VPVPþ›a¬; ai.tbl ; This file specifies AI class behavior for each skill level. ; We have five skill levels: Trainee, Rookie, Hotshot, Ace, Insane. ; (We should come up with better names.) ; We have a virtually unlimited number of AI classes. If you add a new AI class and ; you get an execution error about too many classes, increase MAX_AI_CLASSES, defined ; in ai.h. On Jan. 30, 1997, MAX_AI_CLASSES = 50. #AI Classes ;$accuracy: 0..100 how accurately this ship fires its lasers ;$evasion: 0..100 how effective this ship is at evading ;$courage: 0..100 how likely to chance danger to accomplish goal ;$patience: 0..100 how willing to wait for advantage before pursuing goal ; trainee rookie hotshot ace insane $Name: Coward $accuracy: 0.8 0.85 0.9 0.95 1.0 $evasion: 40, 50, 60, 80, 100 $courage: 50, 50, 50, 50, 50 $patience: 40, 50, 60, 80, 100 $Name: None $accuracy: 0, 0, 0, 0, 0 $evasion: 0, 0, 0, 0, 0 $courage: 0, 0, 0, 0, 0 $patience: 0, 0, 0, 0, 0 $Name: Lieutenant $accuracy: 0.4 0.45 0.5 0.55 0.6 $evasion: 0, 10, 20, 30, 40 $courage: 0, 10, 20, 30, 40 $patience: 0, 10, 20, 30, 40 $Name: Captain $accuracy: 0.5 0.55 0.6 0.65 0.7 $evasion: 10, 20, 30, 40, 50 $courage: 10, 20, 30, 40, 50 $patience: 10, 20, 30, 40, 50 $Name: Major $accuracy: 0.6 0.65 0.7 0.75 0.8 $evasion: 20, 30, 40, 50, 60 $courage: 20, 30, 40, 50, 60 $patience: 20, 30, 40, 50, 60 $Name: Colonel $accuracy: 0.7 0.75 0.8 0.85 0.9 $evasion: 30, 40, 50, 70, 90 $courage: 30, 40, 50, 70, 90 $patience: 30, 40, 50, 70, 90 $Name: General $accuracy: 0.8 0.85 0.9 0.95 1.0 $evasion: 40, 50, 60, 80, 100 $courage: 40, 50, 60, 80, 100 $patience: 40, 50, 60, 80, 100 #End ; file to indicate all asteroid types and their physical characteristics #Asteroid Types $Name: Small Asteroid $POF file1: ast03.pof $POF file2: asta03.pof $POF file3: astb03.pof $Detail distance: (0, 30, 80, 150) $Max Speed: 60.0 $Expl inner rad: 0.0 $Expl outer rad: 0.0 $Expl damage: 0.0 ;; set to zero for no area effect $Expl blast: 0.0 $Hitpoints: 23 ;; Note, modified downward by Skill_level $Name: Medium Asteroid $POF file1: ast02.pof $POF file2: asta02.pof $POF file3: astb02.pof $Detail distance: (0, 120, 240, 400) $Max Speed: 60.0 $Expl inner rad: 25.0 $Expl outer rad: 75.0 $Expl damage: 20.0 ;; set to zero for no area effect $Expl blast: 1000.0 $Hitpoints: 66 ;; Note, modified downward by Skill_level $Name: Large Asteroid $POF file1: ast01.pof $POF file2: asta01.pof $POF file3: astb01.pof $Detail distance: (0, 185, 350, 600) $Max Speed: 60.0 $Expl inner rad: 100.0 $Expl outer rad: 200.0 $Expl damage: 50.0 ;; set to zero for no area effect $Expl blast: 3000.0 $Hitpoints: 147 ;; Note, modified downward by Skill_level ;; BEGIN SHIP DEBRIS SECTION ;; TERRAN DEBRIS $Name: Terran Debris 1 $POF file1: Tdebris01.pof $POF file2: none $Detail distance: (0, 300, 600, 800) $Max Speed: 60.0 $Expl inner rad: 100.0 $Expl outer rad: 200.0 $Expl damage: 50.0 ;; set to zero for no area effect $Expl blast: 3000.0 $Hitpoints: 147 ;; Note, modified downward by Skill_level $Name: Terran Debris 2 $POF file1: Tdebris02.pof $POF file2: none $Detail distance: (0, 300, 600, 800) $Max Speed: 60.0 $Expl inner rad: 100.0 $Expl outer rad: 200.0 $Expl damage: 50.0 ;; set to zero for no area effect $Expl blast: 3000.0 $Hitpoints: 147 ;; Note, modified