######################### SHIP NAME AND CLASS ################################
#
# Name of the ship.  The name is used to load the ship, Class is displayed in the
# radar section until scanned at close enough range to fully identify the ship.
#
Name: GGL "Sidewinder" Freighter
Class: Class 400+ FRT
Race: Gorn
#
########################## MOVEMENT STATISTICS ###############################
#
# Acceleration and Velocity are currently in meters per frame
# AngularAcceleration and AngularVelocity are currently in radians per frame
#
maxVelocity: 1200
maxAcceleration: 107.143 107.143 107.143
maxAngularVelocity: 0.355 0.355 0.355
maxAngularAcceleration: 0.245 0.245 0.245
#
###############################################################################
#
#
#
############################ SCALE FACTOR #####################################
#
Scale: 3.25
Diameter: 198.0
Mass: 300
#
CollisionDamageScale: 0.072
#
HullClass: 4
#
###############################################################################
#
#
#
########################### POWER GENERATION ##################################
#
#
#	Generators have changed somewhat for KA.  For now, you are permitted
# to specify up to 3 power generators.  The warp and impulse power generators
# are tied to the warp and impulse engines.  You will soon be required to
# specify efficiency factors for each resource, that is, how efficiently
# each resource is able to use power from each generator.  If these figures
# are not specified, then it is assumed that they are able to use power with
# a 1:1 conversion factor for all power types.
# 	Connections are not used in KA and will probably become obsolete
# soon.
#
# Format is:  Generator: Name:MaxPower:MaxConnections:damagefunc
#
Generator: Warp: 44:40:damageGenerator
Generator: Impulse: 34:40:damageGenerator
Generator: Auxiliary: 20:40:damageGenerator
#
###############################################################################
#
#
#
####################### RESOURCE DEFINITIONS ##################################
#
# all of the power consumers on the ship.  Systems use these.
# the number in ()'s the the amount of energy needed at 100% efficiency
# to run at 100%.  All resources are enabled (meaning they can be turned
# on, and that they are currently consuming power) by default.  the {on,off}
# at the end tells if this resources is on or off by default.
#
# Activation function is called when this resource is turned on or off,
# with a flag indicating which (0 off, 1 on);
#
# Use function is called when this resource is "used" (phasers fired,
# warp engaged, etc).  both activation functions and use functions are
# user supplied.
#
# Format is:
# Resource:Name:ActivateFunc:UseFunc:DamFunc:RepairFunc:RepairRateMS:PwrNeeded:On/Off
#
#  NEW FOR KA:  I've had to add a couple of fields to the resource structure,
# and more fields will probably be forthcoming.  The following fields should
# be added to the end of the resource structure:
#   WarpDraw:ImpulseDraw:AuxDraw:Power:Off/On
#  These fields represent, respectively,
#     WarpDraw - How efficiently this resource draws power from warp power.
#     ImpulseDraw - How efficiently this resource draws power from impulse power.
#     AuxDraw - How efficiently this resource draws power from aux power.
