GTC Hyperion - Next-Generation Terran Heavy Anti-fighter Cruiser
Model, texturing, pof conversion and pathing by Clif "StratComm" Kerr

Included files:
cruiser3t-01.pof
nameplatectile4A.pcx
nameplatectile4Aa.pcx (alternate nameplate, GTC Hyperion)

This ship supports custom nameplating, if that is ever implimented, or if you want all ships of this class to display a logo or title.  The nameplatectile4A.pcx file is a copy of ctile4A.pcx, but it is needed for the model to run as is.  To change the nameplate, either edit this file or use the nameplatectile4Aa.pcx file provided.  Changes can be facilitated through modview or PCS with a simple texture replacement.

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Known Bugs
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This model is stable, but pathing and docking are as of yet untested (FS2 will not open for me to test the file).  If any problems occur when attempting to use docking or AI attacking, please contact me immediately.

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Instructions
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Unzip the files to the appropriate directories in your Freespace 2 Data directory and add the following to the weapons.tbl and ships.tbl files.

;-------------ships.tbl addition--------------

$Name:                          GTC Hyperion
$Short name:					TCruiser
$Species:                       Terran
+Tech Description:
XSTR("The GTC Hyperion is the first class of terran cruiser to be commissioned since the second great war.  Combining the anti-fighter capabilities and speed of the outgunned Aeolus and the armor of the Leviathan, the Hyperion is a formidible target for strike craft to engage.  In addition, it has been fitted with two advanced beam cannons, which draw their power directly from the main engines.  A step above the standard armament for a cruiser, the Hyperion packs as much forward punch as a Deimos with a much smaller crew compliment.  The hyperion is rapidly filling the ranks of the GTVA, pasing out earlier cruiser models.", 3057)
$end_multi_text
$POF file:                      cruiser3t-01.pof
$Detail distance:				(0, 1500, 3000, 5500)
$Show damage:					YES
$Density:                       1
$Damp:                          0.2
$Rotdamp:                       2.0
$Max Velocity:					0.0, 0.0, 30.0
$Rotation time:					100.0, 100.0, 80.0
$Rear Velocity:					0.0
$Forward accel:					8.0
$Forward decel:					4.0
$Slide accel:					0.0
$Slide decel:					0.0
$Expl inner rad:				150.0
$Expl outer rad:				750.0
$Expl damage:					200.0
$Expl blast:					11000.0
$Expl Propagates:				YES						
$Shockwave Speed:				400.0					;; speed shockwave expands at, 0 means no shockwave
$Shockwave Count:				2
$Default PBanks:				()
$Default SBanks:				()
$SBank Capacity:				()
$Shields:                       0
$Power Output:					100.0
$Max Oclk Speed:				40.0
$Max Weapon Eng:				100.0
$Hitpoints:                     60000
$Flags:                         ( "cruiser" "in tech database" )
$AI Class:                      Captain
$Afterburner:					NO
$Countermeasures:				0
$Scan time:                     2000
$EngineSnd:						128						;; Engine sound of ship
$Closeup_pos:					0.0, 0.0, -315
$Closeup_zoom:					0.5
$Score:							500
$Subsystem:                     turret01,2.0,1.0
	$Default PBanks:				( "standard Flak" )
$Subsystem:                     turret02,2.0,1.0
	$Default PBanks:				( "Standard Flak" )
$Subsystem:                     turret03,2.0,1.0
	$Default PBanks:				( "Standard Flak" )
$Subsystem:                     turret04,2.0,1.0
	$Default PBanks:				( "Standard Flak" )
$Subsystem:                     turret05,2.0,1.0
	$Default PBanks:				( "Standard Flak" )
$Subsystem:                     turret06,2.0,1.0
	$Default PBanks:				( "Standard Flak" )
$Subsystem:                     turret07,2.0,1.0
	$Default PBanks:				( "HBlue" )
$Subsystem:                     turret08,2.0,1.0
	$Default PBanks:				( "HBlue" )
$Subsystem:                     turret09,2.0,1.0
	$Default PBanks:				( "AAAf" )
$Subsystem:                     turret10,2.0,1.0
	$Default PBanks:				( "AAAf" )
$Subsystem:                     turret11,2.0,1.0
	$Default PBanks:				( "AAAf" )
$Subsystem:                     turret12,2.0,1.0
	$Default PBanks:				( "AAAf" )
$Subsystem:                     turret13,2.0,1.0
	$Default PBanks:				( "AAAf" )
$Subsystem:                     turret14,2.0,1.0
	$Default PBanks:				( "AAAf" )
$Subsystem:                     turret15,2.0,1.0
	$Default PBanks:				( "AAAf" )
$Subsystem:                     turret16,2.0,1.0
	$Default PBanks:				( "AAAf" )
$Subsystem:                     engine,			5,0.0
	$Engine Wash:	Default100
$Subsystem:                     communications,		5,0.0
$Subsystem:                     sensors,			5,0.0
$Subsystem:                     navigation,			5,0.0
$Subsystem:                     weapons,			5,0.0