downward by Skill_level $Name: Terran Debris 3 $POF file1: Tdebris03.pof $POF file2: none $Detail distance: (0, 300, 600, 800) $Max Speed: 60.0 $Expl inner rad: 100.0 $Expl outer rad: 200.0 $Expl damage: 50.0 ;; set to zero for no area effect $Expl blast: 3000.0 $Hitpoints: 147 ;; Note, modified downward by Skill_level ;; VASUDAN DEBRIS $Name: Vasudan Debris 1 $POF file1: Vdebris01.pof $POF file2: none $Detail distance: (0, 300, 600, 800) $Max Speed: 60.0 $Expl inner rad: 100.0 $Expl outer rad: 200.0 $Expl damage: 50.0 ;; set to zero for no area effect $Expl blast: 3000.0 $Hitpoints: 147 ;; Note, modified downward by Skill_level $Name: Vasudan Debris 2 $POF file1: Vdebris02.pof $POF file2: none $Detail distance: (0, 300, 600, 800) $Max Speed: 60.0 $Expl inner rad: 100.0 $Expl outer rad: 200.0 $Expl damage: 50.0 ;; set to zero for no area effect $Expl blast: 3000.0 $Hitpoints: 147 ;; Note, modified downward by Skill_level $Name: Vasudan Debris 3 $POF file1: Vdebris03.pof $POF file2: none $Detail distance: (0, 300, 600, 800) $Max Speed: 60.0 $Expl inner rad: 100.0 $Expl outer rad: 200.0 $Expl damage: 50.0 ;; set to zero for no area effect $Expl blast: 3000.0 $Hitpoints: 147 ;; Note, modified downward by Skill_level ;; SHIVAN DEBRIS $Name: Shivan Debris 1 $POF file1: Sdebris01.pof $POF file2: none $Detail distance: (0, 300, 600, 800) $Max Speed: 60.0 $Expl inner rad: 100.0 $Expl outer rad: 200.0 $Expl damage: 50.0 ;; set to zero for no area effect $Expl blast: 3000.0 $Hitpoints: 147 ;; Note, modified downward by Skill_level $Name: Shivan Debris 2 $POF file1: Sdebris02.pof $POF file2: none $Detail distance: (0, 300, 600, 800) $Max Speed: 60.0 $Expl inner rad: 100.0 $Expl outer rad: 200.0 $Expl damage: 50.0 ;; set to zero for no area effect $Expl blast: 3000.0 $Hitpoints: 147 ;; Note, modified downward by Skill_level $Name: Shivan Debris 3 $POF file1: Sdebris03.pof $POF file2: none $Detail distance: (0, 300, 600, 800) $Max Speed: 60.0 $Expl inner rad: 100.0 $Expl outer rad: 200.0 $Expl damage: 50.0 ;; set to zero for no area effect $Expl blast: 3000.0 $Hitpoints: 147 ;; Note, modified downward by Skill_level #End $Impact Explosion: ExpMissilehit1 ; ani played when laser hits asteroid $Impact Explosion Radius: 20.0 ; radius that animation will have XSTR("Design:", -1) Dave Baranec Jason Scott Adam Pletcher & The FreeSpace 2 Team XSTR("Based on an Original Design by:", -1) Adam Pletcher XSTR("Lead Programmer:", -1) Dave Baranec XSTR("Programming:", -1) Dave Andsager Jeff Farris Neil Kumar XSTR("Lead Artist:", -1) Jasen Whiteside XSTR("Real-Time Artists:", -1) John Enricco David Gulisano Matt Kresge XSTR("Cutscene Artists:", -1) Kelly Snapka Matt Flegel XSTR("Mission Design:", -1) Brad Johnson James Agay Jim Boone Chad Nicolas Jordan Roc XSTR("Writers:", -1) Jason Scott Mike Breault XSTR("Music and Sound Design:", -1) Dan Wentz XSTR("Executive Producer:", -1) Mike Kulas XSTR("Director of Product Development:", -1) Philip Holt XSTR("Quality Assurance Test Lead:", -1) Anoop Shekar XSTR("Quality Assurance Testers:", -1) James Tsai Alvan Monje Andrew McIntosh Nicolaus Malnick Allan Bautista Eric Keyser XSTR("Web Design and Development", -1) & squadwar.com: Nathan Camarillo XSTR("Manual:", -1) Mike Breault XSTR("ParallaxOnline:", -1) Dave Baranec Mark