#	Power - The power needed to run the secondary function of this resource
#		(eg, ecm for sensors, jamming for communications).  If there is
#		a plus ('+') sign preceding this number, then that much power
#		will be allocated to the resource when it's loaded.
#	Off/On - Whether the second function should be activated or not.
#
#   the animation is the animation to use to "zoom in" onto this resource, used
#   in the damage control and energy management screens.  No animation will be
#   played if it is omitted here
#
# ------- Power Systems --------
Resource: Warp:actWarp:useWarp:damResWarp:repairWarp:5000:40:off:1.0:1.0:1.0
Resource: D04(Warp):::damResHull:repairHull:5000:0:on:1.0:1.0:1.0
Resource: D06(Warp):::damResHull:repairHull:5000:0:on:1.0:1.0:1.0
#
Resource: Impulse:actImpulse:useImpulse:damResImpulse:repairImpulse:5000:0:on:1.0:1.0:1.0
Resource: D02(Impulse):::damResHull:repairHull:5000:0:on:1.0:1.0:1.0
#
Resource: Auxiliary:actAux:useAux:damResAux:repairAux:5000:0:on:1.0:1.0:1.0
# ------------------------------
#
# ------ General Systems -------
Resource: Sensors:actSensors:useSensors:damResSensors:repairSensors:5000:2:on:1.0:1.0:1.0:2:off
Resource: Scanners(Sensors):actSensors:useSensors:damResSensors:repairSensors:5000:2:on:1.0:1.0:1.0:2:off
Resource: ECM(Sensors):actSensors:useSensors:damResSensors:repairSensors:5000:2:off:1.0:1.0:1.0:2:off
Resource: D05(Sensors):::damResHull:repairHull:5000:0:on:1.0:1.0:1.0
#
Resource: Communications:actComm:useComm:damResComm:repairComm:5000:1:on:1.0:1.0:1.0:20:off
Resource: Comm(Communications):actComm:useComm:damResComm:repairComm:5000:1:on:1.0:1.0:1.0:20:off
Resource: Jamming(Communications):actComm:useComm:damResComm:repairComm:5000:1:off:1.0:1.0:1.0:20:off
Resource: DamageControl:actDamage:useDamage:damResDamage:repairDamage:5000:5:off:1.0:1.0:1.0
Resource: Life Support:actLife:useLife:damResLife:repairLife:5000:1:on:1.0:1.0:1.0
Resource: Medical:actMedical:useMedical:damResMedical:repairMedical:0:0:off:1.0:1.0:1.0
Resource: Probe:actProbe:useProbe:damResProbe:repairProbe:5000:0:on:1.0:1.0:1.0
Resource: Security:actMarines:useMarines:damResMarines:repairMarines:500:1:off:1.0:1.0:1.0
Resource: Transporter:actTrans:useTrans:damResTrans:repairTrans:5000:2:off:1.0:1.0:1.0
Resource: Tractor Beam:actTractor:useTractor:damResTractor:repairTractor:5000:3:off:1.0:1.0:1.0
# ------------------------------
#
# ------- Shield Systems -------
Resource: Shields:actShields:useShields:damResShields:repairShields:500:0:on:1.0:1.0:1.0
Resource: ShieldFore(Shields):actShields:useShields:damResShields::0:2:on:1.0:1.0:1.0
Resource: ShieldAft(Shields):actShields:useShields:damResShields::0:2:on:1.0:1.0:1.0
Resource: ShieldPort(Shields):actShields:useShields:damResShields::0:2:on:1.0:1.0:1.0
Resource: ShieldStarboard(Shields):actShields:useShields:damResShields::0:2:on:1.0:1.0:1.0
Resource: ShieldTop(Shields):actShields:useShields:damResShields::0:2:on:1.0:1.0:1.0
Resource: ShieldBottom(Shields):actShields:useShields:damResShields::0:2:on:1.0:1.0:1.0
# ------------------------------
#
# ------- Weapon Systems -------
#
# +Primary Weapons+
Resource: Phasers:actPhasers:usePhasers:damResPhasers:repairPhasers:5000:0:on:1.0:1.0:1.0
Resource: Fwd Bank(Phasers):actPhasers:usePhasers:damResPhasers:repairPhasers:5000:0:on:1.0:1.0:1.0
