle                            90.0
;trailWidth                          1075.0
;trailHeight                          150.0


;Engine #2       This is the second to top engine
;=-------=
;trailAngle                           90.0
;trailWidth                         1075.0
;trailHeight                         150.0

;Engine #3       This is the third to top engine
;=-------=
;trailAngle                           90.0
;trailWidth                         1075.0
;trailHeight                         150.0

;Engine #4       This is the bottom engine
;=-------=
;trailAngle                           90.0
;trailWidth                         1075.0
;trailHeight                         150.0

trailWidth    900.0
trailHeight   900.0
trailLength   1500.0
trailStyle    2
;trailScaleCap 0.00025

preciseSelection                    4

hyperspaceColor                    255,0,0


minimumZoomDistance              4000

hyperspaceColor                    255,0,0

;Override face-specific damage:
collSideModifiers[TRANS_UP]         0.7
collSideModifiers[TRANS_DOWN]       0.7
collSideModifiers[TRANS_RIGHT]      0.7
collSideModifiers[TRANS_LEFT]       0.7
collSideModifiers[TRANS_FORWARD]    0.6
collSideModifiers[TRANS_BACK]       0.8




{}{}{}



Multi-Beam Frigate ~ p2multibeamfrigate
{}{}{}
//Remember to check the guns on this one
[P2MultiBeamFrigate]

;Source Files
;=----------=
LODFile                             P2MultiBeamFrigate.lod
pMexData                            P2MultiBeamFrigate\Rl0\LOD0\P2MultiBeamFrigate.mex

;Ship Physics
;=----------=
mass                                645.0                          ; ship mass [fighter = 1]
momentOfInertiaX                    160.0                          ; resistance to rotation
momentOfInertiaY                    160.0                          ; [fighter = 1]
momentOfInertiaZ                    160.0
maxvelocity                         390.0                        ; [fighter = 1000]
maxrot                              3.0                          ; maximum rotation speed [don't make faster than ~10]

;Basic Ship Stats
;=--------------=
shipclass                           CLASS_Frigate
isCapitalShip                       TRUE
buildCost                           700                          ; resource units to build
buildTime                           60                           ; time in seconds to build
maxhealth                           5100 //10200                         ; hit points
groupSize                           2                            ; size of group ships of this type tend to form
repairTime                          15                            ; every this many seconds
repairDamage                        75                          ; this much damage is repaired
repairCombatTime                    25                            ; every this many seconds
repairCombatDamage                  35                           ; this much damage is repaired

blastRadiusShockWave                1.75
blastRadiusDamage                   275

;Moving Around
;=-----------=
thruststrength[TRANS_UP]            40.0                         ; acceleration (m/s^2) [1-1000 approx. range]
thruststrength[TRANS_DOWN]          40.0
thruststrength[TRANS_RIGHT]         40.0
thruststrength[TRANS_LEFT]          40.0
thruststrength[TRANS_FORWARD]       50.0
thruststrength[TRANS_BACK]          40.0
rotstrength[ROT_YAWLEFT]            0.5                          ; rotational acceleration (deg/s^2) [0.01 - 10]
rotstrength[ROT_YAWRIGHT]           0.5
rotstrength[ROT_PITCHUP]            0.5
rotstrength[ROT_PITCHDOWN]          0.5
rotstrength[ROT_ROLLRIGHT]          0.5
rotstrength[ROT_ROLLLEFT]           0.5
turnspeed[TURN_YAW]                 1.4                          ; speed at which ship tries to turn (1=standard)
turnspeed[TURN_PITCH]               1.4
turnspeed[TURN_ROLL]                1.4

;Custom Static Information
;=-----------------------=
MultiBeamRange                      0.8                         ; ratio of gun range
AttackRotationSpeed                 0.15                         ; speed of rotation needed before fireing
BeamFireTime                        5.0                         ; fire time length of beam before spindown
fireDownTime                        9.0                         ; frigate has to wait this long before it can fire again



                                                              ; itself to a new location for it to fire.
fullMovementFreedom                 TRUE
tooCloseRange                       500.0


;Weapons
;=-----=
NUMBER_OF_GUNS                      4
;(one BIG gun)

GUN         0
{
Type                            GUN_Gimble
SoundType                       GS_LargeIonCannon
BulletType                      BULLET_Beam
DamageLo                        20                            ; damage variance per shot - low  (continuous damage for BULLET_Beam)
DamageHi                        25                            ; damage variance per shot - high
MinAngle                        0
MaxAngle                        0
BulletLength                    7382.0                        ; visual only.  Length of bullet on screen
BulletRange                     6382.0                        ; distance bullets travel before disappearing
BulletSpeed                     10000.0                           ; measured in m/s.
BulletLifeTime                  2.5
BulletMass                      0.5                           ; mass of bullet
FireTime                        9.0                           ; fire repeat rate (reciprocal = shots/second)

}

GUN         1
{
Type                            GUN_Gimble
SoundType                       GS_LargeIonCannon
BulletType                      BULLET_Beam
DamageLo                        20                            ; damage variance per shot - low  (continuous damage for BULLET_Beam)
DamageHi                        25                            ; damage variance per shot - high
MinAngle                        0
MaxAngle                        0
BulletLength                    7382.0                        ; visual only.  Length of bullet on screen
BulletRange                     6382.0                        ; distance bullets travel before disappearing
BulletSpeed                     10000.0                           ; measured in m/s.
BulletLifeTime                  2.5
BulletMass                      0.5                           ; mass of bullet
FireTime                        9.0                           ; fire repeat rate (reciprocal = shots/second)
}

GUN         2
{
Type                            GUN_Gimble
SoundType                       GS_LargeIonCannon
BulletType                      BULLET_Beam
DamageLo                        20                            ; damage variance per shot - low  (continuous damage for BULLET_Beam)
DamageHi                        25                           ; damage variance per shot - high
MinAngle                        0
MaxAngle                        0
BulletLength                    7382.0                        ; visual only.  Length of bullet on screen
BulletRange                     6382.0                        ; distance bullets travel before disappearing
BulletSpeed                     10000.0                           ; measured in m/s.
BulletLifeTime                  2.5
BulletMass                      0.5                           ; mass of bullet
FireTime                        9.0                           ; fire repeat rate (reciprocal = shots/second)
}

GUN         3
{
Type                            GUN_Gimble
SoundType                       GS_LargeIonCannon
BulletType                      BULLET_Beam
DamageLo                        20                            ; damage variance per shot - low  (continuous damage for BULLET_Beam)
DamageHi                        25                            ; damage variance per shot - high
MinAngle                        0
MaxAngle                        0
BulletLength                    7382.0                        ; visual only.  Length of bullet on screen
BulletRange                     6382.0                        ; distance bullets travel before disappearing
BulletSpeed                     10000.0                           ; measured in m/s.
BulletLifeTime                  2.5
BulletMass                      1.25                           ; mass of bullet
FireTime                        9.0                           ; fire repeat rate (reciprocal = shots/second)
}



NUMBER_OF_SALVAGE_POINTS        2
NUM_NEEDED_FOR_SALVAGE          2               ;number of ships needed to capture a craft
NEED_BIGR1                      FALSE
NEED_BIGR2                      TRUE
WILL_FIT_CARRIER                TRUE

;       format:                    name,type
SalvagePoint                       Point1,AttachPoint
SalvagePoint                       Point2,AttachPoint


;Explosions
;=--------=
explosionType                       ET_FrigateExplosion




;Engine Glow
;=---------=
trailWidth     90.0
trailHeight    62.0
trailLength    90.0
trailStyle     2
trailScaleCap  0.00025

;trailWidth2    60.0
;trailHeight2   44.0
;trailLength2   80.0
;trailStyle2    2
;trailScaleCap2 0.00025

minimumZoomDistance              160

hyperspaceColor                    255,0,0

;Override face-specific damage:
collSideModifiers[TRANS_UP]         0.7
collSideModifiers[TRANS_DOWN]       0.8
collSideModifiers[TRANS_RIGHT]      0.7
collSideModifiers[TRANS_LEFT]       0.7
collSideModifiers[TRANS_FORWARD]    0.6
collSideModifiers[TRANS_BACK]       1.7


{}{}{}



Swarmer ~ swarmer
{}{}{}
[P2Swarmer]

;Source Files
;=----------=
LODFile                             P2Swarmer.lod
pMexData                            P2Swarmer\Rl0\LOD0\P2Swarmer.mex

;Ship Physics
;=----------=
mass                                12.0                           ; ship mass [fighter = 1]
momentOfInertiaX                    1.0                           ; resistance to rotation
momentOfInertiaY                    1.0                           ; [fighter = 1]
momentOfInertiaZ                    1.0
maxvelocity                         1500.0                         ; [fighter = 1000]
maxrot                              10.0                          ; maximum rotation speed [don't make faster than ~10]

;Basic Ship Stats
;=--------------=
shipclass                           CLASS_Fighter
buildCost                           25                            ; resource units to build
buildTime                           6                             ; time in seconds to build
maxhealth                           75                            ; hit points
maxfuel                             4000.0
lowfuelpoint                        0.35                          ; percentage of tank which is considered "low on fuel"
fuelburnrate                        0.015                         ; based on distance ship moves in the world
attackfuelburnrate                  0.070
groupSize                           2                             ; size of group ships of this type tend to form

blastRadiusShockWave                6.0
blastRadiusDamage                   75

;Moving Around
;=-----------=
thruststrength[TRANS_UP]            1000.0                        ; acceleration (m/s^2) [1-1000 approx. range]
thruststrength[TRANS_DOWN]          1000.0
thruststrength[TRANS_RIGHT]         1000.0
thruststrength[TRANS_LEFT]          1000.0
thruststrength[TRANS_FORWARD]       1000.0
thruststrength[TRANS_BACK]          1000.0
rotstrength[ROT_YAWLEFT]            200.0                        ; rotational acceleration (deg/s^2) [0.01 - 400]
rotstrength[ROT_YAWRIGHT]           200.0
rotstrength[ROT_PITCHUP]            200.0
rotstrength[ROT_PITCHDOWN]          200.0
rotstrength[ROT_ROLLRIGHT]          200.0
rotstrength[ROT_ROLLLEFT]           200.0
turnspeed[TURN_YAW]                 6                          ; speed at which ship tries to turn (1=standard)
turnspeed[TURN_PITCH]               6
turnspeed[TURN_ROLL]                6

;Weapons
;=-----=
NUMBER_OF_GUNS                      2

rotateToRetaliate                   TRUE

GUN         0
{
Type                            GUN_Gimble
SoundType                       GS_SmallEnergyCannon
DamageLo                        15                              ; damage variance per shot - low
DamageHi                        21                             ; damage variance per shot - high
MinAngle                        0
MaxAngle                        4
BulletLength                    15.0                           ; visual only.  Length of bullet on screen
BulletRange                     2500.0                         ; distance bullets travel before disappearing2
BulletSpeed                     4500.0                         ; measured in m/s.
BulletMass                      0.7                            ; mass of bullet
FireTime                        0.12                            ; fire repeat rate (reciprocal = shots/second)
TriggerHappy                    2                           ; how triggerHapppy the ship is when firing the fixed.
BulletLifeTime                  2.0                            ;Life time of bullet
}

GUN         1
{
Type                            GUN_Gimble
SoundType                       GS_SmallEnergyCannon
DamageLo                        15                              ; damage variance per shot - low
DamageHi                        21                               ; damage variance per shot - high
MinAngle                        0
MaxAngle                        4
BulletLength                    15.0                            ; visual only.  Length of bullet on screen
BulletRange                     2500.0                         ; distance bullets travel before disappearing
BulletSpeed                     3500.0                         ; measured in m/s.
BulletMass                      0.7                            ; mass of bullet
FireTime                        0.12                            ; fire repeat rate (reciprocal = shots/second)
TriggerHappy                    2                           ; how triggerHapppy the ship is when firing the fixed.
BulletLifeTime                  2.0                            ;Life time of bullet
}

gunsFireTime                    0.15                    ; tune this value, not FireTime of individual guns


;Ship AI
;=-----=

repositionTime                      0.6                          ; time in seconds which corvette will spend to reposition
tooCloseRange                       500.0
                                                        ; itself to a new location for it to fire.
circleRange                         600.0
fullMovementFreedom                 TRUE



;Ship Trails
;=---------=
trailSegments                       10
trailGranularity                    2
trailColor                          0, 0, 0, 0, 0           ;grey team
trailColor                          0, 1, 238, 238, 238
trailColor                          0, 4, 141, 106, 87
trailColor                          0, 9, 0, 0, 0
trailColor                          1, 0, 0, 0, 0           ;red team
trailColor                          1, 1, 225, 124, 33
trailColor                          1, 4, 146, 0, 0
trailColor                          1, 9, 0, 0, 0
trailColor                          2, 0, 0, 0, 0           ;blue team
trailColor                          2, 1, 11, 255, 255
trailColor                          2, 4, 51, 0, 243
trailColor                          2, 9, 0, 0, 0
trailColor                          3, 0, 0, 0, 0           ;green team
trailColor                          3, 1, 201, 254, 39
trailColor                          3, 4, 0, 84, 4
trailColor                          3, 9, 0, 0, 0
trailColor                          4, 0, 0, 0, 0           ;yellow team
trailColor                          4, 1, 255, 240, 97
trailColor                          4, 4, 160, 124, 0
trailColor                          4, 9, 0, 0, 0
trailColor                          5, 0, 0, 0, 0           ;orange team
trailColor                          5, 1, 225, 255, 11
trailColor                          5, 4, 160, 124, 0
trailColor                          5, 9, 0, 0, 0
trailColor                          6, 0, 0, 0, 0           ;purple team
trailColor                          6, 1, 255, 135, 157
trailColor                          6, 4, 121, 0, 135
trailColor                          6, 9, 0, 0, 0
trailColor                          7, 0, 0, 0, 0           ;pale blue-green team
trailColor                          7, 1, 45, 255, 149
trailColor                          7, 4, 0, 105, 137
trailColor                          7, 9, 0, 0, 0


;Engine trails
;=-----------=
trailWidth                           8.0
trailHeight                          6.0
trailRibbonAdjust                    0.6
trailSpriteRadius                   15.0

minimumZoomDistance                     50

collSideModifiers[TRANS_UP]         0.7
collSideModifiers[TRANS_DOWN]       0.8
collSideModifiers[TRANS_RIGHT]      0.7
collSideModifiers[TRANS_LEFT]       0.7
collSideModifiers[TRANS_FORWARD]    0.6
collSideModifiers[TRANS_BACK]       1.5

{}{}{}




-=Traders/Random Ships=-
The Traders section is slightly different from the previous four. It contains ship
data for the Bentusi, yes, but also for all the other one-off ships that don't
have a race (Ghost Ship, Junkyard Dawg, etc).