Allender Kevin Bentley XSTR("Network Administration:", -1) Mark Muller XSTR("Office Management and Administration:", -1) Ginny Gee Misty Goodman XSTR("German Consultant:", -1) Heiko Herrmann XSTR("FRED2 Documentation:", -1) Peter Drake XSTR("Voice:", -1) XSTR("In Los Angeles:", -1) XSTR("Voice Producer:", -1) Fred Hatch XSTR("Voice Direction:", -1) Jamie Thomason XSTR("Voice Editor:", -1) Frank Szick XSTR("Voice Recording Engineers:", -1) Paul Andris Ernie Sheesley XSTR("Assistant Recording Engineers:", -1) Eric Lewis Lisa Carlon XSTR("Cast:", -1) Robert Loggia Ronny Cox Kurtwood Smith Stephen Baldwin XSTR("In Chicago:", -1) XSTR("Voice Producer:", -1) Ron Steele, Sr. XSTR("Voice Recording Engineers:", -1) David Steele John Steele XSTR("Recorded at:", -1) EKO Media Design Company XSTR("Cast:", -1) Charles Gerace Dale Inghram Kurt Naebig Si Osborne Joe Sikora Tony Russell Rick Weiss XSTR("In Champaign:", -1) XSTR("Voice Recording Engineers:", -1) Scott Warren Dan Wentz XSTR("Recorded at:", -1) Prairie Production Group Volition, Inc. XSTR("Cast:", -1) Dave Butler Roger Cooper Peter Davis Roger Francisco Bruce Heck Kay Holley Robin Kaler Jim Manley Tamara McDaniel John McKeighan Doug Quick Jason Scott Dan Simeone Eric Sizemore Mike Trippiedi XSTR("Original Freespace Team:", -1) Adam Pletcher Mike Kulas John Slagel Mark Allender Alan Lawrance Jasen Whiteside Frank Capezzuto III Peter Han Mike Comet Sandeep Shekar Dave Baranec Dave Andsager Jason Hoffoss Dan Wentz Mitri Van Brad Johnson Jim Boone Duncan McPherson XSTR("Special Thanks:", -1) Harold Kim Erik Hernandez John Palmero Mike Motoda Scott Lee Dawn Dvorak Amy Dalton XSTR("FS2 Beta Testers:", -1) Barbara Evans Darren Wheeling BJ Mace Dan Kulhman Verena Buttler Alexander Streule Michael & Alexander Schmalz Chris Borders Denise Diehl Neat Deal Productions Vernyle Steele Sharon Wottrich Voices Unlimited XSTR("Vocal samples courtesy of Spectrasonics' 'Symphony of Voices'", -1) XSTR("For Interplay:", -1) XSTR("Producer:", -1) Jim Boone XSTR("Line Producer:", -1) Primo Pulanco XSTR("V.P. of Product Development:", -1) Trish Wright XSTR("Division Director:", -1) Feargus Urquhart XSTR("Director of Quality Assurance:", -1) Jeremy Barnes XSTR("QA Manager:", -1) Michael Motoda Greg Baumeister XSTR("Quality Assurance Project Supervisor and Compatibility Manager:", -1) Darrell Jones XSTR("Testers:", -1) Erik Hernandez John Palmero Harold Kim Tony Piccoli David Fleischmann Matt Golembiewski Galacio Ramirez Tim Anderson Henry Lee XSTR("Compatibility Technicians:", -1) John Parker Derek Gibbs Josh Walters David Parkyn XSTR("Product Marketing Manager:", -1) Alison Quirion XSTR("Communications Manager:", -1) Lisa Bucek XSTR("Traffic Manager:", -1) Paul Naftalis XSTR("Terminology Consultant:", -1) GySgt. John R. Boone (USMC, ret.) XSTR("Special Thanks:", -1) XSTR("Noelle for putting up with the long absence.", -1) XSTR("Chad Nicholas for delaying his move so he could make missions.", -1) XSTR("Erik Hernandez, John Palmero, Harold Kim and Mike Motoda for putting their lives on hold.", -1) XSTR("Feargus Urquhart for all the great advice.", -1) XSTR("Special Thanks to the FreeSpace community:", -1) The FDL Descent Chronicles The Descent Network FreeSpace2.Net FreeSpace2.Org FreeSpace SwapMeet FSURP FUDL Ground