Resource: Fwd Phaser 1(Fwd Bank):actPhasers:usePhasers:damResPhasers:repairPhasers:5000:4:on:1.0:1.0:1.0
Resource: Aft Bank(Phasers):actPhasers:usePhasers:damResPhasers:repairPhasers:5000:0:on:1.0:1.0:1.0
Resource: Aft Phaser 1(Aft Bank):actPhasers:usePhasers:damResPhasers:repairPhasers:5000:4:on:1.0:1.0:1.0
#
#
# + All Secondary Parent Resource + [DO NOT EDIT, CHANGE, OR REMOVE ON PAIN OF DEATH]
Resource: Photons:actPhotons:usePhotons:damResPhotons:repairPhotons:5000:0:on:1.0:1.0:1.0
#
# +Secondary Weapons+
Resource: Photon Torps(Photons):actPhotons:usePhotons:damResPhotons:repairPhotons:5000:0:on:1.0:1.0:1.0
Resource: Fwd Photon Bay(Photon Torps):actPhotons:usePhotons:damResPhotons:repairPhotons:5000:0:on:1.0:1.0:1.0
Resource: Fwd Tube 1(Fwd Photon Bay):actPhotons:usePhotons:damResPhotons:repairPhotons:5000:20:on:1.0:1.0:1.0
# ------------------------------
#
# ------------ Hull ------------
Resource: Hull:::damResHull:repairHull:5000:0:on:1.0:1.0:1.0
Resource: D01(Hull):::damResHull:repairHull:5000:0:on:1.0:1.0:1.0
Resource: D03(Hull):::damResHull:repairHull:5000:0:on:1.0:1.0:1.0
Resource: D07(Hull):::damResHull:repairHull:5000:0:on:1.0:1.0:1.0
Resource: Bridge:::damResHull:repairHull:5000:0:on:1.0:1.0:1.0
Resource: Disabler:actDisabler:useDisabler:damResDisabler:repairDisabler:5000:0:on:1.0:1.0:1.0
# ------------------------------
#
########################################################################################
#
#
#
################################# RESOURCE HIT POINTS ##################################
#
# This represents how much damage a particular resource can take.
# In KA, this will be used instead of the damage modifer field.
# Note: A resource will be set to 100 hit points if it is not specified.
#
ResourceHitPoints: Shields: 22
ResourceHitPoints: ShieldFore: 22
ResourceHitPoints: ShieldAft: 22
ResourceHitPoints: ShieldPort: 22
ResourceHitPoints: ShieldStarboard: 22
ResourceHitPoints: ShieldTop: 22
ResourceHitPoints: ShieldBottom: 22
#
ResourceHitPoints: Hull: 64
ResourceHitPoints: D01:25
ResourceHitPoints: D03:25
ResourceHitPoints: D07:25
#
ResourceHitPoints: Warp: 44
ResourceHitPoints: D04:27
ResourceHitPoints: D06:27
#
ResourceHitPoints: Impulse: 44
ResourceHitPoints: D02:27
#
ResourceHitPoints: Communications: 22
ResourceHitPoints: Comm: 22
ResourceHitPoints: Jamming: 22
#
ResourceHitPoints: Sensors: 22
ResourceHitPoints: Scanners: 22
ResourceHitPoints: ECM: 22
ResourceHitPoints: D05:45
#
ResourceHitPoints: Fwd Bank: 22
ResourceHitPoints: Fwd Phaser 1: 22
ResourceHitPoints: Aft Bank: 13
ResourceHitPoints: Aft Phaser 1: 13
ResourceHitPoints: Fwd Photon Bay: 22
ResourceHitPoints: Fwd Tube 1: 22
ResourceHitPoints: Auxiliary: 22
ResourceHitPoints: Medical: 22
ResourceHitPoints: Life Support: 64
ResourceHitPoints: Security: 22
ResourceHitPoints: Transporter: 22
ResourceHitPoints: Tractor Beam: 22
ResourceHitPoints: Bridge:85
#
########################################################################################
#
#
#
############################ MURDER SUICIDE DEFINITIONS ################################
#
#The Murder/Suicide definitions are used to associate a hull damage area with resources
#that they should affect when destroyed.  Also, they can set a cap to the repair levels
#by permanently removing some of the hitpoints from the resource associated with the
#activated damage area.