;-------------------end archangel ship settings-----------

;-------------weapons.tbl additions-----------------
$Name:							HBlue

$Model File:					none 				; laser1-1.pof
@Laser Bitmap:               	laserglow01
@Laser Color:					88, 176, 249
@Laser Length:					0.0
@Laser Head Radius:				0.3
@Laser Tail Radius:				0.3
$Mass:                          100.0
$Velocity:                      1750.0				;; speed of the weapon (initially) -- may or may not change
$Fire Wait:                     40.0				;; in seconds
$Damage:                        380					;; NOTE: for beam weapons this is kind of a "continuous" damage applied every few fractions of a second that the beam is on.
$Armor Factor:                  1.0
$Shield Factor:                 1.0
$Subsystem Factor:              1.0
$Lifetime:                      2.5            		;; How long this thing lives
$Energy Consumed:               0.40        	    ;; Energy used when fired
$Cargo Size:                    0.0         	    ;; Amount of space taken up in weapon cargo
$Homing:                        NO
$LaunchSnd:                     125             	;; The sound it makes when fired
$ImpactSnd:                     88              	;; The sound it makes when it hits something
+Weapon Range:					4250				;; Limit to range at which weapon will actively target object
$Flags:                         ("Big Ship" "huge" "beam")
$Icon:                          icongun05
$Anim:                          LoadGun07
$Impact Explosion:              ExpMissileHit1
$Impact Explosion Radius:       40.0
$BeamInfo:
	+Type:						0					;; 0 - 4 are valid #'s
	+Life:		  				2.5					;; how long it lasts once the beam is actually firing
	+Warmup:		  			4100				;; warmup time in ms
	+Warmdown:					5150				;; warmdown time in ms
	+Radius:		  			65.0				;; muzzle glow radius in meters
	+PCount:					50					;; particles spewed every interval
	+PRadius:					1.4					;; particle radius
	+PAngle:					60.0				;; angle of the random "cone" where the particles are generated
	+PAni:						particleexp01		;; particle ani
	+Miss Factor:				0.8 1.1 1.1 1.1 1.2					;; magic # - higher == miss more (only really applicable to type 0 and type 3 beams)
	+BeamSound:					146					;; the looping beam-firing sound
	+WarmupSound:				164					;; associated warmup sound
	+WarmdownSound:				165					;; associated warmdown sound
	+Muzzleglow:				thrusterglow01			;; muzzle glow bitmap
	+Shots:						0					;; only used for TYPE 3 beams
	+ShrinkFactor:				0.0			;; what percentage of lifetime where beam starts shrinking (0.1 == 10% life left)
	+ShrinkPct:					0.0			;; what percentage of max width we subtract per second
	$Section:										;; one section of the beam (you can have up to 5)
		+Width:					10					;; width of the section
		+Texture:				beam-dblue			;; texture for this section
		+RGBA Inner:			255 0 0 255		;; rgba values (only for non-textured beam compiles)
		+RGBA Outer:			60 0 0 10		;; rgba values (only for non-textured beam compiles)
		+Flicker:				0.0					;; how much it flickers (0.0 to 1.0)
		+Zadd:					4.0					;; hehe
	$Section:										;; one section of the beam
		+Width:					20					;; width of the section
		+Texture:				beam-dblue			;; texture for this section
		+RGBA Inner:			255 0 0 255		;; rgba values (only for non-textured beam compiles)
		+RGBA Outer:			60 0 0 10			;; rgba values (only for non-textured beam compiles)
		+Flicker:				0.45				;; how much it flickers (0.0 to 1.0)
		+Zadd:					3.0					;; hehe
	$Section:										;; one section of the beam (you can have up to 5)
		+Width:					25.0				;; width of the section
		+Texture:				beam-dblue			;; texture for this section
		+RGBA Inner:			255 0 0 255		;; rgba values (only for non-textured beam compiles)
		+RGBA Outer:			60 0 0 10		;; rgba values (only for non-textured beam compiles)
		+Flicker:				0.4					;; how much it flickers (0.0 to 1.0)
		+Zadd:					2.0					;; hehe
	$Section:										;; one section of the beam
		+Width:					30.0				;; width of the section
		+Texture:				beam-dblue			;; texture for this section
		+RGBA Inner:			255 0 0 255			;; rgba values (only for non-textured beam compiles)
		+RGBA Outer:			60 0 0 10			;; rgba values (only for non-textured beam compiles)
		+Flicker:				0.5					;; how much it flickers (0.0 to 1.0)
		+Zadd:					0.0					;; hehe

;------end weapon.tbl additions----------
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Disclaimer
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These files are provided without any kind of warranty or assurance for its working 
condition. I do not hold responsibility for any damage caused by the files included
here to your computer.

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Contact
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Please send questions, comments, and error reports to:
cek_83@hotmail.com