FreeSpace Planet FreeSpace Ross 128 Science Station Andromeda Shattered Star Confederation A Talent For War Xanadu's Mission Archives XSTR("The team dedicates FreeSpace 2 to:", -1) XSTR("Andy for being a die-hard Freespace fan and a great little brother. Mom and Dad for always being supportive, making sure I don't kill myself from working too much, and letting Andy play Freespace way too much. Kevin, Jason and John for having the patience in dealing with my boundless lack of knowledge. Net buddies: Jumpy, Bee, Khan, Shet, Tron, Synthetik. Thanks for all the frags!", -1) XSTR("Special thanks to MikeK for giving me this chance. :)", -1) - Dave Baranec XSTR("My wife Maria and my sister Michelle.", -1) - Jason Scott XSTR("Robin, for her limitless support, and to the amazing FS2 team for showing everyone what the game could be.", -1) - Adam Pletcher XSTR("Rebecca (and baby) for understanding all the late nights and early mornings of work.", -1) - Jasen Whiteside XSTR("Karen for her understanding the late nights, and to Irene and Nathan for their sunshine every day.", -1) - Dave Andsager XSTR("John M., Judy, Andrew, Ray, and Gram and to one of my best friends in the world, Nancy A. Without all of your support, I wouldn't have gotten this far to follow my dreams. I made it!", -1) XSTR("Thanks.", -1) - John Enricco XSTR("Goff Smith, Meredith Turner, Becky Minsley and my Mom and Dad for their support, guidance, and love.", -1) - David Gulisano XSTR("Rob, Julie, and Amanda Kresge (my parents and sister, who have helped me through the years to achieve my dreams and helped make it possible that I'm here at Volition. :) Whole lotta love to Regal, Rob and Jeff for all the good times together. Gil Broydes, for helping me get through college intact and being a great friend.", -1) - Matt Kresge XSTR("My wife, for moving away from home into the cornfields of IL so that I could blow stuff up. :)", -1) - Kelly Snapka XSTR("All my friends and family who supported me - specifically Jolie, Olivia, Mike, Ryan, Harris, the Volition crew, and the friends in my head. ", -1) - Matt Flegel XSTR("Alia for her love and patience, and to my parents for just about everything.", -1) - Jeff Farris XSTR("My parents, roommates, friends, family, and co-workers for all the help they have given me during this project.", -1) - Brad Johnson XSTR("I'd like to thanks my parents for being so nice about my sudden departure and the gang from Toronto: Peter and the rest of Ariel, Ian and the crew at Apollo, Deanna who is always up all night, all those of you who no longer know me online, and Joanne who unwittingly helped me help the project.", -1) - James Agay XSTR("Thanks to all my family and friends for their prayers and support. I'm back!!!", -1) - Dan Wentz XSTR("My wife Mary and children Chris and Amelia, for being good sports while I was gone all week.", -1) - With love, Mike Breault XSTR("Karen, Joshua and Katie, again, and the FS2 team for working so hard that I finally stopped worrying.", -1) - Mike Kulas XSTR("Jillian for having enough trust and faith in me to move to Champaign, and to Hank, for just being a punk.", -1) - Philip Holt XSTR("My parents, who stuck by me despite everything, and to my brother who believed in me even when I didn't.", -1) - Anoop Shekar