#
MurderSuicide:D01:Hull:10
MurderSuicide:D03:Hull:10:Impulse:32:Aft Bank:26
MurderSuicide:D07:Hull:10
#
MurderSuicide:D04:Warp:5
MurderSuicide:D06:Warp:5:Hull:8
#
MurderSuicide:D02:Impulse:5
#
MurderSuicide:D05:Sensors:45
MurderSuicide:Sensors:D05:45
#
########################################################################################
#
#
#
############################### RANDOM INTERNALS AND ###################################
########################### COLLISION DAMAGE DEFINITIONS ###############################
#
#The Random Internals definitions are used to determine which resources can receive
#damage through the random damage rules for hull hits.
#
#Format: ReceivesHullDamage:Resource
#
#
ReceivesHullDamage:Shields
ReceivesHullDamage:Auxiliary
ReceivesHullDamage:Life Support
ReceivesHullDamage:Tractor Beam
#
ImmunePhoton:DamageControl
ImmunePhoton:Comm
ImmunePhoton:Jamming
ImmunePhoton:ECM
ImmunePhoton:Scanners
ImmunePhoton:Phasers
ImmunePhoton:Fwd Phaser 1
ImmunePhoton:Photons
ImmunePhoton:Photon Torps
ImmunePhoton:Fwd Tube 1
ImmunePhoton:Disabler
ImmunePhoton:Bridge
#
########################################################################################
#
#
#
################################ DAMAGE PARAMETERS #####################################
#
#                                                Proportion of     Proportion of
#                             Proportion of        my parent's       my parent's
#                            my damage that        damage that    damage control
#   Resource name           hurts my parent           hurts me     that heals me
#--------------------------------------------------------------------------------------------
DamageParameters: D01:                   1:                 0:                 1
DamageParameters: D02:                   1:                 0:                 1
DamageParameters: D03:                   1:                 0:                 1
DamageParameters: D04:                   1:                 0:                 1
DamageParameters: D05:                   1:                 0:                 1
DamageParameters: D06:                   1:                 0:                 1
DamageParameters: D07:                   1:                 0:                 1
#
########################################################################################
#
#
#
############################### Custom System Parameters ###############################
#
#+----------------------------------- Power Systems -----------------------------------+
#
ResourceOutputFunctionParams:Warp: 0:     0: 49: 9.000: 1.000:         1.0:    0.75: 1.000
ResourceChargeRateFunctionParams:Warp:  0:  1000:     0:  1000:        1.0:         1.0:     1.0:       1.0
#
ResourceOutputFunctionParams:Impulse: 0:     0: 49: 1200: 1.120:         1.0:    0.75: 0.750
ResourceChargeRateFunctionParams:Impulse:  0:  1000:     0:  1000:        1.0:         1.0:     1.0:       1.0
#
#+-------------------------------------------------------------------------------------+
#
#
#+-------------------------------- Operations Systems ---------------------------------+
#
ResourceOutputFunctionParams:Tractor Beam: 20: 75000.000: 49: 175000.000: 1.000: 0.500:    0.75:      0.25: 1.000
#
#
ResourceOutputFunctionParams:Scanners: 2: 1.000: 49: 3.000: 1.250: 0.500:    0.75:      0.25