Bentusi Cargo Barge ~ cargobarge <- This is the ship you see get destroyed in a cinematic
in mission 12.
{}{}{}
[CargoBarge]

;Source Files
;=----------=
pMexData                            CargoBarge\Rl0\LOD0\CargoBarge.mex
LODFile                             CargoBarge.lod

;Ship Physics
;=----------=
mass                                160.0                    ; ship mass [fighter = 1]
momentOfInertiaX                    40.0                    ; resistance to rotation
momentOfInertiaY                    40.0                        ; don't allow mothership to rotate about Y,Z (pitch, roll)
momentOfInertiaZ                    40.0
maxvelocity                         450.0                        ; [fighter = 1000]
maxrot                              10.0                        ; maximum rotation speed [don't make faster than ~10]

;Basic Ship Stats
;=--------------=
shipclass                           CLASS_NonCombat
buildCost                           300                        ; resource units to build
buildTime                           60                         ; time in seconds to build
maxhealth                           2000                       ; hit points
groupSize                           1                           ; size of group ships of this type tend to form

repairTime                          18                            ; every this many seconds
repairDamage                        25                          ; this much damage is repaired
repairCombatTime                    25                            ; every this many seconds
repairCombatDamage                  12                           ; this much damage is repaired


;Moving Around
;=-----------=
thruststrength[TRANS_UP]            50.0        ; acceleration (m/s^2) [1-1000 approx. range]
thruststrength[TRANS_DOWN]          50.0
thruststrength[TRANS_RIGHT]         50.0
thruststrength[TRANS_LEFT]          50.0
thruststrength[TRANS_FORWARD]       50.0
thruststrength[TRANS_BACK]          50.0
rotstrength[ROT_YAWLEFT]             0.5        ; rotational acceleration (deg/s^2) [0.01 - 1.0]
rotstrength[ROT_YAWRIGHT]            0.5        ; used to be 0.05
rotstrength[ROT_PITCHUP]             0.5
rotstrength[ROT_PITCHDOWN]           0.5
rotstrength[ROT_ROLLRIGHT]           0.5
rotstrength[ROT_ROLLLEFT]            0.5
turnspeed[TURN_YAW]                  1.1         ; speed at which ship tries to turn (1=standard)
turnspeed[TURN_PITCH]                1.1
turnspeed[TURN_ROLL]                 1.1

passiveRetaliateZone                -1.0        ; -ve numbers indicate to turn of passive retaliation zone feature

minimumZoomDistance                     250

;Override face-specific damage:
collSideModifiers[TRANS_UP]         1.0
collSideModifiers[TRANS_DOWN]       1.0
collSideModifiers[TRANS_RIGHT]      1.0
collSideModifiers[TRANS_LEFT]       1.0
collSideModifiers[TRANS_FORWARD]    0.4
collSideModifiers[TRANS_BACK]       1.5
{}{}{}



Bentusi Trade Ship ~ floatingcity
{}{}{}
[FloatingCity]

;Source Files
;=----------=
pMexData                            FloatingCity\Rl0\LOD0\FloatingCity.mex
LODFile                             FloatingCity.lod

;Ship Physics
;=----------=
mass                                100000.0                    ; ship mass [fighter = 1]
momentOfInertiaX                    100000.0                    ; resistance to rotation
momentOfInertiaY                    1e30                        ; don't allow mothership to rotate about Y,Z (pitch, roll)
momentOfInertiaZ                    1e30
maxvelocity                         1000                        ; [fighter = 1000]
maxrot                              10.0                        ; maximum rotation speed [don't make faster than ~10]

;Basic Ship Stats
;=--------------=
shipclass                           CLASS_Mothership
isCapitalShip                       TRUE
buildCost                           13200                        ; resource units to build
buildTime                           1300                         ; time in seconds to build
maxhealth                           400000                       ; hit points
groupSize                           1                           ; size of group ships of this type tend to form

repairTime                          15                            ; every this many seconds
repairDamage                        175                          ; this much damage is repaired
repairCombatTime                    20                            ; every this many seconds
repairCombatDamage                  90                           ; this much damage is repaired


passiveAttackPenaltyExempt          TRUE

;Moving Around
;=-----------=
thruststrength[TRANS_UP]            1000.0        ; acceleration (m/s^2) [1-1000 approx. range]
thruststrength[TRANS_DOWN]          1000.0
thruststrength[TRANS_RIGHT]         1000.0
thruststrength[TRANS_LEFT]          1000.0
thruststrength[TRANS_FORWARD]       1000.0
thruststrength[TRANS_BACK]          1000.0
rotstrength[ROT_YAWLEFT]             0.05        ; rotational acceleration (deg/s^2) [0.01 - 1.0]
rotstrength[ROT_YAWRIGHT]            0.05        ; used to be 0.05
rotstrength[ROT_PITCHUP]             0.02
rotstrength[ROT_PITCHDOWN]           0.02
rotstrength[ROT_ROLLRIGHT]           0.02
rotstrength[ROT_ROLLLEFT]            0.02
turnspeed[TURN_YAW]                  0.2         ; speed at which ship tries to turn (1=standard)
turnspeed[TURN_PITCH]                0.2
turnspeed[TURN_ROLL]                 0.2

passiveRetaliateZone                -1.0        ; -ve numbers indicate to turn of passive retaliation zone feature

;;Weapons
;;=------=

canTargetMultipleTargets            TRUE

NUMBER_OF_GUNS                      3

;Ion cannon
GUN         0
{
Type                            GUN_Gimble
SoundType                       GS_LargeIonCannon
BulletType                      BULLET_Beam
DamageLo                        40                            ; damage variance per shot - low  (continuous damage for BULLET_Beam)
DamageHi                        85                            ; damage variance per shot - high
MinAngle                        0
MaxAngle                        80
BulletLength                    7000.0                        ; visual only.  Length of bullet on screen
BulletRange                     6000.0                        ; distance bullets travel before disappearing
BulletSpeed                     10000.0                           ; measured in m/s.
BulletLifeTime                  0.5
BulletMass                      7.0                           ; mass of bullet
FireTime                        0.1                           ; fire repeat rate (reciprocal = shots/second)
angletracking                       0.0
declinationtracking                 0.0
maxanglespeed                 60.0                    ; degrees/s
maxdeclinationspeed           60.0
TriggerHappy                  5
}

;Ion cannon
GUN         1
{
Type                            GUN_Gimble
SoundType                       GS_LargeIonCannon
BulletType                      BULLET_Beam
DamageLo                        40                            ; damage variance per shot - low  (continuous damage for BULLET_Beam)
DamageHi                        95                            ; damage variance per shot - high
MinAngle                        0
MaxAngle                        80
BulletLength                    7000.0                        ; visual only.  Length of bullet on screen
BulletRange                     6000.0                        ; distance bullets travel before disappearing
BulletSpeed                     10000.0                           ; measured in m/s.
BulletLifeTime                  0.5
BulletMass                      7.0                           ; mass of bullet
FireTime                        0.1                           ; fire repeat rate (reciprocal = shots/second)
angletracking                       0.0
declinationtracking                 0.0
TriggerHappy                    5
maxanglespeed                 60.0                    ; degrees/s
maxdeclinationspeed           60.0
}

;Ion cannon
GUN         2
{
Type                            GUN_Gimble
SoundType                       GS_LargeIonCannon
BulletType                      BULLET_Beam
DamageLo                        40                            ; damage variance per shot - low  (continuous damage for BULLET_Beam)
DamageHi                        95                            ; damage variance per shot - high
MinAngle                        0
MaxAngle                        80
BulletLength                    7000.0                        ; visual only.  Length of bullet on screen
BulletRange                     6000.0                        ; distance bullets travel before disappearing
BulletSpeed                     10000.0                           ; measured in m/s.
BulletLifeTime                  0.5
BulletMass                      7.0                           ; mass of bullet
FireTime                        0.1                           ; fire repeat rate (reciprocal = shots/second)
angletracking                       0.0
declinationtracking                 0.0
TriggerHappy                    5
maxanglespeed                 60.0                    ; degrees/s
maxdeclinationspeed           60.0
}


NUMBER_OF_NAV_LIGHTS           13

; format is NavLight           name,type,blinkrate (in seconds), startdelay (in seconds) size (in meters), min LOD, texture name
NavLight                        baseantenna,    NAVLIGHT_Default, 2,    1,      0,      30, 3,  etg\textures\glow32
NavLight                        antenna,        NAVLIGHT_Default, 2,    1,      0,      40, 3,  etg\textures\glow32
NavLight                        antenna1,       NAVLIGHT_Default, 2,    1,      0,      30, 3,  etg\textures\glow32
NavLight                        antenna2,       NAVLIGHT_Default, 2,    1,      0,      30, 3,  etg\textures\glow32
NavLight                        topantenna,     NAVLIGHT_Default, 2,    1,      0,      40, 3,  etg\textures\glow32
NavLight                        topres1,        NAVLIGHT_Default, 0.5,  2.5,    0,      50, 3,  etg\textures\glow32
NavLight                        topres2,        NAVLIGHT_Default, 0.5,  2.5,    0,      50, 3,  etg\textures\glow32
NavLight                        bottomres1,     NAVLIGHT_Default, 0.5,  2.5,    0,      50, 3,  etg\textures\glow32
NavLight                        bottomres2,     NAVLIGHT_Default, 0.5,  2.5,    0,      50, 3,  etg\textures\glow32
NavLight                        navlight,       NAVLIGHT_Default, 5,    2,      0,      80, 3,  etg\textures\glow32
NavLight                        bay1,           NAVLIGHT_Default, 0.5,  1,      0,      50, 3,  etg\textures\glow32
NavLight                        door,           NAVLIGHT_Default, 0.5,  1,      0,      50, 3,  etg\textures\glow32
NavLight                        bay,            NAVLIGHT_Default, 0.5,  1,      0,      50, 3,  etg\textures\glow32



;Explosions
;=--------=
explosionType                       ET_CarrierExplosion


preciseSelection                    4

minimumZoomDistance                     2700

hyperspaceColor                    255,255,0


renderlistFade      5000.0
renderlistLimit    24000.0

;Override face-specific damage:
collSideModifiers[TRANS_UP]         1.2
collSideModifiers[TRANS_DOWN]       1.2
collSideModifiers[TRANS_RIGHT]      1.0
collSideModifiers[TRANS_LEFT]       1.0
collSideModifiers[TRANS_FORWARD]    1.5
collSideModifiers[TRANS_BACK]       0.8



{}{}{}



Ghost Ship ~ ghostship <- This is the Ghost Ship you see in Mission 9.
{}{}{}
[Ghostship]
LODFile                             Ghostship.lod
pMexData                            Ghostship\Rl0\LOD0\Ghostship.mex
mass                                12500.0
momentOfInertiaX                    4000.0
momentOfInertiaY                    4000.0
momentOfInertiaZ                    4000.0
maxvelocity                         50.0
maxrot                              1.0
maxhealth                           300000                        ; hit points
immobile                            TRUE                       ; indicates object is immobile

;Moving Around
;=-----------=
thruststrength[TRANS_UP]            15.0                         ; acceleration (m/s^2) [1-1000 approx. range]
thruststrength[TRANS_DOWN]          15.0
thruststrength[TRANS_RIGHT]         15.0
thruststrength[TRANS_LEFT]          15.0
thruststrength[TRANS_FORWARD]       15.0
thruststrength[TRANS_BACK]          15.0
rotstrength[ROT_YAWLEFT]            0.05                          ; rotational acceleration (deg/s^2) [0.01 - 10]
rotstrength[ROT_YAWRIGHT]           0.05
rotstrength[ROT_PITCHUP]            0.05
rotstrength[ROT_PITCHDOWN]          0.05
rotstrength[ROT_ROLLRIGHT]          0.05
rotstrength[ROT_ROLLLEFT]           0.05
turnspeed[TURN_YAW]                 0.3                          ; speed at which ship tries to turn (1=standard)
turnspeed[TURN_PITCH]               0.3
turnspeed[TURN_ROLL]                0.3

pitchdescend            0.5
sinbank                 0.5
pitchturn               0.5

;NEEDS SALVAGE LIGHTS!


renderlistFade     8000.0
renderlistLimit    21000.0



minimumZoomDistance                     2412

NUMBER_OF_SALVAGE_POINTS        1
NUM_NEEDED_FOR_SALVAGE          2               ;number of ships needed to capture a craft
NEED_BIGR1                      TRUE
NEED_BIGR2                      TRUE
WILL_FIT_CARRIER                FALSE

;       format:                    name,type
SalvagePoint                       Point1,AttachPoint

;Override face-specific damage:
collSideModifiers[TRANS_UP]         1.0
collSideModifiers[TRANS_DOWN]       1.2
collSideModifiers[TRANS_RIGHT]      0.7
collSideModifiers[TRANS_LEFT]       0.7
collSideModifiers[TRANS_FORWARD]    0.6
collSideModifiers[TRANS_BACK]       1.3


{}{}{}



Large Junkyard Autogun ~ junk_lgun <- This is the Autogun that has two
spokes at the bottom of it's shell. It fires slower, more deadly bullets.
{}{}{}
[Junk_LGun]

;Source Files
;=----------=
pMexData                            Junk_LGun\Rl0\LOD0\Junk_LGun.mex
LODFile                             Junk_LGun.lod