XSTR("Mom, Dad, Brandy, my family and friends, and to all my friends and co-workers at Volition.", -1) - Nathan Camarillo XSTR("My big brother Van, for helping me avoid the calamities of our inheritance and just being there in general. Much love.", -1) - Jordan Roc #end; Cutscene.tbl ; Will contain data for : ; 1.) cutscene names ; 2.) cutscene descriptions ; 3.) cutscene location on CD ; ; Do not change the ordering of the sections in this table. Also do not add items to the list #Cutscenes ;; ;; INTRO ;; $Filename: intro.mve $Name: Introduction $Description: XSTR( "Thirty-two years have passed since the Great War, and a new generation has come of age.", 2603) $end_multi_text $cd: 2 ;; ;; COLOSSUS ;; $Filename: Colossus.mve $Name: GTVA Colossus $Description: XSTR( "Introducing the GTVA Colossus, the largest space-faring warship ever constructed.", 2604) $end_multi_text $cd: 2 ;; ;; MONOLOGUE 1 ;; $Filename: mono1.mve $Name: Bosch Monologue 1 $Description: XSTR( "Admiral Bosch, the NTF Supreme Commander, reflects upon the legacy of the Ancients.", 2605) $end_multi_text $cd: 2 ;; ;; MONOLOGUE 2 ;; $Filename: mono2.mve $Name: Bosch Monologue 2 $Description: XSTR( "Following NTF defeats in Epsilon Pegasi and Sirius, Bosch reconsiders his strategy.", 2606) $end_multi_text $cd: 3 ;; ;; MONOLOGUE 3 ;; $Filename: mono3.mve $Name: Bosch Monologue 3 $Description: XSTR( "Lost in the nebula beyond the Knossos portal, Bosch questions the wisdom of his actions.", 2607) $end_multi_text $cd: 3 ;; ;; MONOLOGUE 4 ;; $Filename: mono4.mve $Name: Bosch Monologue 4 $Description: XSTR( "His crusade vindicated, Bosch prepares for his second rendezvous with the Shivans.", 2608) $end_multi_text $cd: 3 ;; ;; BASTION ;; $Filename: bastion.mve $Name: Bastion dies $Description: XSTR( "Packed with meson warheads, the GTD Bastion self-destructs and seals off the Epsilon Pegasi jump node.", 2609) $end_multi_text $cd: 3 ;; ;; END GAME ;; $Filename: endpart1.mve $Name: End Game $Description: XSTR( "Generating a powerful subspace disturbance, the Shivan juggernauts trigger a supernova.", 2610) $end_multi_text $cd: 3 ;; ;; END GAME A ;; $Filename: endprt2a.mve $Name: End Game Part 2A $Description: XSTR( "Admiral Petrarch addresses the crew of the Aquitaine, relating news of the GTVA's success.", 2611) $end_multi_text $cd: 3 ;; ;; END GAME B ;; $Filename: endprt2b.mve $Name: End Game Part 2B $Description: XSTR( "Admiral Petrarch addresses the 70th Blue Lions, relating news of Alpha 1's demise.", 2612) $end_multi_text $cd: 3 #End ; fireball.tbl ; ; Table file for specifying which filenames are to be used for which explosions ; ; #Start $Name: exp04 ; Used for the 4 little explosions before a ship explodes $LOD: 1 $Name: WarpMap01 ; Used for the warp in / warp out effect $LOD: 4 $Name: WarpMap02 ; Used for the KNOSSOS warp in / warp out effect $LOD: 4 $Name: exp05 ; Used when an asteroid explodes $LOD: 4 $Name: exp05 ; ship explosion 1 $LOD: 4 $Name: exp06 ; ship explosion 2 $LOD: 4 #End ; ; Help overlay definitions ; ; file format: ; $ ; +line ; +text ; +right_bracket ; +left_bracket ; $end ; ; NOTE: max string length is currently 60, anything larger will crash ; this can be changed in ContextHelp.h. ; ; NOTE 2: space text vertically 13 pixels in 640x480 $ship +text 25 280 40 448 