#
ResourceOutputFunctionParams:ECM: 10: 0.100: 49: 0.500: 1.500: 0.500:    0.75:      0.25
#
ResourceOutputFunctionParams:DamageControl: 5: 0.040: 54: 0.210: 1.350: 0.000:    0.75:      0.25: 0.020
#
ResourceOutputFunctionParams:Security: 4: 1.000: 53: 2.000: 1.500: 0.500: 1.000: 1.000: 0.750
#
ResourceOutputFunctionParams:Transporter: 4: 1.000: 49: 3.000: 1.500: 0.500:    0.75:      0.25: 0.000
#
#
ResourceChargeRateFunctionParams:Bridge: 0: 0.002: 0: 0.002:        1.0:         1.0:     1.0:       1.0:  .01
ResourceMaxChargeFunctionParams:Bridge: 0: 134.400: 0: 134.400: 1.500:         1.0:     1.0:       1.0:  10000
#
ResourceOutputFunctionParams:Life Support: 1:   100: 1:   100:        1.0:         1.0:    0.75:      0.25
ResourceChargeRateFunctionParams:Life Support:  0:  1000:     0:  1000:        1.0:         1.0:     1.0:       1.0
ResourceMaxChargeFunctionParams:Life Support:   0:  1000:     0:  1000:        1.0:         1.0:     1.0:       1.0
#
ResourceOutputFunctionParams:Medical: 1: 0.100: 10: 0.501: 1.500:         1.0: 1.000: 1.000: -0.200
ResourceChargeRateFunctionParams:Medical:  0:  1000:     0:  1000:        1.0:         1.0:     1.0:       1.0
ResourceMaxChargeFunctionParams:Medical: 1: 0.500: 10: 0.500:        1.0:         1.0:     1.0:       1.0: 0.300
#
HullHitsHurtsCrewFactor: 0.160
#HullHitsHurtsCrewFactor:0.059
#
#+-------------------------------------------------------------------------------------+
#
#
#+--------------------------------- Defensive Systems ---------------------------------+
#
ResourceOutputFunctionParams:ShieldFore: 2: 0.000: 10: 0.200: 1.000:         1.0: 0.750: 1.000
ResourceChargeRateFunctionParams:ShieldFore: 2: 0.043: 10: 0.086:        1.0: 0.600: 0.750: 1.000: 0.043
ResourceMaxChargeFunctionParams:ShieldFore:   0: 15:     0: 15: 1.200:         1.0: 0.750: 1.000: 15
#
ResourceOutputFunctionParams:ShieldAft: 2: 0.000: 10: 0.200: 1.000:         1.0: 0.750: 1.000
ResourceChargeRateFunctionParams:ShieldAft: 2: 0.043: 10: 0.086:        1.0: 0.600: 0.750: 1.000: 0.043
ResourceMaxChargeFunctionParams:ShieldAft:   0: 15:     0: 15: 1.200:         1.0: 0.750: 1.000: 15
#
ResourceOutputFunctionParams:ShieldPort: 2: 0.000: 10: 0.200: 1.000:         1.0: 0.750: 1.000
ResourceChargeRateFunctionParams:ShieldPort: 2: 0.032: 10: 0.064:        1.0: 0.600: 0.750: 1.000: 0.032
ResourceMaxChargeFunctionParams:ShieldPort:   0: 12:     0: 12: 1.200:         1.0: 0.750: 1.000: 12
#
ResourceOutputFunctionParams:ShieldStarboard: 2: 0.000: 10: 0.200: 1.000:         1.0: 0.750: 1.000
ResourceChargeRateFunctionParams:ShieldStarboard: 2: 0.032: 10: 0.064:        1.0: 0.600: 0.750: 1.000: 0.032
ResourceMaxChargeFunctionParams:ShieldStarboard:   0: 12:     0: 12: 1.200:         1.0: 0.750: 1.000: 12
#
ResourceOutputFunctionParams:ShieldTop: 2: 0.000: 10: 0.200: 1.000:         1.0: 0.750: 1.000
ResourceChargeRateFunctionParams:ShieldTop: 2: 0.032: 10: 0.064:        1.0: 0.600: 0.750: 1.000: 0.032
ResourceMaxChargeFunctionParams:ShieldTop:   0: 12:     0: 12: 1.200:         1.0: 0.750: 1.000: 12
#
ResourceOutputFunctionParams:ShieldBottom: 2: 0.000: 10: 0.200: 1.000:         1.0: 0.750: 1.000
ResourceChargeRateFunctionParams:ShieldBottom: 2: 0.032: 10: 0.064:        1.0: 0.600: 0.750: 1.000: 0.032
ResourceMaxChargeFunctionParams:ShieldBottom:   0: 12:     0: 12: 1.200:         1.0: 0.750: 1.000: 12
#
#+-------------------------------------------------------------------------------------+