;Ship Physics
;=----------=
mass                                240.0                    ; ship mass [fighter = 1]
momentOfInertiaX                    60.0                    ; resistance to rotation
momentOfInertiaY                    60.0                        ; don't allow mothership to rotate about Y,Z (pitch, roll)
momentOfInertiaZ                    60.0
maxvelocity                         100                        ; [fighter = 1000]
maxrot                              10.0                        ; maximum rotation speed [don't make faster than ~10]

;Basic Ship Stats
;=--------------=
shipclass                           CLASS_Frigate
buildCost                           300                        ; resource units to build
buildTime                           60                         ; time in seconds to build
maxhealth                           2600                       ; hit points
groupSize                           1                           ; size of group ships of this type tend to form

blastRadiusShockWave                1.75
blastRadiusDamage                   275

repairTime                          10                            ; every this many seconds
repairDamage                        25                          ; this much damage is repaired
repairCombatTime                    20                            ; every this many seconds
repairCombatDamage                  12                           ; this much damage is repaired



passiveAttackPenaltyExempt          TRUE

;Moving Around
;=-----------=
thruststrength[TRANS_UP]            0.0                        ; acceleration (m/s^2) [1-1000 approx. range]
thruststrength[TRANS_DOWN]          0.0
thruststrength[TRANS_RIGHT]         0.0
thruststrength[TRANS_LEFT]          0.0
thruststrength[TRANS_FORWARD]       0.0
thruststrength[TRANS_BACK]          0.0
rotstrength[ROT_YAWLEFT]            400.0                        ; rotational acceleration (deg/s^2) [0.01 - 400]
rotstrength[ROT_YAWRIGHT]           400.0
rotstrength[ROT_PITCHUP]            400.0
rotstrength[ROT_PITCHDOWN]          400.0
rotstrength[ROT_ROLLRIGHT]          400.0
rotstrength[ROT_ROLLLEFT]           400.0
turnspeed[TURN_YAW]                 4.0                          ; speed at which ship tries to turn (1=standard)
turnspeed[TURN_PITCH]               4.0
turnspeed[TURN_ROLL]                4.0
</pre><pre id="faqspan-26">
passiveRetaliateZone                13000.0        ; -ve numbers indicate to turn of passive retaliation zone feature

rotateToRetaliate                   TRUE

minimumZoomDistance                 45


NUMBER_OF_SALVAGE_POINTS        1
NUM_NEEDED_FOR_SALVAGE          1               ;number of ships needed to capture a craft
NEED_BIGR1                      FALSE
NEED_BIGR2                      TRUE
WILL_FIT_CARRIER                TRUE

;       format:                    name,type
SalvagePoint                       Point1,AttachPoint


NUMBER_OF_GUNS                      1

;Top gun
GUN         0
{
Type                                GUN_Gimble               ; type of gun - either GUN_Fixed or GUN_Gimble
SoundType                           GS_LargeEnergyCannon
DamageLo                            175                          ; damage variance per shot - low
DamageHi                            225                          ; damage variance per shot - high
BulletLength                        12.0                        ; visual only.  Length of bullet on screen
BulletRange                         6500.0                      ; distance bullets travel before disappearing
BulletSpeed                         3300.0                      ; measured in m/s.
BulletMass                          3.6                         ; mass of bullet
FireTime                            1.8                         ; fire repeat rate (reciprocal = shots/second)
MinAngle                            0
MaxAngle                            30.0
TriggerHappy                        3.0
fireEffect                          defaultBlast.ebg
hitEffect                           defaultBlast.ebg
BulletLifeTime                  4.0                            ;Life time of bullet
}



collSideModifiers[TRANS_UP]         0.8
collSideModifiers[TRANS_DOWN]       0.8
collSideModifiers[TRANS_RIGHT]      0.8
collSideModifiers[TRANS_LEFT]       0.8
collSideModifiers[TRANS_FORWARD]    0.7
collSideModifiers[TRANS_BACK]       1.0
{}{}{}



Small Junkyard Autogun ~ junk_sgun <- This is the Autogun that has a very
compact shell. It fires faster, less deadly bullets.
{}{}{}
[Junk_SGun]

;Source Files
;=----------=
pMexData                            Junk_SGun\Rl0\LOD0\Junk_SGun.mex
LODFile                             Junk_SGun.lod

;Ship Physics
;=----------=
mass                                130.0                    ; ship mass [fighter = 1]
momentOfInertiaX                    45.0                    ; resistance to rotation
momentOfInertiaY                    45.0                        ; don't allow mothership to rotate about Y,Z (pitch, roll)
momentOfInertiaZ                    45.0
maxvelocity                         100                        ; [fighter = 1000]
maxrot                              10.0                        ; maximum rotation speed [don't make faster than ~10]

;Basic Ship Stats
;=--------------=
shipclass                           CLASS_Frigate
buildCost                           300                        ; resource units to build
buildTime                           60                         ; time in seconds to build
maxhealth                           1200                       ; hit points
groupSize                           1                           ; size of group ships of this type tend to form

blastRadiusShockWave                1.75
blastRadiusDamage                   275

repairTime                          10                            ; every this many seconds
repairDamage                        25                          ; this much damage is repaired
repairCombatTime                    20                            ; every this many seconds
repairCombatDamage                  12                           ; this much damage is repaired

passiveAttackPenaltyExempt          TRUE

;Moving Around
;=-----------=
thruststrength[TRANS_UP]            0.0                        ; acceleration (m/s^2) [1-1000 approx. range]
thruststrength[TRANS_DOWN]          0.0
thruststrength[TRANS_RIGHT]         0.0
thruststrength[TRANS_LEFT]          0.0
thruststrength[TRANS_FORWARD]       0.0
thruststrength[TRANS_BACK]          0.0
rotstrength[ROT_YAWLEFT]            600.0                        ; rotational acceleration (deg/s^2) [0.01 - 400]
rotstrength[ROT_YAWRIGHT]           600.0
rotstrength[ROT_PITCHUP]            600.0
rotstrength[ROT_PITCHDOWN]          600.0
rotstrength[ROT_ROLLRIGHT]          600.0
rotstrength[ROT_ROLLLEFT]           600.0
turnspeed[TURN_YAW]                 4                          ; speed at which ship tries to turn (1=standard)
turnspeed[TURN_PITCH]               4
turnspeed[TURN_ROLL]                4

passiveRetaliateZone                9000.0        ; -ve numbers indicate to turn of passive retaliation zone feature

rotateToRetaliate                   TRUE

minimumZoomDistance                 45
canTargetMultipleTargets            TRUE


NUMBER_OF_SALVAGE_POINTS        1
NUM_NEEDED_FOR_SALVAGE          1               ;number of ships needed to capture a craft
NEED_BIGR1                      FALSE
NEED_BIGR2                      TRUE
WILL_FIT_CARRIER                TRUE

;       format:                    name,type
SalvagePoint                       Point1,AttachPoint


NUMBER_OF_GUNS                      1

GUN         0
{
Type                                GUN_Gimble                  ; type of gun - either GUN_Fixed or GUN_Gimble
SoundType                           GS_SmallEnergyCannon
DamageLo                            25                            ; damage variance per shot - low
DamageHi                            35                          ; damage variance per shot - high
BulletLength                        18.0                        ; visual only.  Length of bullet on screen
BulletRange                         5000.0                      ; distance bullets travel before disappearing
BulletSpeed                         5200.0                      ; measured in m/s.
BulletMass                          0.65                        ; mass of bullet
FireTime                            0.18                         ; fire repeat rate (reciprocal = shots/second)
MinAngle                            0
MaxAngle                            50.0
BurstFireTime                       0.8
BurstWaitTime                       1.15
TriggerHappy                        5.0
fireEffect                          defaultBlast.ebg
hitEffect                           defaultBlast.ebg
BulletLifeTime                  2.0                            ;Life time of bullet
}


collSideModifiers[TRANS_UP]         0.8
collSideModifiers[TRANS_DOWN]       0.8
collSideModifiers[TRANS_RIGHT]      0.8
collSideModifiers[TRANS_LEFT]       0.8
collSideModifiers[TRANS_FORWARD]    0.7
collSideModifiers[TRANS_BACK]       1.0

{}{}{}



Junkyard Dawg ~ junkyarddawg
{}{}{}
[JunkYardDawg]

;Source Files
;=----------=
LODFile                             JunkYardDawg.lod
pMexData                            JunkYardDawg\Rl0\LOD0\JunkYardDawg.mex

;Ship Physics
;=----------=
mass                                1800.0                        ; ship mass [fighter = 1]
momentOfInertiaX                    1200.0                        ; resistance to rotation
momentOfInertiaY                    1200.0                        ; [fighter = 1]
momentOfInertiaZ                    1200.0
maxvelocity                         750.0                      ; [fighter = 1000]
maxrot                              10.0                       ; maximum rotation speed [don't make faster than ~10]

;Basic Ship Stats
;=--------------=
shipclass                           CLASS_Corvette
buildCost                           1550                        ; resource units to build
buildTime                           80                         ; time in seconds to build
maxhealth                           31060                        ; hit points
maxfuel                             20000.0
lowfuelpoint                        0.15                       ; percentage of tank which is considered "low on fuel"
fuelburnrate                        0.019
attackfuelburnrate                  0.25

repairTime                          8                            ; every this many seconds
repairDamage                        400                          ; this much damage is repaired
repairCombatTime                    14                            ; every this many seconds
repairCombatDamage                  200                           ; this much damage is repaired


blastRadiusShockWave                1.75
blastRadiusDamage                   275

groupSize                           5                          ; size of group ships of this type tend to form

;Moving Around
;=-----------=
thruststrength[TRANS_UP]            450.0                      ; acceleration (m/s^2) [1-1000 approx. range]
thruststrength[TRANS_DOWN]          450.0
thruststrength[TRANS_RIGHT]         450.0
thruststrength[TRANS_LEFT]          450.0
thruststrength[TRANS_FORWARD]       650.0
thruststrength[TRANS_BACK]          450.0
rotstrength[ROT_YAWLEFT]              0.5                    ; rotational acceleration (deg/s^2) [0.01 - 1.0]
rotstrength[ROT_YAWRIGHT]             0.5
rotstrength[ROT_PITCHUP]              0.5
rotstrength[ROT_PITCHDOWN]            0.5
rotstrength[ROT_ROLLRIGHT]            0.5
rotstrength[ROT_ROLLLEFT]             0.5
turnspeed[TURN_YAW]                   1.1
turnspeed[TURN_PITCH]                 1.1
turnspeed[TURN_ROLL]                  1.1

;Special Salvaging/Capturing Info
;=-------=
HealthThreshold                         0.45             ;if ship isn't below this ratio of health to max health, corv will attack it
healthRemovedPerSecond                  225.0             ;health deducted from target every second once clamped on to it
getTechTime                             15.0        ;time it takes to strip tech from a ship, temporary
flyToDistance                          2000.0           ;range from target at which time salcap begins docking cone maneuvers..don't make too close
maxPushingVelocitySingle                400.0            ;salcap can't push a single target faster than this (if the ship requires more than 1 salcap)
noLightClampingDistance                 100.0
canSingleClickSpecialActivate           TRUE

minimumZoomDistance                     185


NUMBER_OF_SALVAGE_POINTS        2
NUM_NEEDED_FOR_SALVAGE          2               ;number of ships needed to capture a craft
NEED_BIGR1                      FALSE
NEED_BIGR2                      TRUE
WILL_FIT_CARRIER                TRUE

;       format:                    name,type
SalvagePoint                       Point1,AttachPoint
SalvagePoint                       Point2,AttachPoint


BindAnimations          1

;MadStartInfo        needs a starting paused     / Animation Text Name  / needs starting animation  / Animation Text Name
                    animation(when built+placed)/ (no spaces allowed!) / (when built and launched) / (no spaces allowed!)
MadStartInfo                   1 , Capture_R1_Frigate , 1 , Capture_R1_Frigate
MadSpecialCaseAnims            1, Release_R1_Frigate, 1 Capture_R1_Frigate, 0, blah,0,blah

;Ships health must be below this percentage to use the damaged animations.
madGunOpenDamagedHealthThreshold                0.70    ;<= 1.0f




NUMBER_OF_NAV_LIGHTS           8

; format is NavLight            name, type, blinkrate (in seconds), size (in meters), min LOD, texture name
NavLight                        caution1,      NAVLIGHT_Default, 1,   0.5,   0,   5, 2, etg\textures\glow32
NavLight                        caution2,      NAVLIGHT_Default, 1,   0.5,   0.75,      5, 2, etg\textures\glow32
NavLight                        caution3,      NAVLIGHT_Default, 1,   0.5,   0,   5, 2, etg\textures\glow32
NavLight                        caution4,      NAVLIGHT_Default, 1,   0.5,   0.75,      5, 2, etg\textures\glow32
NavLight                        rear1,      NAVLIGHT_Default, 2,   1.5,   0,   4, 2, etg\textures\glow32
NavLight                        rear2,      NAVLIGHT_Default, 2,   1.5,   0,      4, 2, etg\textures\glow32
NavLight                        rear3,      NAVLIGHT_Default, 2,   1.5,   0,   4, 2, etg\textures\glow32
NavLight                        rear4,      NAVLIGHT_Default, 2,   1.5,   0,      4, 2, etg\textures\glow32

;Ship Trails
;=---------=
trailSegments                       20
trailGranularity                    3
trailColor                          0, 0, 0, 0, 0           ;grey team
trailColor                          0, 1, 238, 238, 238
trailColor                          0, 8, 141, 106, 87
trailColor                          0, 19, 0, 0, 0
trailColor                          1, 0, 0, 0, 0           ;red team
trailColor                          1, 1, 225, 124, 33
trailColor                          1, 8, 146, 0, 0
trailColor                          1, 19, 0, 0, 0
trailColor                          2, 0, 0, 0, 0           ;blue team
trailColor                          2, 1, 11, 255, 255
trailColor                          2, 8, 51, 0, 243
trailColor                          2, 19, 0, 0, 0
trailColor                          3, 0, 0, 0, 0           ;green team
trailColor                          3, 1, 201, 254, 39
trailColor                          3, 8, 0, 84, 4
trailColor                          3, 19, 0, 0, 0
trailColor                          4, 0, 0, 0, 0           ;yellow team
trailColor                          4, 1, 255, 240, 97
trailColor                          4, 8, 160, 124, 0
trailColor                          4, 19, 0, 0, 0
trailColor                          5, 0, 0, 0, 0           ;orange team
trailColor                          5, 1, 225, 255, 11
trailColor                          5, 8, 160, 124, 0
trailColor                          5, 19, 0, 0, 0
trailColor                          6, 0, 0, 0, 0           ;purple team
trailColor                          6, 1, 255, 135, 157
trailColor                          6, 8, 121, 0, 135
trailColor                          6, 19, 0, 0, 0
trailColor                          7, 0, 0, 0, 0           ;pale blue-green team
trailColor                          7, 1, 45, 255, 149
trailColor                          7, 8, 0, 105, 137
trailColor                          7, 19, 0, 0, 0