XSTR("Choose your ship type.", -1) +text 175 304 276 496 XSTR("Choose a new ship type by dragging", -1) +text 175 317 276 509 XSTR("its icon over one of the available", -1) +text 175 330 276 522 XSTR("wing slots.", -1) +pline 4 170 320 120 320 100 340 60 340 272 512 192 512 160 544 96 544 +left_bracket 169 312 270 504 +pline 6 259 335 280 335 300 355 300 377 280 397 183 397 361 527 448 527 480 559 480 603 448 635 293 635 +right_bracket 257 325 358 517 +text 337 370 565 592 XSTR("Revert to the original", -1) +text 337 383 565 605 XSTR("ship distribution.", -1) +pline 2 502 374 570 374 730 596 912 596 +right_bracket 499 365 727 587 +text 400 150 636 265 XSTR("When finished outfitting", -1) +text 400 163 636 278 XSTR("all available wings,", -1) +text 400 176 636 291 XSTR("you can go to the", -1) +text 400 189 636 304 XSTR("weapons loadout screen", -1) +text 400 202 636 317 XSTR("or enter the mission.", -1) +pline 6 162 43 330 43 350 63 350 173 370 193 395 193 259 69 528 69 560 101 560 277 592 309 632 309 +left_bracket 394 184 630 299 +pline 4 554 206 588 206 608 226 608 424 790 321 941 321 973 353 973 678 +right_bracket 552 197 788 312 $end $weapon +text 20 77 32 123 XSTR("Outfit your ship with weapons.", -1) +text 56 105 88 168 XSTR("Choose a ship.", -1) +pline 6 52 107 30 107 10 127 10 370 30 390 90 390 83 171 48 171 16 203 16 592 48 624 144 624 +left_bracket 50 100 82 163 +text 200 295 320 491 XSTR("Drag and drop", -1) +text 200 308 320 504 XSTR("primary or", -1) +text 200 321 320 517 XSTR("secondary weapons to their", -1) +text 200 334 320 530 XSTR("respective ship banks.", -1) +pline 6 85 200 110 200 130 220 130 293 150 313 196 313 136 320 176 320 208 352 208 479 240 511 314 511 +left_bracket 194 304 314 501 +pline 3 196 325 105 325 85 345 314 520 168 520 136 552 +left_bracket 194 317 314 513 +pline 8 350 155 350 240 370 260 430 260 450 280 450 316 430 336 361 336 578 328 578 384 578 416 578 416 578 448 578 501 546 533 482 533 +pline 6 180 140 290 140 310 160 310 190 330 210 352 210 238 224 454 224 486 256 486 374 518 406 578 406 +right_bracket 359 329 479 525 +text 360 375 576 609 XSTR("When finished, commit", -1) +text 360 388 576 622 XSTR("to the mission.", -1) +pline 3 470 392 555 392 575 412 687 627 888 627 920 659 +right_bracket 468 383 684 617 $end $briefing +text 15 80 24 128 XSTR("Review your mission objectives.", -1) +text 166 283 262 456 XSTR("Click here to change", -1) +text 166 296 262 469 XSTR("briefing stages.", -1) +pline 4 20 148 20 168 140 288 161 288 32 237 32 269 224 461 258 461 +pline 2 44 148 44 191 70 237 70 306 +pline 2 69 148 69 217 110 237 110 347 +pline 2 95 148 95 242 152 237 152 389 +pline 2 119 148 119 266 190 237 190 426 +left_bracket 160 278 256 451 +text 400 213 640 354 XSTR("When done with briefing,", -1) +text 400 226 640 367 XSTR("go to ship selection,", -1) +text 400 239 640 380 XSTR("weapon loadout, or", -1) +text 400 252 640 393 XSTR("start the mission.", -1) +pline 6 150 28 320 28 340 48 340 217 360 237 396 237 240 45 512 45 544 77 544 347 576 379 634 379 +pline 3 165 43 320 43 340 63 240 69 512 69 544 101 +left_bracket 394 228 634 369 +pline 4 532 256 580 256 600 276 600 410 771 397 928 397 960 429 960 656 +right_bracket 529 247 769 388 $end $main +text 242 57 384 109 XSTR("Create, modify, or", -1) +text 