#
#
#+--------------------------------- Offensive Systems ---------------------------------+
#
ResourceOutputFunctionParams:Fwd Bank:NODEONLY: 2: 1.440: 4: 2.880: 1.200:         1.0:    0.75:      0.25
#
ResourceOutputFunctionParams:Aft Bank:NODEONLY: 2: 1.440: 4: 2.880: 1.200:         1.0:    0.75:      0.25
#
ResourceOutputFunctionParams:Fwd Photon Bay:NODEONLY: 20: 19.200: 40: 38.400: 1.200:         1.0:    0.75:      0.25
#
#+-------------------------------------------------------------------------------------+
#
########################################################################################
#
#
#
##################################### CREW, MARINES ####################################
#
# The crew is as follows:
# Crew: <Maximum number of total crew (crew+marines)>, <optimum number of crew>,
#       <Default number of crew>, <exp>, <racial>
#
Crew: 12: 10: 10: 1.000: 1.000: max:optimum:qty:exp:racial
Marines:  1: 1: 0.750: 1.000: optimum:qty:exp:racial
#
MaxEnemies: 5
BonusToBoardingPartyDefense: 3
MarineGroupSize: 5
BoardingPartyOffenseMultiplier: 1.900
BoardingPartyResourceMultiplier:Warp: 0.500
BoardingPartyResourceMultiplier:Impulse: 0.500
BoardingPartyResourceMultiplier:Life Support: 0.500
#
ActivateTime: Transporter: 0
#
# The legendary officers for this ship.
#Legendary: Captain
#Legendary: Engineering
#Legendary: Helm
#Legendary: Weapons
#Legendary: Science
#Legendary: Security
#Legendary: Communications
#Legendary: Medical
#Legendary: Library
#
LegendaryAssociation:Captain:Bridge
LegendaryAssociation:Captain:Security
LegendaryAssociation:Engineer:DamageControl
LegendaryAssociation:Engineer:ShieldFore
LegendaryAssociation:Engineer:ShieldAft
LegendaryAssociation:Engineer:ShieldPort
LegendaryAssociation:Engineer:ShieldStarboard
LegendaryAssociation:Engineer:ShieldTop
LegendaryAssociation:Engineer:ShieldBottom
LegendaryAssociation:Helm:Impulse
LegendaryAssociation:Security:Transporter
LegendaryAssociation:Medical:Medical
LegendaryAssociation:Science:Scanners
LegendaryAssociation:Science:ECM
LegendaryAssociation:Weapons:Fwd Bank
LegendaryAssociation:Weapons:Fwd Hvy Disruptors
LegendaryAssociation:Weapons:Fwd Photon Bay
LegendaryAssociation:Weapons:Fwd FMPA Cannons
LegendaryAssociation:Weapons:Fwd Assault Bank
LegendaryAssociation:Weapons:Fwd Lt Bay
LegendaryAssociation:Weapons:Fwd Med Bay
LegendaryAssociation:Weapons:Fwd Hvy Bay
LegendaryAssociation:Weapons:Fwd GHRC System
LegendaryAssociation:Weapons:Fwd Plasma Bay
LegendaryAssociation:Weapons:Fwd GDDS System
LegendaryAssociation:Weapons:Fwd QCB System
LegendaryAssociation:Weapons:Fwd Ballistic Rail
LegendaryAssociation:Weapons:Fwd ATGB Launcher
LegendaryAssociation:Weapons:Fwd ATG Launcher
LegendaryAssociation:Weapons:Fwd MW Silo
LegendaryAssociation:Weapons:Submunition
LegendaryAssociation:Weapons:Fwd CFDIC
LegendaryAssociation:Weapons:Fwd AMFP System
LegendaryAssociation:Weapons:Aft Bank
LegendaryAssociation:Weapons:Aft Hvy Disruptors
LegendaryAssociation:Weapons:Aft Photon Bay
LegendaryAssociation:Weapons:Aft FMPA Cannons
LegendaryAssociation:Weapons:Aft Assault Bank
LegendaryAssociation:Weapons:Aft Lt Bay
LegendaryAssociation:Weapons:Aft Med Bay
LegendaryAssociation:Weapons:Aft Hvy Bay
LegendaryAssociation:Weapons:Aft Plasma Bay
LegendaryAssociation:Weapons:Aft ATG Launcher
LegendaryAssociation:Weapons:Aft MW Silo