;Engine trails
;=-----------=
trailRibbonAdjust                   0.5             ; also the default
trailWidth                          50.0
trailHeight                         65.0
trailSpriteRadius                   200.0

;Override face-specific damage:
collSideModifiers[TRANS_UP]         0.6
collSideModifiers[TRANS_DOWN]       0.6
collSideModifiers[TRANS_RIGHT]      0.7
collSideModifiers[TRANS_LEFT]       0.7
collSideModifiers[TRANS_FORWARD]    0.6
collSideModifiers[TRANS_BACK]       1.5



{}{}{}



Junkyard Headquarters ~ junkyardhq <- This is the derelict you are meant
to dock with in Mission 13.
{}{}{}
[JunkyardHQ]

;Source Files
;=----------=
LODFile                             JunkyardHQ.lod
pMexData                            JunkyardHQ\Rl0\LOD0\JunkyardHQ.mex

;Ship Physics
;=----------=
mass                                100000.0              ; ship mass [fighter = 1]
momentOfInertiaX                    70000.0               ; resistance to rotation
momentOfInertiaY                    70000.0               ; [fighter = 1]
momentOfInertiaZ                    70000.0
avoidcollmodifier                   0.8
maxvelocity                         210.0               ; [fighter = 1000]
maxrot                              10.0                ; maximum rotation speed [don't make faster than ~10]
immobile                            true

;Basic Ship Stats
;=--------------=
shipclass                           CLASS_Carrier
buildCost                           2000                ; resource units to build
buildTime                           400                 ; time in seconds to build
maxhealth                           116000               ; hit points
groupSize                           1                   ; size of group ships of this type tend to form

blastRadiusShockWave                1.75
blastRadiusDamage                   275

canReceiveShips                     TRUE                ; other ships can dock in this ship
canReceiveFighters                  TRUE
canReceiveCorvettes                 TRUE

canHandleNumShipsDocking            100

dockShipRange                       1000.0              ; how close ships should get before considering docking (to ship surface)

pumpFuelRate                        500.0                        ; how fast pumps fuel in.
repairOtherShipRate                 1                         ; how fast heals damaged ships. Must be an integer

maxDockableFighters                 100
maxDockableCorvettes                45

minimumZoomDistance                 1100


NUMBER_OF_DOCK_POINTS           1

; format is DockPoint           name,type,flyawaydist,mindist,maxdist,[headingdirection],[updirection]  (0=up,1=right,2=forward,4=down,5=left,6=back) for direction
DockPoint                       dawg,LatchPoint,800,600,1000,2,0

NUMBER_OF_SALVAGE_POINTS        5
NUM_NEEDED_FOR_SALVAGE          5               ;number of ships needed to capture a craft
NEED_BIGR1                      TRUE
NEED_BIGR2                      TRUE
WILL_FIT_CARRIER                FALSE

;       format:                    name,type
SalvagePoint                       Point1,AttachPoint
SalvagePoint                       Point2,AttachPoint
SalvagePoint                       Point3,AttachPoint
SalvagePoint                       Point4,AttachPoint
SalvagePoint                       Point5,AttachPoint


NUMBER_OF_NAV_LIGHTS           4

; format is NavLight            name, type, blinkrate (in seconds), size (in meters), min LOD, texture name

NavLight                        bay1,      NAVLIGHT_Default, 1, 0.5,   0.5,      20, 2, etg\textures\glow32
NavLight                        bay2,      NAVLIGHT_Default, 1, 0.5,   0.5,      20, 2, etg\textures\glow32
NavLight                        bay3,      NAVLIGHT_Default, 1, 0.5,   0,      20, 2, etg\textures\glow32
NavLight                        bay4,      NAVLIGHT_Default, 1, 0.5,  0,    20, 2, etg\textures\glow32

IMMOBILE                TRUE

{}{}{}



Mining Base ~ miningbase <- I have no idea what this is.
{}{}{}
[MiningBase]
LODFile                             MiningBase.lod
pMexData                            MiningBase\Rl0\LOD0\MiningBase.mex

;Ship Physics
;=----------=
mass                                100000.0                    ; ship mass [fighter = 1]
momentOfInertiaX                    30000.0                    ; resistance to rotation
momentOfInertiaY                    30000.0
momentOfInertiaZ                    30000.0
maxvelocity                         150.0                        ; [fighter = 1000]
maxrot                              10.0                        ; maximum rotation speed [don't make faster than ~10]
immobile                            TRUE                       ; indicates object is immobile
approxcollmodifier                  0.5                        ; use only % of collspheresize for rough approximations
avoidcollmodifier                   0.5                        ; use only % of collspheresize for collision avoidance

;Basic Ship Stats
;=--------------=
shipclass                           CLASS_Destroyer
buildCost                           23000                        ; resource units to build
buildTime                           1600                         ; time in seconds to build
maxhealth                           150000                       ; hit points

blastRadiusShockWave                0.5
blastRadiusDamage                   10000

repairTime                          16                            ; every this many seconds
repairDamage                        250                          ; this much damage is repaired
repairCombatTime                    22                            ; every this many seconds
repairCombatDamage                  125                           ; this much damage is repaired

;Moving Around
;=-----------=
thruststrength[TRANS_UP]            15.0        ; acceleration (m/s^2) [1-1000 approx. range]
thruststrength[TRANS_DOWN]          15.0
thruststrength[TRANS_RIGHT]         15.0
thruststrength[TRANS_LEFT]          15.0
thruststrength[TRANS_FORWARD]       15.0
thruststrength[TRANS_BACK]          15.0
rotstrength[ROT_YAWLEFT]             0.5        ; rotational acceleration (deg/s^2) [0.01 - 1.0]
rotstrength[ROT_YAWRIGHT]            0.5        ; used to be 0.05
rotstrength[ROT_PITCHUP]             0.5
rotstrength[ROT_PITCHDOWN]           0.5
rotstrength[ROT_ROLLRIGHT]           0.5
rotstrength[ROT_ROLLLEFT]            0.5
turnspeed[TURN_YAW]                  1.1         ; speed at which ship tries to turn (1=standard)
turnspeed[TURN_PITCH]                1.1
turnspeed[TURN_ROLL]                 1.1

passiveRetaliateZone                -1.0        ; -ve numbers indicate to turn of passive retaliation zone feature

minimumZoomDistance                 10000


NUMBER_OF_SALVAGE_POINTS        8
NUM_NEEDED_FOR_SALVAGE          8               ;number of ships needed to capture a craft
NEED_BIGR1                      TRUE
NEED_BIGR2                      TRUE
WILL_FIT_CARRIER                FALSE

;       format:                    name,type
SalvagePoint                       Point1,AttachPoint
SalvagePoint                       Point2,AttachPoint
SalvagePoint                       Point3,AttachPoint
SalvagePoint                       Point4,AttachPoint
SalvagePoint                       Point5,AttachPoint
SalvagePoint                       Point6,AttachPoint
SalvagePoint                       Point7,AttachPoint
SalvagePoint                       Point8,AttachPoint


NUMBER_OF_NAV_LIGHTS           9

; format is NavLight            name, type, blinkrate (in seconds), size (in meters), min LOD, texture name
NavLight                        antenna1,      NAVLIGHT_Default, 2,   1,   0,      85, 2, etg\textures\glow32
NavLight                        antenna2,      NAVLIGHT_Default, 2,   1,   1,      85, 2, etg\textures\glow32
NavLight                        antenna3,      NAVLIGHT_Default, 2,   1,   0,      85, 2, etg\textures\glow32
NavLight                        antenna4,      NAVLIGHT_Default, 2,   1,   0,      85, 2, etg\textures\glow32
NavLight                        caution1,      NAVLIGHT_Default, 0.75, 0.75,   0,      70, 2, etg\textures\glow32
NavLight                        caution2,      NAVLIGHT_Default, 0.5, 0.5,   0,      70, 2, etg\textures\glow32
NavLight                        caution3,      NAVLIGHT_Default, 0.5, 0.5,   0,      70, 2, etg\textures\glow32
NavLight                        caution4,      NAVLIGHT_Default, 0.5, 0.5,  0.75,    70, 2, etg\textures\glow32
NavLight                        caution5,      NAVLIGHT_Default, 0.5, 0.5,  0.75,    70, 2, etg\textures\glow32


renderlistFade      5000.0
renderlistLimit    29000.0

{}{}{}



Research Station ~ researchstation <- This is the station from Mission 10.
{}{}{}
[ResearchStation]
LODFile                             ResearchStation.lod
pMexData                            ResearchStation\Rl0\LOD0\ResearchStation.mex

;Ship Physics
;=----------=
mass                                50000.0                    ; ship mass [fighter = 1]
momentOfInertiaX                    15000.0                    ; resistance to rotation
momentOfInertiaY                    15000.0
momentOfInertiaZ                    15000.0
maxvelocity                         150.0                        ; [fighter = 1000]
maxrot                              10.0                        ; maximum rotation speed [don't make faster than ~10]

;Basic Ship Stats
;=--------------=
shipclass                           CLASS_NonCombat
buildCost                           13000                        ; resource units to build
buildTime                           1600                         ; time in seconds to build
maxhealth                           200000                       ; hit points

blastRadiusShockWave                0.5
blastRadiusDamage                   10000

collBoxOffsetX                      0.0
collBoxOffsetY                      0.0
collBoxOffsetZ                      380.0
collBoxScaleForward                 0.54

repairTime                          16                            ; every this many seconds
repairDamage                        150                          ; this much damage is repaired
repairCombatTime                    22                            ; every this many seconds
repairCombatDamage                  75                           ; this much damage is repaired



;Moving Around
;=-----------=
thruststrength[TRANS_UP]            15.0        ; acceleration (m/s^2) [1-1000 approx. range]
thruststrength[TRANS_DOWN]          15.0
thruststrength[TRANS_RIGHT]         15.0
thruststrength[TRANS_LEFT]          15.0
thruststrength[TRANS_FORWARD]       15.0
thruststrength[TRANS_BACK]          15.0
rotstrength[ROT_YAWLEFT]             0.5        ; rotational acceleration (deg/s^2) [0.01 - 1.0]
rotstrength[ROT_YAWRIGHT]            0.5        ; used to be 0.05
rotstrength[ROT_PITCHUP]             0.5
rotstrength[ROT_PITCHDOWN]           0.5
rotstrength[ROT_ROLLRIGHT]           0.5
rotstrength[ROT_ROLLLEFT]            0.5
turnspeed[TURN_YAW]                  1.1         ; speed at which ship tries to turn (1=standard)
turnspeed[TURN_PITCH]                1.1
turnspeed[TURN_ROLL]                 1.1

renderlistFade     20000.0
renderlistLimit    45000.0


passiveRetaliateZone                -1.0        ; -ve numbers indicate to turn of passive retaliation zone feature

minimumZoomDistance                 1750

NUMBER_OF_SALVAGE_POINTS        7
NUM_NEEDED_FOR_SALVAGE          7               ;number of ships needed to capture a craft
NEED_BIGR1                      TRUE
NEED_BIGR2                      TRUE
WILL_FIT_CARRIER                FALSE

;       format:                    name,type
SalvagePoint                       Point1,AttachPoint
SalvagePoint                       Point2,AttachPoint
SalvagePoint                       Point3,AttachPoint
SalvagePoint                       Point4,AttachPoint
SalvagePoint                       Point5,AttachPoint
SalvagePoint                       Point6,AttachPoint
SalvagePoint                       Point7,AttachPoint


NUMBER_OF_NAV_LIGHTS           13

; format is NavLight            name, type, blinkrate (in seconds), size (in meters), min LOD, texture name
NavLight                        antenna1,      NAVLIGHT_Default, 2,   1,   0,      60, 2, etg\textures\glow32
NavLight                        antennatop1,      NAVLIGHT_Default, 2,   1,   0,      50, 2, etg\textures\glow32
NavLight                        antennatop2,      NAVLIGHT_Default, 2,   1,   0.5,      50, 2, etg\textures\glow32
NavLight                        antennatop3,      NAVLIGHT_Default, 2,   1,   1,      50, 2, etg\textures\glow32
NavLight                        antennatop4,      NAVLIGHT_Default, 2,   1,   1.5,      50, 2, etg\textures\glow32
NavLight                        antennabot1,      NAVLIGHT_Default, 2,   1,   0,      50, 2, etg\textures\glow32
NavLight                        antennabot2,      NAVLIGHT_Default, 2,   1,   0.5,      50, 2, etg\textures\glow32
NavLight                        antennabot3,      NAVLIGHT_Default, 2,   1,   1,      50, 2, etg\textures\glow32
NavLight                        antennabot4,      NAVLIGHT_Default, 2,   1,   1.5,      50, 2, etg\textures\glow32
NavLight                        bay1,      NAVLIGHT_Default, 1, 0.5,   0,      40, 2, etg\textures\glow32
NavLight                        bay2,      NAVLIGHT_Default, 1, 0.5,   0,      40, 2, etg\textures\glow32
NavLight                        bay3,      NAVLIGHT_Default, 1, 0.5,   0,      40, 2, etg\textures\glow32
NavLight                        bay4,      NAVLIGHT_Default, 1, 0.5,  0,    40, 2, etg\textures\glow32