242 70 384 122 XSTR("change pilots in", -1) +text 242 83 384 135 XSTR("the Barracks.", -1) +pline 2 237 86 153 86 379 138 245 138 +left_bracket 236 78 378 130 +text 337 17 536 27 XSTR("Choose a campaign", -1) +text 337 30 536 40 XSTR("in the Campaign Room.", -1) +pline 4 500 34 534 34 554 54 554 142 700 44 756 44 788 76 788 227 +right_bracket 497 25 697 35 +text 60 144 171 247 XSTR("Prepare for the", -1) +text 60 157 171 260 XSTR("next mission in", -1) +text 60 170 171 273 XSTR("the Ready Room.", -1) +pline 4 183 174 307 174 327 194 327 224 293 278 491 278 523 310 523 358 +right_bracket 180 165 291 268 +text 285 418 534 670 XSTR("Exit FreeSpace 2.", -1) +pline 2 415 422 535 422 664 675 856 675 +right_bracket 412 413 661 665 +text 460 255 736 408 XSTR("Fly a simulated mission,", -1) +text 460 268 736 421 XSTR("view a cutscene, see the", -1) +text 460 281 736 434 XSTR("credits, or check specs", -1) +text 460 294 736 447 XSTR("in the Tech Room.", -1) +pline 4 455 297 409 297 389 317 389 350 732 450 654 450 622 482 622 560 +left_bracket 454 289 730 442 +text 34 238 83 397 XSTR("Configure your", -1) +text 34 251 83 410 XSTR("settings in the", -1) +text 34 264 83 423 XSTR("Options Screen.", -1) +pline 4 149 268 210 268 230 288 230 365 199 428 328 428 360 460 360 580 +right_bracket 147 259 196 418 +text 145 465 340 744 XSTR("Press escape, F1, or click to remove help overlay", -1) $end $barracks +text 13 9 20 11 XSTR("Create, modify, or select a pilot.", -1) +text 207 45 327 83 XSTR("Select a pilot", -1) +text 207 58 327 96 XSTR("to clone, remove, convert,", -1) +text 207 71 327 109 XSTR("or view stats.", -1) +pline 4 120 123 120 83 140 63 203 63 192 197 192 133 224 101 323 101 +pline 4 203 48 172 48 160 36 130 36 323 86 267 86 248 67 192 67 +pline 6 314 75 385 75 405 95 405 194 385 214 350 214 434 113 616 113 648 145 648 310 616 342 560 342 +right_bracket 311 66 431 104 +left_bracket 201 53 321 91 +left_bracket 201 40 321 78 +text 412 227 659 371 XSTR("Select the desired", -1) +text 412 240 659 384 XSTR("pilot image.", -1) +pline 4 599 165 599 222 579 242 498 242 744 389 926 389 958 357 958 264 +right_bracket 495 235 742 380 $end $control +text 15 10 24 16 XSTR("Change the current control configuration.", -1) +text 130 150 288 240 XSTR("Choose the function to be reconfigured", -1) +text 130 163 288 253 XSTR("or search for a function that is already", -1) +text 130 176 288 266 XSTR("configured.", -1) +pline 4 126 152 100 152 80 172 80 200 282 243 160 243 128 275 128 320 +left_bracket 124 145 282 235 +pline 4 480 58 480 145 460 165 436 165 768 93 768 224 736 256 594 256 +right_bracket 433 158 591 248 +text 266 225 551 361 XSTR("Enter bind mode, then press", -1) +text 266 238 551 374 XSTR("the new key or joystick button to", -1) +text 266 251 551 387 XSTR("bind it to the selected function.", -1) +pline 4 537 58 537 207 517 227 474 227 859 93 859 331 827 363 758 363 +right_bracket 471 220 755 356 +text 106 318 164 509 XSTR("Apply desired modifiers.", -1) +pline 6 100 320 65 320 45 340 45 395 25 415 25 435 160 512 104 512 72 544 72 632 40 664 40 696 +pline 3 45 395 65 415 65 435 72 632 104 664 104 696 +left_bracket 99 313 158 504 +text 300 435 480 696 XSTR("Repeat as necessary.", -1) $end $debrief +text 234 28 374 46 XSTR("Receive your mission