LegendaryAssociation:Weapons:Aft CFDIC
LegendaryAssociation:Weapons:Stbd Bank
LegendaryAssociation:Weapons:Port Bank
LegendaryAssociation:Weapons:Stbd Hvy Disruptors
LegendaryAssociation:Weapons:Port Hvy Disruptors
LegendaryAssociation:Weapons:Stbd Photon Bay
LegendaryAssociation:Weapons:Port Photon Bay
LegendaryAssociation:Weapons:Stbd Assault Bank
LegendaryAssociation:Weapons:Port Assault Bank
LegendaryAssociation:Weapons:Stbd ATG Launcher
LegendaryAssociation:Weapons:Port ATG Launcher
LegendaryAssociation:Weapons:Stbd MW Silo
LegendaryAssociation:Weapons:Port MW Silo
##
########################################################################################
#
#
#
############################## PROBES, SHUTTLES, AND MINES #############################
#
WarpCore:GWC
ProbeName:GP
ProbeCount: 5
# 5
#
########################################################################################
#
#
#
######################## DAMAGE IMMUNITIES & MODIFIERS #################################
#
ImmuneNormal:Disabler
DeathCondition:(Hull)
#
########################################################################################
#
#
#
######################## DISABLED RESOURCES ############################################
#################### Is this necessary for KA? #########################################
#
# This section defines what resources need to be hurt in order to meet
# the definition of DISABLED for the scripts.
Disable: Disabler
DisableWithShip: Phasers
DisableWithShip: Photons
DisableWithShip: Impulse
DisableWithShip: Warp
DisableWithShip: Tractor Beam
#
########################################################################################
#
#
#
######################## WEAPONS DEFINITIONS ###########################################
#
# set the primary and secondary weapons parameters.
# The names are the names of the resources that are the primary or secondary weapons
# Damage is the amount of damage done by these.
#
#	23Mar99, 11:26:  new weapons parameters format, old stuff commented out. 
# New format:
#	WeaponInfo:Primary/Secondary/Heavy/Heavy2/Special:name:prefix:damage:initialVelocity:
#	linearVelocity:linearAcceleration:angularVelocity:angularAcceleration:range:coneAngle:
# 	inaccuracy:red:green:blue:numAvailable:soundName:Beam/Projectile/Tractor:Any number
#	of ShieldWeapon/BrownOut/Radiation/BreakdownStress/NotBolt/Seeking/Dissipating/Bleedthrough
# Note:  the damage done by a weapon is actually the output of the bank, not the damage
# specified here.
#
# GORN PHASER
WeaponInfo:Primary:Phasers:gphas:1.2:20000:20000:0:0:0:15000: 50:0.0:1.0:1.0:0.0:0:WEAPONS_PHASER_NORMAL:Beam:NotBolt:Dissipating
#
# GORN PLASMA
WeaponInfo:Secondary:Gorn Plasma:Gplas:5:4300:15000:4300:0.045:0.013:10000: 20:0.0:1.0:0.0:0.0:0:WEAPONS_PLASMA_GORN:Projectile:Seeking:Dissipating:Bleedthrough
#
########################################################################################
#
#
#
######################## GINSU RESOURCE DEFINITIONS ####################################
#
# mark these resources as resources that will blow up parts of the ship
#
Hide: Probe
#
########################################################################################
#
#
#
######################## ALERT STATUS RESOURCE LINKS ###################################
################ I believe these are becoming obsolete in KA ###########################