{}{}{}



-=Resources=-
The Resources are different from the above five races. Each type of resource has it's
own folder, and they are all sub-folders in the main Resource folder. Below, they are
arranged in order of folder - the name at the top is the name of the folder, and the
SHP file below is the resource inside.
_________
|asteroids|
¯¯¯¯¯¯¯¯¯
Smallest Asteroid ~ asteroid0
{}{}{}
[Asteroid0]
LODFile                             asteroid0.lod
pMexData                            asteroid0\Rl0\LOD0\asteroid0.mex
mass                                110.0
momentOfInertiaX                    30.0
momentOfInertiaY                    30.0
momentOfInertiaZ                    30.0
maxvelocity                         10000.0
maxrot                              10.0
resourcevalue                       11
asteroidCanShrink                   FALSE
maxhealth                           100                         ; hit points. Make about 1/2 of resourcevalue
rightOfWay                          1
avoidcollmodifier                  2.0


{}{}{}



Small Asteroid ~ asteroid1
{}{}{}
[Asteroid1]
LODFile                             asteroid1.lod
pMexData                            asteroid1\Rl0\LOD0\asteroid1.mex
mass                                430.0
momentOfInertiaX                    230.0
momentOfInertiaY                    230.0
momentOfInertiaZ                    230.0
maxvelocity                         10000.0
maxrot                              10.0
resourcevalue                       25
asteroidCanShrink                   FALSE
asteroidCanBreak                    TRUE
maxhealth                           1000                         ; hit points. Make about 1/2 of resourcevalue
breakinto[Asteroid0]                3
breakinto[Asteroid1]                0
breakinto[Asteroid2]                0
breakinto[Asteroid3]                0
breakinto[Asteroid4]                0
rightOfWay                          2
avoidcollmodifier                  2.0


{}{}{}



Medium Asteroid ~ asteroid2
{}{}{}
[Asteroid2]
LODFile                             asteroid2.lod
pMexData                            asteroid2\Rl0\LOD0\asteroid2.mex
avoidcollmodifier                  2.0
mass                               1450.0
momentOfInertiaX                   1050.0
momentOfInertiaY                   1030.0
momentOfInertiaZ                   1030.0
maxvelocity                         10000.0
maxrot                              10.0
resourcevalue                       800
asteroidCanShrink                   FALSE
asteroidCanBreak                    TRUE
maxhealth                           4000                         ; hit points. Make about 1/2 of resourcevalue
breakinto[Asteroid0]                4
breakinto[Asteroid1]                2
breakinto[Asteroid2]                0
breakinto[Asteroid3]                0
breakinto[Asteroid4]                0
rightOfWay                          2


{}{}{}



Large Asteroid ~ asteroid3
{}{}{}
[Asteroid3]
LODFile                             asteroid3.lod
pMexData                            asteroid3\Rl0\LOD0\asteroid3.mex
avoidcollmodifier                  2.0
mass                              4000.0
momentOfInertiaX                  2600.0
momentOfInertiaY                  2600.0
momentOfInertiaZ                  2600.0
maxvelocity                         10000.0
maxrot                              10.0
resourcevalue                       1000
asteroidCanShrink                   TRUE
asteroidMinShrink                  0.2
harvestableByMultipleShips          2
asteroidCanBreak                    TRUE
maxhealth                           16500                         ; hit points. Make about 1/2 of resourcevalue
breakinto[Asteroid0]                5
breakinto[Asteroid1]                3
breakinto[Asteroid2]                2
breakinto[Asteroid3]                0
breakinto[Asteroid4]                0
rightOfWay                          3


{}{}{}



Largest Asteroid ~ asteroid4
{}{}{}
[Asteroid4]
LODFile                             asteroid4.lod
pMexData                            asteroid4\Rl0\LOD0\asteroid4.mex
avoidcollmodifier                  2.0
mass                             20000.0
momentOfInertiaX                 7000.0
momentOfInertiaY                 7000.0
momentOfInertiaZ                 7000.0
maxvelocity                         10000.0
maxrot                              10.0
resourcevalue                       6500
asteroidCanShrink                   TRUE
asteroidMinShrink                  0.2
harvestableByMultipleShips          4
asteroidCanBreak                    TRUE
maxhealth                           50000                         ; hit points. Make about 1/2 of resourcevalue
breakinto[Asteroid0]                4
breakinto[Asteroid1]                3
breakinto[Asteroid2]                2
breakinto[Asteroid3]                2
breakinto[Asteroid4]                0
rightOfWay                          3


{}{}{}


__________
|dustclouds|
¯¯¯¯¯¯¯¯¯¯
Tiny Dust Cloud ~ dustcloud0
{}{}{}
[DustCloud0]
LODFile                             dustcloud0.lod
pMexData                            dustcloud0\Rl0\LOD0\dustcloud0.mex
mass                                1.0
momentOfInertiaX                    1.0
momentOfInertiaY                    1.0
momentOfInertiaZ                    1.0
maxvelocity                         50.0
maxrot                              10.0
resourcevalue                       50
dustcloudCanShrink                  TRUE
dustcloudMinShrink                  0.2
harvestableByMultipleShips          2
maxhealth                           250                         ; hit points


{}{}{}



Small Dust Cloud ~ dustcloud1
{}{}{}
[DustCloud1]
LODFile                             dustcloud1.lod
pMexData                            dustcloud1\Rl0\LOD0\dustcloud1.mex
mass                                8.0
momentOfInertiaX                    1.0
momentOfInertiaY                    1.0
momentOfInertiaZ                    1.0
maxvelocity                         50.0
maxrot                              10.0
resourcevalue                       108
dustcloudCanShrink                  TRUE
dustcloudMinShrink                  0.2
harvestableByMultipleShips          3
maxhealth                           420                         ; hit points


{}{}{}



Medium Dust Cloud ~ dustcloud2
{}{}{}
[DustCloud2]
LODFile                             dustcloud2.lod
pMexData                            dustcloud2\Rl0\LOD0\dustcloud2.mex
mass                               40.0
momentOfInertiaX                    1.0
momentOfInertiaY                    1.0
momentOfInertiaZ                    1.0
maxvelocity                         50.0
maxrot                              10.0
resourcevalue                       250
dustcloudCanShrink                  TRUE
dustcloudMinShrink                  0.2
harvestableByMultiplyShips          5
maxhealth                           1250                         ; hit points


{}{}{}



Large Dust Cloud ~ dustcloud3
{}{}{}
[DustCloud3]
LODFile                             dustcloud3.lod
pMexData                            dustcloud3\Rl0\LOD0\dustcloud3.mex
mass                              350.0
momentOfInertiaX                    1.0
momentOfInertiaY                    1.0
momentOfInertiaZ                    1.0
maxvelocity                         50.0
maxrot                              10.0
resourcevalue                       700
dustcloudCanShrink                  TRUE
dustcloudMinShrink                  0.2
harvestableByMultipleShips          7
maxhealth                           3500                        ; hit points


{}{}{}


_________
|gasclouds|
¯¯¯¯¯¯¯¯¯
Small Gas Cloud ~ gascloud0
{}{}{}
[GasCloud0]
LODFile                             gascloud0.lod
pMexData                            gascloud0\Rl0\LOD0\gascloud0.mex
mass                                1.0
momentOfInertiaX                    1.0
momentOfInertiaY                    1.0
momentOfInertiaZ                    1.0
maxvelocity                         50.0
maxrot                              10.0
resourcevalue                       50
maxhealth                           200                         ; hit points


{}{}{}



Large Gas Cloud ~ gascloud1
{}{}{}
[GasCloud1]
LODFile                             gascloud1.lod
pMexData                            gascloud1\Rl0\LOD0\gascloud1.mex
mass                                8.0
momentOfInertiaX                    1.0
momentOfInertiaY                    1.0
momentOfInertiaZ                    1.0
maxvelocity                         50.0
maxrot                              10.0
resourcevalue                       300
maxhealth                           200                         ; hit points


{}{}{}


_______
|nebulae|
¯¯¯¯¯¯¯
Nebula ~ nebula0
{}{}{}
[Nebula0]
LODFile                             nebula0.lod
pMexData                            nebula0\Rl0\LOD0\nebula0.mex
mass                               40.0
momentOfInertiaX                    1.0
momentOfInertiaY                    1.0
momentOfInertiaZ                    1.0
maxvelocity                         50.0
maxrot                              10.0
resourcevalue                       1000
nebulaCanShrink                     TRUE
nebulaMinShrink                     0.2
harvestableByMultiplyShips          3
maxhealth                           1670                         ; hit points


{}{}{}




---



If you'd like to change the name of ships (i.e. if you'd like to call the Heavy Cruiser,
"Guardian Angel") to correspond with your tweaks, simply copy and paste the text below
(from the first {}{}{} to the last {}{}{}, as usual). Place this in a file called
"english.script" (minus speech brackets) in the main Homeworld directory
(...\Sierra\Homeworld). Again, if you can't get an SCRIPT file, pop me an email and
I'll send you one. Note that you can also change other parts, such as the Research text,
the Build Manager text, and various other tidbits.

Ship Name File
{}{}{}
; English language script file

; *** NOTE *****************************
; when putting in comments, do not
; exceed column 40 to make cutting and
; pasting of localized text easier
; **************************************
; Nice names for Ships in the game
strAdvanceSupportFrigate                                        SUPPORT FRIGATE
strAttackBomber                                                 ATTACK BOMBER
strCarrier                                                      CARRIER
strCloakedFighter                                               CLOAKED FIGHTER
strCloakGenerator                                               CLOAK GENERATOR
strDDDFrigate                                                   DRONE FRIGATE
strDefenseFighter                                               DEFENSE FIGHTER
strDFGFrigate                                                   FIELD FRIGATE
strGravWellGenerator                                            GRAVWELL GENERATOR
strHeavyCorvette                                                HEAVY CORVETTE
strHeavyCruiser                                                 HEAVY CRUISER
strHeavyDefender                                                DEFENDER
strHeavyInterceptor                                             INTERCEPTOR
strIonCannonFrigate                                             ION CANNON FRIGATE
strLightCorvette                                                LIGHT CORVETTE
strLightDefender                                                LIGHT DEFENDER
strLightInterceptor                                             SCOUT
strMinelayerCorvette                                            MINELAYER CORVETTE
strMissileDestroyer                                             MISSILE DESTROYER
strMothership                                                   MOTHERSHIP
strMultiGunCorvette                                             MULTI-GUN CORVETTE
strProbe                                                        PROBE
strProximitySensor                                              PROXIMITY SENSOR
strRepairCorvette                                               REPAIR CORVETTE
strResearchShip                                                 RESEARCH SHIP
strResourceCollector                                            RESOURCE COLLECTOR
strResourceController                                           RESOURCE CONTROLLER
strSalCapCorvette                                               SALVAGE CORVETTE
strSensorArray                                                  SENSORS ARRAY
strStandardDestroyer                                            DESTROYER
strStandardFrigate                                              ASSAULT FRIGATE
strDrone                                                        DRONE
strTargetDrone                                                  TARGET DRONE
strHeadShotAsteroid                                             HEADSHOT ASTEROID
strCryoTray                                                     CRYO TRAY
strP1Fighter                                                    FIGHTER
strP1IonArrayFrigate                                            ION ARRAY FRIGATE
strP1MissileCorvette                                            MISSILE CORVETTE
strP1Mothership                                                 MOTHERSHIP
strP1StandardCorvette                                           STANDARD CORVETTE
strP2AdvanceSwarmer                                             ADVANCED SWARMER
strP2FuelPod                                                    FUEL POD
strP2Mothership                                                 MOTHERSHIP
strP2MultiBeamFrigate                                           MULTI-BEAM FRIGATE
strP2Swarmer                                                    SWARMER
strP3Destroyer                                                  DESTROYER
strP3Frigate                                                    FRIGATE
strP3Megaship                                                   MEGASHIP
strFloatingCity                                                 BENTUSI EXCHANGE
strCargoBarge                                                   CARGO BARGE
strMiningBase                                                   FIELD GENERATOR
strResearchStation                                              RESEARCH STATION
strJunkYardDawg                                                 JUNKYARD DOG
strJunkYardHQ                                                   JUNKYARD OFFICE
strGhostship                                                    GHOST SHIP
strJunk_LGun                                                    ANTI-FRIGATE AUTO GUN
strJunk_SGun                                                    ANTI-FIGHTER AUTO GUN
strResearchStationBridge                                        RES STATION BRIDGE
strResearchStationTower                                         RES STATION TOWER


; Nice names for classes of ships
strCLASS_Mothership                                             MOTHERSHIP
strCLASS_HeavyCruiser                                           CRUISER
strCLASS_Carrier                                                CARRIER
strCLASS_Destroyer                                              DESTROYER
strCLASS_Frigate                                                FRIGATE
strCLASS_Corvette                                               CORVETTE
strCLASS_Fighter                                                FIGHTER
strCLASS_Resource                                               RESOURCE
strCLASS_NonCombat                                              NON-COMBAT
strCLASS_Class                                                  CLASS
strCLASS_SuperCapital                                           SUPER-CAPITAL

; Strings from sensors Manager
strPlayerUnits                                                  PLAYER UNITS
strEnemyUnits                                                   ENEMY UNITS
strAlliedUnits                                                  ALLIED UNITS
strResources                                                    RESOURCES
strDerelictShip                                                 DERELICT SHIP
strUnexplored                                                   UNEXPLORED
strAsteroids                                                    ASTEROIDS
strNebula                                                       NEBULA
strGasClouds                                                    GAS CLOUDS
strDustClouds                                                   DUST CLOUDS

; Strings from loading data screen
strLoadingShips                                                 loading ships
strTexturePreload                                               texture preload
strLoadingTextures                                              loading textures

; Strings from Mouse over function
strEnemyShip                                                    Enemy Ship
strAlliedShip                                                   Allied Ship
strEnemy                                                        Enemy:
strAllied                                                       Ally:

; End of game strings
strHaveBeenDefeated                                             You have been defeated
strQuestIsLost                                                  Game Over
strAllPlayersDead                                               All players have been killed
strPlayerHasWon                                                 has won
strPlayerHasDied                                                has died
strPlayersHaveWon                                               have won
strHaveBeenDroppedOut                                           You have been dropped out
strAllOtherPlayersDroppedOut                                    All other players have dropped out
strSyncPktQOverrun                                              Could not keep up with network traffic

; Strings for names of technologies
strNewAlloys                                                    FIGHTER PRODUCTION
strMassDrive1Kt                                                 FIGHTER DRIVE
strCoolingSystems                                               COOLING SYSTEMS
strCloakFighter                                                 CLOAKED FIGHTER
strDefenseFighterTech                                           DEFENSE FIGHTER
strTargetingSystems                                             FAST-TRACKING TURRETS
strPlasmaWeapons                                                PLASMA BOMB LAUNCHER
strChassis1                                                     FIGHTER CHASSIS
strMassDrive10Kt                                                CORVETTE DRIVE
strMediumGuns                                                   HEAVY CORVETTE UPGRADE
strMineLayerTech                                                MINELAYING TECH
strChassis2                                                     CORVETTE CHASSIS
strAdvancedCoolingSystems                                       ADVANCED COOLING SYSTEMS
strMassDrive100Kt                                               CAPITAL SHIP DRIVE
strFireControl                                                  DEFENDER SUB-SYSTEMS
strSupportRefuelTech                                            CORVETTE PRODUCTION
strAdvanceTacticalSupport                                       STRIKE CRAFT SUPPORT
strIonWeapons                                                   ION CANNONS
strDDDFTech                                                     DRONE TECHNOLOGY
strDFGFTech                                                     DEFENSE FIELD
strChassis3                                                     CAPITAL SHIP CHASSIS
strMassDrive1Mt                                                 SUPER-CAPITAL SHIP DRIVE
strAdvancedFireControl                                          ADVANCED TARGETING
strMissileWeapons                                               GUIDED MISSILES
strConstructionTech                                             CARRIER TECH
strHeavyGuns                                                    HEAVY GUNS
strProximityDetector                                            PROXIMITY SENSOR
strSensorsArrayTech                                             SENSORS ARRAY
strGravityWellGeneratorTech                                     GRAVITY GENERATOR
strCloakGeneratorTech                                           CLOAK GENERATOR
strRepairTech                                                   SUPER-HEAVY CHASSIS
strSalvageTech                                                  CAPITAL SHIP PRODUCTION

; Strings for the technology headings
strWeaponHeading                                                FIGHTER SYSTEMS
strConstuctionHeading                                           CORVETTE SYSTEMS
strInterdictionHeading                                          CAPITAL SHIP SYSTEMS
strSupportHeading                                               SPECIALIZED SHIP SYSTEMS

; Strings for the technology information
strR1NewAlloysinfo                                              THE FIGHTER PRODUCTION UPGRADE IMPROVES THE SPEED AND EFFICIENCY OF NEW SHIP OUTPUT
strR1MassDrive1Ktinfo                                           THESE UPRATED DRIVE SYSTEMS ARE USED FOR THE LARGER FIGHTERS
strR1CoolingSystemsinfo                                         COOLING SYSTEMS DISPERSE THERMAL ENERGY GENERATED BY ENGINES AND WEAPONS ON SMALLER SHIPS.
strR1CloakFighterinfo                                           CLOAK FIGHTER TECHNOLOGY ENABLES THE FIGHTER TO HIDE FROM VISUAL AND ELECTRONIC DETECTION.
strR1TargetingSystemsinfo                                       THESE TURRETS ARE DESIGNED TO TRACK QUICKLY AND DESTROY FAST TARGETS. REQUIRED FOR MULTIGUN CORVETTES.
strR1PlasmaWeaponsinfo                                          THIS WEAPON DISCHARGES ORBS OF SUPERHEATED PLASMA THAT ARE DEVASTATING AGAINST THE HARDENED ARMOR OF CAPITAL SHIPS.</pre><pre id="faqspan-27">
strR1Chassis1info                                               THE HEAVY FIGHTER CHASSIS IS REQUIRED TO BUILD LARGER FIGHTERS LIKE INTERCEPTORS AND ATTACK BOMBERS.
strR1MassDrive10Ktinfo                                          CORVETTE CLASS SHIPS REQUIRE A POWERPLANT OF THIS SIZE.
strR1MediumGunsinfo                                             THE HEAVY CORVETTE UPGRADE INCREASES ARMOR STRENGTH AND FIREPOWER.
strR1MineLayerTechinfo                                          MINELAYER TECHNOLOGY ENABLES THE MINELAYER CORVETTE.
strR1Chassis2info                                               THE CORVETTE CHASSIS PROVIDES A LARGER PLATFORM FOR THE HEAVIER, MORE SPECIALIZED CORVETTES.
strR1AdvancedCoolingSystemsinfo                                 ADVANCED COOLING SYSTEMS ARE REQUIRED FOR LARGE CAPITAL SHIPS AND ARE ESSENTIAL FOR SAFELY DISPERSING THE MASSIVE HEAT GENERATED BY DRIVES AND WEAPONS.
strR1MassDrive100Ktinfo                                         FRIGATES AND OTHER SMALL CAPITAL SHIPS REQUIRE THIS DRIVE SYSTEM.
strR1FireControlinfo                                            THIS TECHNOLOGY INTEGRATES THE HIGH FIREPOWER WEAPONS AND TRACKING SYSTEMS REQUIRED FOR THE DEFENDER.
strR1SupportRefuelTechinfo                                      CORVETTE PRODUCTION TECHNOLOGY STREAMLINES SHIP FABRICATION AND IMPROVES CONSTRUCTION SPEED.
strR1AdvanceTacticalSupportinfo                                 THIS KEY TECHNOLOGY IS CRUCIAL TO CONSTRUCTING SUPPORT FRIGATES AND CARRIERS.
strR1IonWeaponsinfo                                             THESE ADVANCED WEAPONS ARE CARRIED ON SPECIALLY MODIFIED ION CANNON FRIGATES.
strR1DDDFTechinfo                                               THIS TECHNOLOGY IS REQUIRED BY DRONE FRIGATES TO BE ABLE TO LAUNCH AND CONTROL THEIR 24 ARMED DRONES.
strR1Chassis3info                                               THE FRIGATE CHASSIS IS A VERSATILE PLATFORM THAT ENABLES THE DEVELOPMENT OF SEVERAL DIFFERENT WEAPONS SYSTEMS.
strR1MassDrive1Mtinfo                                           THIS MASSIVE ENGINE SYSTEMS IS REQUIRED FOR DESTROYERS, HEAVY CRUISERS AND CARRIERS.
strR1AdvancedFireControlinfo                                    ADVANCED TARGETING ALLOWS LARGE SHIPS TO TRACK AND DESTROY A GREATER NUMBER OF TARGETS.
strR1MissileWeaponsinfo                                         GUIDED MISSILES FORM PART OF THE WEAPON SYSTEM OF THE MISSILE DESTROYER.
strR1ConstructionTechinfo                                       CARRIER TECHNOLOGY ENABLES THE CARRIER TO CONSTRUCT NEW SHIPS AND MAINTAIN FLEET SYSTEMS.
strR1HeavyGunsinfo                                              HEAVY GUNS ARE THE CRITICAL COMPONENT OF THE MASSIVE WEAPON INVENTORY ON THE HEAVY CRUISER.
strR1ProximityDetectorinfo                                      A PROXIMITY SENSOR CAN FIND CLOAKED ENEMY SHIPS WITHIN A SUBSTANTIAL RADIUS.
strR1SensorsArrayTechinfo                                       THE SENSORS ARRAY USES A COMPLEX SUITE OF INSTRUMENTS TO LOCATE AND TRACK ENEMY SHIPS AT GREAT DISTANCES.
strR1GravityWellGeneratorTechinfo                               THE GRAVITY WELL GENERATOR CREATES A FIELD THAT CAN STOP ANY STRIKE CRAFT THAT ENTERS IT.
strR1CloakGeneratorTechinfo                                     CLOAK GENERATOR TECHNOLOGY CREATES A POWERFUL AREA-EFFECT CLOAKING FIELD WHERE ALL FRIENDLY SHIPS ARE RENDERED INVISIBLE.
strR1RepairTechinfo                                             THE SUPER-HEAVY CHASSIS IS REQUIRED FOR THE MOST MASSIVE CAPITAL SHIPS - HEAVY CRUISERS AND CARRIERS.
strR1SalvageTechinfo                                            THIS PRODUCTION UPGRADE INCREASES THE SPEED AT WHICH THE MAMMOTH CAPITAL SHIPS CAN BE CONSTRUCTED.
strR1DFGFTechinfo                                               DEFENSE FIELD TECHNOLOGY IS EMPLOYED BY THE FIELD FRIGATE TO REDIRECT ENEMY PROJECTILES.
strR1DefenseFighterTechinfo                                     DEFENSE FIGHTER TECHNOLOGY COMBINES EXCELLENT TRACKING ABILITY AND PULSE LASERS THAT ARE USED TO DESTROY ENEMY PROJECTILES.

strR2NewAlloysinfo                                              THE FIGHTER PRODUCTION UPGRADE IMPROVES THE SPEED AND EFFICIENCY OF NEW SHIP OUTPUT
strR2MassDrive1Ktinfo                                           THESE UPRATED DRIVE SYSTEMS ARE USED FOR THE LARGER FIGHTERS
strR2CoolingSystemsinfo                                         COOLING SYSTEMS DISPERSE THERMAL ENERGY GENERATED BY ENGINES AND WEAPONS ON SMALLER SHIPS.
strR2CloakFighterinfo                                           DEFENSE FIGHTER TECHNOLOGY COMBINES EXCELLENT TRACKING ABILITY AND PULSE LASERS THAT ARE USED TO DESTROY ENEMY PROJECTILES.
strR2TargetingSystemsinfo                                       THESE TURRETS ARE DESIGNED TO TRACK QUICKLY AND DESTROY FAST TARGETS. REQUIRED FOR MULTIGUN CORVETTES.
strR2PlasmaWeaponsinfo                                          THIS WEAPON DISCHARGES ORBS OF SUPERHEATED PLASMA THAT ARE DEVASTATING AGAINST THE HARDENED ARMOR OF CAPITAL SHIPS.
strR2Chassis1info                                               THE HEAVY FIGHTER CHASSIS IS REQUIRED TO BUILD LARGER FIGHTERS LIKE INTERCEPTORS AND ATTACK BOMBERS.
strR2MassDrive10Ktinfo                                          CORVETTE CLASS SHIPS REQUIRE A POWERPLANT OF THIS SIZE.
strR2MediumGunsinfo                                             THE HEAVY CORVETTE UPGRADE INCREASES ARMOR STRENGTH AND FIREPOWER.
strR2MineLayerTechinfo                                          MINELAYER TECHNOLOGY ENABLES THE MINELAYER CORVETTE.
strR2Chassis2info                                               THE CORVETTE CHASSIS PROVIDES A LARGER PLATFORM FOR THE HEAVIER, MORE SPECIALIZED CORVETTES.
strR2AdvancedCoolingSystemsinfo                                 ADVANCED COOLING SYSTEMS ARE REQUIRED FOR LARGE CAPITAL SHIPS AND ARE ESSENTIAL FOR SAFELY DISPERSING THE MASSIVE HEAT GENERATED BY DRIVES AND WEAPONS.
strR2MassDrive100Ktinfo                                         FRIGATES AND OTHER SMALL CAPITAL SHIPS REQUIRE THIS DRIVE SYSTEM.
strR2FireControlinfo                                            THIS TECHNOLOGY INTEGRATES THE HIGH FIREPOWER WEAPONS AND TRACKING SYSTEMS REQUIRED FOR THE DEFENDER.
strR2SupportRefuelTechinfo                                      CORVETTE PRODUCTION TECHNOLOGY STREAMLINES SHIP FABRICATION AND IMPROVES CONSTRUCTION SPEED.
strR2AdvanceTacticalSupportinfo                                 THIS KEY TECHNOLOGY IS CRUCIAL TO CONSTRUCTING SUPPORT FRIGATES AND CARRIERS.
strR2IonWeaponsinfo                                             THESE ADVANCED WEAPONS ARE CARRIED ON SPECIALLY MODIFIED ION CANNON FRIGATES.
strR2DDDFTechinfo                                               THIS TECHNOLOGY IS REQUIRED BY DRONE FRIGATES TO BE ABLE TO LAUNCH AND CONTROL THEIR 24 ARMED DRONES.
strR2Chassis3info                                               THE FRIGATE CHASSIS IS A VERSATILE PLATFORM THAT ENABLES THE DEVELOPMENT OF SEVERAL DIFFERENT WEAPONS SYSTEMS.
strR2MassDrive1Mtinfo                                           THIS MASSIVE ENGINE SYSTEMS IS REQUIRED FOR DESTROYERS, HEAVY CRUISERS AND CARRIERS.
strR2AdvancedFireControlinfo                                    ADVANCED TARGETING ALLOWS LARGE SHIPS TO TRACK AND DESTROY A GREATER NUMBER OF TARGETS.
strR2MissileWeaponsinfo                                         GUIDED MISSILES FORM PART OF THE WEAPON SYSTEM OF THE MISSILE DESTROYER.
strR2ConstructionTechinfo                                       CARRIER TECHNOLOGY ENABLES THE CARRIER TO CONSTRUCT NEW SHIPS AND MAINTAIN FLEET SYSTEMS.
strR2HeavyGunsinfo                                              HEAVY GUNS ARE THE CRITICAL COMPONENT OF THE MASSIVE WEAPON INVENTORY ON THE HEAVY CRUISER.
strR2ProximityDetectorinfo                                      A PROXIMITY SENSOR CAN FIND CLOAKED ENEMY SHIPS WITHIN A SUBSTANTIAL RADIUS.
strR2SensorsArrayTechinfo                                       THE SENSORS ARRAY USES A COMPLEX SUITE OF INSTRUMENTS TO LOCATE AND TRACK ENEMY SHIPS AT GREAT DISTANCES.
strR2GravityWellGeneratorTechinfo                               THE GRAVITY WELL GENERATOR CREATES A FIELD THAT CAN STOP ANY STRIKE CRAFT THAT ENTERS IT.
strR2CloakGeneratorTechinfo                                     CLOAK GENERATOR TECHNOLOGY CREATES A POWERFUL AREA-EFFECT CLOAKING FIELD WHERE ALL FRIENDLY SHIPS ARE RENDERED INVISIBLE.
strR2RepairTechinfo                                             THE SUPER-HEAVY CHASSIS IS REQUIRED FOR THE MOST MASSIVE CAPITAL SHIPS - HEAVY CRUISERS AND CARRIERS.
strR2SalvageTechinfo                                            THIS PRODUCTION UPGRADE INCREASES THE SPEED AT WHICH THE MAMMOTH CAPITAL SHIPS CAN BE CONSTRUCTED.
strR2DFGFTechinfo                                               DEFENSE FIELD TECHNOLOGY IS EMPLOYED BY THE FIELD FRIGATE TO REDIRECT ENEMY PROJECTILES.
strR2DefenseFighterTechinfo                                     DEFENSE FIGHTER TECHNOLOGY COMBINES EXCELLENT TRACKING ABILITY AND PULSE LASERS THAT ARE USED TO DESTROY ENEMY PROJECTILES.