#
# Alert Status:  This section determines what resources are available at
# which Alert Level.  If a resource is not listed here, it is considered
# to be on/off as determined by the resource definition.
RedAlert: Fwd Photon Bay
RedAlert: Fwd Bank
RedAlert: Aft Bank
RedAlert: ShieldTop
RedAlert: ShieldFore
RedAlert: ShieldStarboard
RedAlert: ShieldAft
RedAlert: ShieldPort
RedAlert: ShieldBottom
YellowAlert: ShieldTop
YellowAlert: ShieldFore
YellowAlert: ShieldStarboard
YellowAlert: ShieldAft
YellowAlert: ShieldPort
YellowAlert: ShieldBottom
#
########################################################################################
#
#
#
######################## RESOURCE ACTIVATION TIMES #####################################
#
# Activation Time:  How long does it take for a resource to come "online"
# once power has been allocated to it.
# Format: ActivateTime: Resource: milliseconds
ActivateTime:    Tractor Beam: 0
ActivateTime:      ShieldFore: 2000
ActivateTime:       ShieldAft: 2000
ActivateTime:      ShieldPort: 2000
ActivateTime: ShieldStarboard: 2000
ActivateTime:       ShieldTop: 2000
ActivateTime:    ShieldBottom: 2000
#
########################################################################################
#
#
#
################### INTERFACE SCREEN DEFINITIONS ############################
#
# All of the screens in this ship
# The names of these cannot be the same names as any resource or system
#
Screen:Mainview:sim.sdf
Screen:FullView:fullscr.sdf
Screen:GuruScreen:guru.sdf
Screen:TurboLift:simlift.sdf
#
# ------ Bridge Station Interface Screens For This Ship ------
Screen:LibraryScreen:simlib.sdf
Screen:EngineeringScreen:simeng.sdf
Screen:CommunicationsScreen:simcom.sdf
Screen:ScienceScreen:simsci.sdf
Screen:HelmScreen:simhelm.sdf
Screen:NavigationScreen:simnav.sdf
Screen:MedicalScreen:simmed.sdf
Screen:SecurityScreen:simsecu.sdf
Screen:DamageScreen:simdam.sdf
#
# ------ Starting Screen For This Ship ------
SelectScreen:Mainview
#
#############################################################################
#
#
#
################# RADAR DAMAGE GRAPHICS DEFINITIONS #########################
#
radarBase:GGL.rad
#
#############################################################################
#
#
#
############ ANIMATIONS AND SCENE FILE (LWS) DEFINITIONS ####################
#
Animation:default:GGL_def
#
#############################################################################
#
#
#
################# LEVEL OF DETAIL RANGE DEFINITIONS #########################
#
# The range command tells when to use a certain set of animations.
# Format is:
#
# Range:<dirname>:minimum distance
#
# Where <dirname> is the name of the directory in the ship directory where
# all of the animations are kept for that object, and minimum distance is
# the minimum distance to start this animation
Range:high:0.0
#
#############################################################################
#
#
#
########################## TEXTURE LOCATION #################################
################ I believe this is obsolete in KA ###########################
#
# The name of the directory where the ships Textures may be found.
Texture:texture
DebrisFolder:Medium
Shieldname:shld_1_0
#
#############################################################################
#
#
#
###################### AI PERSONALITY DEFINITION ############################
#
# Specify personality of the ship. Personality consists of 3 components: (1) reward
# seeking (i.e., hurting enemy), (2) harm avoidance, and (3) novelty seeking,
# respectively. Each value must be between 0.0 and 1.0.
# Example:
#
Personality: 0.4  0.8  0.6
#
#############################################################################