; abbreviations for ships in the
; information overlay
strAbrevAdvanceSupportFrigate                                   SUPPORT FRIGATE
strAbrevAttackBomber                                            ATTACK BOMBER
strAbrevCarrier                                                 CARRIER
strAbrevCloakedFighter                                          CLOAKED FIGHTER
strAbrevCloakGenerator                                          CLOAK GENERATOR
strAbrevDDDFrigate                                              DRONE FRIGATE
strAbrevDefenseFighter                                          DEFENSE FIGHTER
strAbrevDFGFrigate                                              FIELD FRIGATE
strAbrevGravWellGenerator                                       GRAVWELL GENERATOR
strAbrevHeavyCorvette                                           HEAVY CORVETTE
strAbrevHeavyCruiser                                            HEAVY CRUISER
strAbrevHeavyDefender                                           DEFENDER
strAbrevHeavyInterceptor                                        INTERCEPTOR
strAbrevIonCannonFrigate                                        ION FRIGATE
strAbrevLightCorvette                                           LIGHT CORVETTE
strAbrevLightDefender                                           LIGHT DEFENDER
strAbrevLightInterceptor                                        SCOUT
strAbrevMinelayerCorvette                                       MINELAYER CORVETTE
strAbrevMissileDestroyer                                        MISSILE DESTROYER
strAbrevMothership                                              MOTHERSHIP
strAbrevMultiGunCorvette                                        MULTI-GUN CORVETTE
strAbrevProbe                                                   PROBE
strAbrevProximitySensor                                         PROXIMITY SENSOR
strAbrevRepairCorvette                                          REPAIR CORVETTE
strAbrevResearchShip                                            RESEARCH SHIP
strAbrevResourceCollector                                       RESOURCE COLLECTOR
strAbrevResourceController                                      RESOURCE CONTROLLER
strAbrevSalCapCorvette                                          SALVAGE CORVETTE
strAbrevSensorArray                                             SENSORS ARRAY
strAbrevStandardDestroyer                                       DESTROYER
strAbrevStandardFrigate                                         ASSAULT FRIGATE
strAbrevDrone                                                   DRONE
strAbrevTargetDrone                                             TARGET DRONE
strAbrevHeadShotAsteroid                                        HEADSHOT ASTEROID
strAbrevCryoTray                                                CRYO TRAY

strAbrevP1Fighter                                               FIGHTER
strAbrevP1IonArrayFrigate                                       ION ARRAY FRIGATE
strAbrevP1MissileCorvette                                       MISSILE CORVETTE
strAbrevP1Mothership                                            MOTHERSHIP
strAbrevP1StandardCorvette                                      STANDARD CORVETTE
strAbrevP2AdvanceSwarmer                                        ADVANCED SWARMER
strAbrevP2FuelPod                                               FUEL POD
strAbrevP2Mothership                                            MOTHERSHIP
strAbrevP2MultiBeamFrigate                                      MULTI-BEAM FRIGATE
strAbrevP2Swarmer                                               SWARMER
strAbrevP3Destroyer                                             DESTROYER
strAbrevP3Frigate                                               FRIGATE
strAbrevP3Megaship                                              MEGASHIP
strAbrevFloatingCity                                            BENTUSI EXCHANGE
strAbrevCargoBarge                                              CARGO BARGE
strAbrevMiningBase                                              FIELD GENERATOR
strAbrevResearchStation                                         RESEARCH STATION
strAbrevJunkYardDawg                                            JUNKYARD DOG
strAbrevJunkYardHQ                                              JUNKYARD OFFICE
strAbrevGhostship                                               GHOST SHIP
strAbrevJunk_LGun                                               AUTO GUN
strAbrevJunk_SGun                                               AUTO GUN
strAbrevResearchStationBridge                                   RES STATION BRIDGE
strAbrevResearchStationTower                                    RES STATION TOWER


; string that tells you what ships that
; technology will give you in the
; Research manager.
strCanBuild                                                     CAN BUILD :

; formation titles displayed to the user
strDELTA_FORMATION                                              Delta Formation
strBROAD_FORMATION                                              Broad Formation
strDELTA3D_FORMATION                                            X Formation
strCLAW_FORMATION                                               Claw Formation
strWALL_FORMATION                                               Wall Formation
strSPHERE_FORMATION                                             Sphere Formation
strPICKET_FORMATION                                             Custom Formation

strPARADE_FORMATION                                             Military Parade

; strings for the connecting box in the
; multiplayer game screens
strCreatingRoom                                                 CREATING ROOM ...
strRoomCreated                                                  ROOM CREATED ...
strQueryingChat                                                 QUERYING CHAT SERVER ...
strConnectingToChat                                             CONNECTING TO CHAT ...
strConnectedToChat                                              CONNECTED TO CHAT ...
strStartingChat                                                 STARTING CHAT SERVER ...
strCreatedChat                                                  CREATED CHAT SERVER ...
strSendingLogin                                                 SENDING LOGIN INFO ...
strChangingPassword                                             CHANGING PASSWORD ...
strCreatingUser                                                 CREATING NEW USER ...
strRequestingToJoin                                             REQUESTING TO JOIN ...
strConnectedWon                                                 CONNECTED TO WON ...
strLoginFailed                                                  LOGIN FAILED!!
strHitCancelAgain                                               HIT CANCEL AND TRY AGAIN :)
strPasswordChangeSuccess                                        PASSWORD CHANGE SUCCESFUL ...
strPasswordChangeFailed                                         PASSWORD CHANGE FAILED!!
strNewUserCreated                                               NEW USER CREATED ...
strDuplicateUser                                                DUPLICATE USER NAME!!

strUserNotFound                                                 UNKNOWN USER
strInvalidName                                                  INVALID NAME
strUnknownAuthReply                                             UNKNOWN AUTH REPLY %d

strFailedToCreateUser                                           FAILED TO CREATE NEW USER!!
strFailedToChat                                                 FAILED TO CONNECT TO CHAT SERVER!!
strHitCancelContinue                                            HIT CANCEL TO CONTINUE :)
strJoinRequestGranted                                           JOIN REQUEST GRANTED ...
strJoinRequestDenied                                            JOIN REQUEST DENIED, TOO MANY PLAYERS
strWonOffline                                                   GOT OFFLINE MESSAGE FROM WON!!
strServerDown                                                   SERVER DOWN TRY LATER!!
strKeyAlreadyInUse                                              CD KEY ALREADY IN USE.
strBadKey                                                       INVALID CD KEY.
strLightweightBadKey                                            INVALID CD KEY.

strBadKeyExpired                                                CD KEY EXPIRED.
strBadKeyLockedOut                                              CD KEY LOCKED OUT!
strBadKeyBetaKeyRequired                                        BETA CD KEY REQUIRED.
strBadKeyBetaKeyNotAllowed                                      BETA CD KEY NOT ALLOWED.

strNoCDKey                                                      NO CD KEY FOUND, PLEASE REINSTALL
strFailedToCreateChat                                           FAILED TO CREATE CHAT SERVER!
strFailedToConnectToDirServer                                   FAILED TO CONNECT TO DIR SERVER!!

strCantJoinOwnGame                                              CAN'T JOIN A GAME CREATED BY YOURSELF
strErrorCantFindGame                                            ERROR, COULDN'T FIND GAME SELECTED
strIncorrectPassword                                            INCORRECT PASSWORD TRY AGAIN :)
strCaptainDisolvedGame                                          CAPTAIN DISSOLVED GAME !
strNoInternetTCPIP                                              COULD NOT START INTERNET TCP/IP
strNoLanIPXorTCPIP                                              COULD NOT START LAN IPX OR LAN TCP/IP
strProtocalIPXLAN                                               IPX LAN
strProtocalTCPIPLAN                                             TCP/IP LAN
strAuthCRCFailed                                                YOUR VERSION OF HOMEWORLD IS NOT AUTHENTIC
strErrorStillWaitingVersionInfo                                 ERROR, STILL WAITING FOR VERSION INFO
strMinNumPlayersRequired                                        YOU NEED AT LEAST %d PLAYERS TO PLAY
strMustBeInRoomToCreateGame                                     YOU MUST BE IN A ROOM TO CREATE A GAME
strMustBeInRoomToCreateGame2                                    EITHER JOIN A ROOM OR CREATE A ROOM

strCreatingGame                                                 CREATING GAME
strInvalidRoomPassword                                          INVALID PASSWORD TO JOIN ROOM
strErrorUserAlreadyExists                                       ERROR, USER ALREADY EXISTS
strErrorRoomFull                                                ERROR, ROOM FULL JOIN ANOTHER
strNeedLatestVersion                                            YOU NEED THE LATEST EXE TO PLAY
strDownloadingPatch                                             DO YOU WISH TO DOWNLOAD PATCH
strErrorGameAlreadyExists                                       GAME ALREADY EXISTS
strCreatedGame                                                  CREATED GAME
strDroppedOut                                                   DROPPED OUT
strQuit                                                         QUIT
strErrorTypingPassword                                          ERROR TYPING IN PASSWORD.  PLEASE CHECK.
strPasswordProtected                                            PASSWORD
strInProgress                                                   IN PROGRESS
strDiffVersion                                                  DIFF VERSION
strErrorRoomAlreadyExists                                       ERROR, ROOM ALREADY EXISTS
strNoRoom                                                       NO ROOM
strDifferentVersions                                            Detected different versions of Homeworld.
strMustUpgradeToSameVersion                                     You must all upgrade to the same version.
strChatDisconnected                                             Chat unexpectedly disconnected

strYouMustTypeInGameName                                        YOU MUST TYPE IN A GAME NAME
strAtLeast2Chars                                                AT LEAST 2 CHARACTERS LONG
strMustBeAtLeast2Chars                                          MUST BE AT LEAST 2 CHARACTERS LONG
strErrorInSaveGameName                                          PLEASE TYPE IN SAVE GAME NAME
strErrorInvalidSaveGameFile                                     ERROR, INVALID SAVE GAME FILE
strErrorInvalidSaveGameFileVersion                              ERROR, INVALID VERSION OF SAVE GAME FILE

strStartingGame                                                 STARTING GAME.
strDetectedUserBehindFirewall                                   DETECTED USER BEHIND FIREWALL.
strStartingRoutingServer                                        STARTING ROUTING SERVER.
strTellingPlayersToConnectToMe                                  TELLING PLAYERS TO CONNECT TO ME.
strConnectingToRoutingServer                                    CONNECTING TO ROUTING SERVER.
strPlayerJoined                                                 PLAYER JOINED.
strConnectingToCaptain                                          CONNECTING TO CAPTAIN.
strTellingPlayersConnectRoutServ                                TELLING OTHER PLAYERS TO CONNECT TO ROUTING SERVER.

strPatchStartingDownload                                        CONNECTING...
strPatchDownloading                                             %d / %d
strPatchGeneralError                                            ERROR (%d) GETTING PATCH.
strPatchUnableCreateFile                                        UNABLE TO CREATE FILE.  Check diskspace?
strPatchUnableWriteFile                                         ERROR WRITING TO FILE.  Check diskspace?
strPatchUserAbort                                               DOWNLOAD ABORTED

strPATCHFAIL_UNABLE_TO_CONNECT                                  ERROR UNABLE TO CONNECT
strPATCHFAIL_ERROR_SENDING_REQUEST                              ERROR SENDING REQUEST
strPATCHFAIL_ERROR_RECEIVING_HTTP_HEADER                        ERROR RECEIVING HTTP HEADER
strPATCHFAIL_INVALID_FILE_LENGTH                                ERROR BAD FILE LENGTH
strPATCHFAIL_ERROR_RECEIVING_PATCH                              ERROR RECEIVING PATCH
strPATCHFAIL_UNABLE_TO_START_DOWNLOAD_THREAD                    ERROR STARTING DOWNLOAD
strPATCHFAIL_INVALID_STATUS_REPLY                               ERROR INVALID STATUS REPLY
strTryLaterDownloadManually                                     Try later or download at:

strWhisperedMessage                                             (whispered)
strHasJoined                                                    has joined
strHasLeft                                                      has left

; headings from the Channel list title
strChannelNameHeading                                           NAME
strChannelDescHeading                                           DESCRIPTION
strChannelNumberHeading                                         NUMBER

; headings from the Game list title
strGameNameHeading                                              NAME
strGamePingHeading                                              PING
strGameNumPlayerHeading                                         PLAYERS
strGameMapHeading                                               MAP

strCustomMapAutoupload                                          Detected Custom Map - Autoupload included in load time
strCustomMapAutodownload                                        Detected Custom Map - Autodownload included in load time

strVersion                                                      Version

; strings for forming and breaking
; alliances.
strAsksToFormAlliance                                           Asks to form an Alliance
strWants                                                        wants
strToJoin                                                       to join alliance, form alliance to accept
strAnd                                                          and
strAllianceFormed                                               Alliance formed with
strHasBrokenAlliance                                            has broken the alliance
strAllianceBroken                                               Alliance broken with
strAllianceRequest                                              Alliance request sent to
strAllianceConfirm                                              Accepted the request to add
strAskForPermision                                              Asking allies to ally with

; the name of the computer player
strComputerName                                                 Computer

; Build Manager Ship View Stats
strFirepower                                                    FIREPOWER: %s
strCoverage                                                     COVERAGE: %s
strManeuver                                                     MANEUVERABILITY: %s
strArmor                                                        ARMOR: %s
strTopSpeed                                                     MAX VELOCITY: %s m/s
strMass                                                         MASS: %s t

strVeryLow                                                      Very Low
strLow                                                          Low
strMedium                                                       Medium
strHigh                                                         High
strVeryHigh                                                     Very High
strCoverageUnits                                                %

strFightersCorvettesDocked                                      Docked: F:%d C:%d

strSay                                                          Say:
strToAllies                                                     To Allies:
strRUAmount                                                     RU Amount:

strTutorialTip                                                  TIP:

strPlayersAllied                                                Ally
strResourcesRes                                                 Res:
strGas                                                          Gas
strDust                                                         Dust
strRock                                                         Rock
strNonCombatShips                                               Non-combat ships
strStrikeCraft                                                  Strike craft
strCapitalShips                                                 Capital ships

strPingTO0                                                      Proximity Alert
strPingTO1                                                      New Ships Built
strPingTO2                                                      Objective
strPingTO3                                                      Battle
strPingTO4                                                      Hyperspace
strPingTORC                                                     Resource Collector

strSaveSinglePlayerLevel1                                       01 - Kharak System

strSavedGame                                                    Game Saved
strRecordingGame                                                Recording Game
strQuickSave                                                    Quick Save

strCaptainTransfering                                           Captain Transfer Under Way ...

strEndOfBuffer                                                  -----  End Of Buffer  -----
strStartOfBuffer                                                ----- Start Of Buffer -----

; These are the objectives strings
strObjComplete                                                  COMPLETE
strObjIncomplete                                                INCOMPLETE
strobjSecondary                                                 SECONDARY OBJECTIVES

; These are the key binding command strings
strkbNEXT_FORMATION                                             NEXT FORMATION
strkbBUILD_MANAGER                                              BUILD MANAGER
strkbPREVIOUS_FOCUS                                             PREVIOUS FOCUS
strkbNEXT_FOCUS                                                 NEXT FOCUS
strkbDOCK                                                       DOCK
strkbSELECT_ALL_VISIBLE                                         SELECT ALL VISIBLE
strkbFOCUS                                                      FOCUS
strkbRESEARCH_MANAGER                                           RESEARCH MANAGER
strkbHARVEST                                                    HARVEST
strkbMOVE                                                       MOVE
strkbNEXT_TACTIC                                                NEXT TACTIC
strkbPREVIOUS_TACTIC                                            PREVIOUS TACTIC
strkbSCUTTLE                                                    SCUTTLE
strkbSHIP_SPECIAL                                               SHIP SPECIAL
strkbTACTICAL_OVERLAY                                           TACTICAL OVERLAY
strkbSENSORS_MANAGER                                            SENSORS MANAGER
strkbMOTHERSHIP                                                 MOTHERSHIP
strkbKAMIKAZE                                                   KAMIKAZE
strkbCANCEL_ORDERS                                              CANCEL ORDERS
strkbLAUNCH_MANAGER                                             LAUNCH MANAGER
strkbTOTAL_COMMANDS                                             TOTAL COMMANDS

strAKEY                                                         A
strBKEY                                                         B
strCKEY                                                         C
strDKEY                                                         D
strEKEY                                                         E
strFKEY                                                         F
strGKEY                                                         G
strHKEY                                                         H
strIKEY                                                         I
strJKEY                                                         J
strKKEY                                                         K
strLKEY                                                         L
strMKEY                                                         M
strNKEY                                                         N
strOKEY                                                         O
strPKEY                                                         P
strQKEY                                                         Q
strRKEY                                                         R
strSKEY                                                         S
strTKEY                                                         T
strUKEY                                                         U
strVKEY                                                         V
strWKEY                                                         W
strXKEY                                                         X
strYKEY                                                         Y
strZKEY                                                         Z
strBACKSPACEKEY                                                 BACK SPACE
strTABKEY                                                       TAB
strARRLEFT                                                      LEFT
strARRRIGHT                                                     RIGHT
strARRUP                                                        UP
strARRDOWN                                                      DOWN
strENDKEY                                                       END
strLBRACK                                                       [
strRBRACK                                                       ]
strCAPSLOCKKEY                                                  CAPS
strSPACEKEY                                                     SPACE
strENTERKEY                                                     ENTER
strHOMEKEY                                                      HOME
strPAGEDOWNKEY                                                  PGDN
strPAGEUPKEY                                                    PGUP
strBACKSLASHKEY                                                 \
strPAUSEKEY                                                     PAUSE
strSCROLLKEY                                                    SCROLL
strPRINTKEY                                                     PRINT
strINSERTKEY                                                    INSERT
strDELETEKEY                                                    DELETE
strLESSTHAN                                                     <
strGREATERTHAN                                                  >
strTILDEKEY                                                     TILDE
strNUMPAD0                                                      NUM0
strNUMPAD1                                                      NUM1
strNUMPAD2                                                      NUM2
strNUMPAD3                                                      NUM3
strNUMPAD4                                                      NUM4
strNUMPAD5                                                      NUM5
strNUMPAD6                                                      NUM6
strNUMPAD7                                                      NUM7
strNUMPAD8                                                      NUM8
strNUMPAD9                                                      NUM9
strNUMMINUSKEY                                                  NUM-
strNUMPLUSKEY                                                   NUM+
strNUMSTARKEY                                                   NUM*
strNUMSLASHKEY                                                  NUM/
strNUMDOTKEY                                                    NUM.
strMINUSKEY                                                     -
strPLUSKEY                                                      +
strF1KEY                                                        F1
strF2KEY                                                        F2
strF3KEY                                                        F3
strF4KEY                                                        F4
strF5KEY                                                        F5
strF6KEY                                                        F6
strF7KEY                                                        F7
strF8KEY                                                        F8
strF9KEY                                                        F9
strF10KEY                                                       F10
strF11KEY                                                       F11
strF12KEY                                                       F12

strCommandToBind                                                COMMAND
strKeyBound                                                     BOUND KEY
strNoKeyBound                                                   NONE

; CD detection/oversize CD strings
strMissingCD                                                    Invalid or missing Homeworld CD. Please insert valid CD.
strInvalidCD                                                    Invalid Homeworld CD.

; warning for Microsoft Generic OpenGL renderer selection
strGDIGeneric0                                                  You have selected an unaccelerated renderer.
strGDIGeneric1                                                  We recommend running in software instead.
strGDIGenericRenderer                                           GDI Generic

; display mode switch strings
strOPCountdown0                                                 Mode switch successful.
strOPCountdown1                                                 Do you want to keep this setting?
strOPCountdown2                                                 Original settings will restore in %ds.

strOPFailed0                                                    Display mode setting failed.
strOPFailed1                                                    Please select another mode.

strDefaultPlayerName                                            Unnamed_Player

strStatsDiedStats                                               _DIED_STATS.txt
strStatsGameEndStats                                            GAME_END_STATS.txt
strStatsPlayerName                                              Player Name: %s
strStatsPlayerRace                                              Player Race: %s
strStatsTimeOfDeath                                             Time Of Death : %0.1f
strStatsDeathByDropout                                          Death by dropout
strStatsDeathByShipCapture                                      Death by ship being captured
strStatsDeathByLossOfMission                                    Death by loss of mission
strStatsDeathStillAlive                                         Time Of Death : Still Alive
strStatsRUsStart                                                RU's Started With: %d
strStatsRUsCollected                                            RU's Collected   : %d
strStatsRUsSpent                                                RU's Spent       : %d
strStatsRUsGiven                                                RU's Given       : %d
strStatsRUsReceived                                             RU's Received    : %d
strStatsRUsInjected                                             RU's Injected    : %d
strStatsRUsByBounties                                           RU's via Bounties: %d
strStatsRUsGenerated                                            RU's Generated: %d
strStatsCurrentRUs                                              Current RU's: %d
strStatsTotalDmgAgainstPlayer                                   Total Damage Against Player %d: %0.1f
strStatsTotalAcquiredShips                                      Total Acquired Ships: %d
strStatsTotalAcqShipsByType                                     Total Acquired Ships By Type:
strStatsTotalAcqShipsByClass                                    Total Acquired Ships By Class:
strStatsTotalKills                                              Total Kills: %d
strStatsKilled                                                  killed:
strStatsTotalLosses                                             Total Losses: %d
strStatsLost                                                    lost:

strSVCost                                                       COST:
strSVRUs                                                        RUs

strFailedToStartRoutingServer                                   Failed to start server
strServerLoadHeading                                            Load
strServerReliabilityHeading                                     Reliability

strStatsBadResUnitsBounds                                       WARNING: Bad number of resource units detected!
strStatsBadResUnitTotals                                        WARNING: Bad total number of resource units detected!
strStatsBadShipBounds                                           WARNING: Bad number of ships detected!
strStatsBadShipCostTotals                                       WARNING: Bad total ship cost detected!
strStatsBadShipsAcquiredTotals                                  WARNING: Bad total number of ships acquired detected!
strStatsBadShipsKilledTotals                                    WARNING: Bad total number of ships killed detected!
strStatsBadShipsLostTotals                                      WARNING: Bad total number of ships lost detected!
strStatsBadShipsAcquiredClassTotals                             WARNING: Bad total number of ships acquired per class detected!
strStatsBadShipsKilledClassTotals                               WARNING: Bad total number of ships killed per class detected!
strStatsBadShipsLostClassTotals                                 WARNING: Bad total number of ships lost per class detected!

strCommandIgnoreOn                                              Ignore %s &O&N
strCommandIgnoreOff                                             Ignore %s &O&F&F
strCommandKickCaptain                                           You have kicked %s from the game!
strCommandKickPlayer                                            You have been kicked from the game!
strCommandBanOn                                                 Ban %s &O&N
strCommandBanOff                                                Ban %s &O&F&F
strCommandLimit                                                 Player limit set to %u players
strCommandLimitOff                                              Player limit off

strCheatDetect                                                  CHEAT DETECT: Frame %d

{}{}{}


There may be more to come, so watch this space.

=====
Fun Stuff
=====

Single Player

o Beat the 2nd level using only Resource Collectors.
o On the 3rd Level, try to destroy ALL the debris.
o On the Ghost Ship mission (I think it is level 9), get ALL of your fleet to
 kamikaze bomb into the Ghost Ship (yes, even capital and super-capitals, just
 make them move into the thing) and watch it explode!
o Try and wipe out the HeadShot Asteroid using only Corvettes.
o Capture ALL of the Ion Cannon Frigates in the Field Mission (I think it is
Level 14).
o Max out your fleet and go completely hyper on a passing scout.
o Try and wipe out ALL enemy fleet traces before leaving Mission 5.
o Try and beat my record of destroying 1532 asteroids in mission 6.
o Try and force an enemy fleet into the radiation in mission 10.
o Play a game of Scout vs. all. When you're bored, kamikaze it into an asteroid.
o Hmm. Those Swarmers look very tempting, don't they? Take some, nab a Fuel Pod or two to
 complement them, then try and complete a mission using just them.

Multiplayer

o Turn Unit Caps OFF and max out your fleet. 300 of each ship, then take out
 ALL enemy ships one by one.
o Load up 4 Carriers with Attack Bombers and Heavy Corvettes, then hyper them
 over to an enemy and make all the fighters kamikaze into the mothership.
o Try and make a Heavy Cruiser kamikaze. It'll probably go THROUGH most
 stuff, but it's still funny to watch.
o Want an alternate way of stopping your opponent's resource lines? Simply
 pop a Super-Capital ship somewhere in the resource patch and watch as it
 destroys all the resources (and collectors) in an attempt to gain some
 personal space.
o Mark a Heavy Cruiser (by itself) in group 1 and pretend it is the saviour
 of your fleet and all that crap.
o Make an alliance with a person of the opposite race. Trade ships and beat
 someone up using ships of ONLY the opposite race.
o Capture a ship from one of your enemies. Go to his ally and pretend that
 you need some backup to take out some stragglers. Take some strike craft,
 then get them near a GravWell and use a few salvagers! (Somehow Salvagers
 aren't affected by a GravWell - I think it is because they have such strong
 powerplants [hey, they can push {or salvage}enemy ships!] that they can evade
 the GravWell pull).
o Use Resource Collectors as battering rams.
o Cloaked Fighters make excellent guards for solitary resource collectors.
 They can stay cloaked and the resource collectors can refuel the fighters
 when they're out of fuel. Swarmers theoretically work well too, but the refuelling
 process takes so long that both ships will probably be dead by the time the Swarmer
 has docked.
o Get a Multiplayer game going with some friends. Have all of you make 1 scout each.
 Player 1 is the starter, and he/she has to kamikaze his scout into another player's.
 Once you have been kami'd, build another scout and YOU become the tag. If the scouts
 keep shooting each other, play it with resource collectors.

=====
History
=====

Version 0.2
10/07/2005
It's been a long time. Redid and added all the ships again, and tweaked some stuff.

---

Version 0.1A
08/11/2004
Started.

---


=====
Credits
=====
You, for reading this.
Sierra and Relic, for making such a great game.
John-Scott Theron for giving me the inspiration to make this FAQ.
Delphy, for making the BIG extractor.
The now-dead Homeworld Forums, for answering all my queries.
My girlfriend, for playing with me online :) it's what we do when we're bored.


=====
Closing Speech and Other Crap
=====
Augh... I really can't be bothered to do any of this stuff.
FAQ is Copyright (C) Seb Haque 2004. You may save this to your hard disk and
print off a copy for personal use only, but please do not take any of my
wording - the scripts themselves cannot be copyrighted and you can use them.
Blah blah blah if you feel you have a personal issue then ask me... blah blah
blah.

Oh yeah, other FAQs by me:
o Homeworld 2 Ship/Script Editing FAQ
o Homeworld Cataclysm FAQ
o Ground Control 2 FAQ
Goodbye, thanks for reading the FAQ!
-Seb
(good enough?)