debriefing.", -1) +pline 4 110 12 160 12 180 32 230 32 146 19 241 19 273 51 368 51 +left_bracket 228 23 368 41 +pline 6 462 32 490 32 510 52 510 150 490 170 390 170 602 51 784 51 816 83 816 240 784 272 624 272 +right_bracket 459 23 599 41 +text 234 47 374 75 XSTR("View your mission stats.", -1) +pline 4 230 49 180 49 160 29 110 29 368 78 273 78 241 46 146 46 +left_bracket 228 42 368 70 +text 299 350 478 562 XSTR("See advice on improving your performance.", -1) +pline 6 295 353 245 353 225 373 225 447 205 467 175 467 472 565 392 565 360 597 360 715 328 747 240 747 +left_bracket 293 345 472 557 $end $multicreate +text 15 15 24 24 XSTR("Create a multiplayer game.", -1) +text 195 108 308 173 XSTR("Filter the mission type.", -1) +pline 3 190 110 133 110 113 130 304 176 213 176 181 208 +left_bracket 189 103 302 168 +text 161 230 356 368 XSTR("Accept or kick players", -1) +text 161 243 356 381 XSTR("and assign them to teams (team mode).", -1) +pline 4 333 234 536 234 556 254 556 340 527 373 858 373 890 405 890 544 +right_bracket 330 225 525 363 +pline 4 445 247 483 247 503 267 503 340 640 386 773 386 805 418 805 544 +right_bracket 442 238 637 376 +text 325 368 516 589 XSTR("Set further options or", -1) +text 325 381 516 602 XSTR("start the game.", -1) +pline 6 320 370 300 370 280 390 280 430 300 450 490 450 512 592 480 592 448 624 448 688 480 720 784 720 +left_bracket 319 363 510 584 +pline 3 440 385 556 385 576 405 631 606 890 606 922 638 +right_bracket 438 376 629 597 $end $multistart +text 26 10 41 21 XSTR("Start a multiplayer game.", -1) +text 236 85 374 138 XSTR("Name your game.", -1) +pline 3 230 88 130 88 110 68 368 141 208 141 176 109 +left_bracket 230 80 368 133 +text 236 137 374 221 XSTR("Select the game type.", -1) +pline 3 230 140 130 140 110 160 368 224 208 224 176 256 +left_bracket 230 132 368 216 +text 353 326 635 523 XSTR("Start the game.", -1) +pline 4 470 330 577 330 597 350 597 413 752 528 923 528 955 560 955 661 +right_bracket 467 321 749 518 $end $multijoin +text 35 15 56 24 XSTR("Choose a game to join.", -1) +text 134 197 214 318 XSTR("Update the list to view newly formed games.", -1) +pline 4 130 200 52 200 32 220 32 338 208 320 83 320 51 352 51 541 +left_bracket 128 192 459 408 +text 292 245 465 400 XSTR("Start your own game", -1) +text 292 258 465 413 XSTR("or join as an observer.", -1) +pline 4 450 250 536 250 556 270 556 338 622 404 858 404 890 436 890 541 +right_bracket 447 240 619 394 +pline 6 287 260 260 260 240 280 240 335 260 355 486 355 459 416 416 416 384 448 384 536 416 568 778 568 +left_bracket 286 253 208 313 $end $main2 +text 160 12 252 35 XSTR("Create, modify, or", -1) +text 160 25 252 48 XSTR("change pilots in", -1) +text 160 38 252 61 XSTR("the Barracks.", -1) +pline 4 156 40 128 40 108 60 108 120 248 64 205 64 173 96 173 192 +left_bracket 154 36 246 56 +text 332 6 608 29 XSTR("Fly a simulated mission,", -1) +text 332 19 608 42 XSTR("view a cutscene, see the", -1) +text 332 32 608 55 XSTR("credits, or check specs", -1) +text 332 45 608 68 XSTR("in the Tech Room.", -1) +pline 4 462 49 577 49 597 69 597 104 742 73 923 73 955 105 955 166 +right_bracket 462 40 739 63 +text 178 144 358 247 XSTR("Prepare for the", -1) +text 178 157 358 260 XSTR("next mission in", -1) +text 178 170 358 273 XSTR("the Ready Room.", -1) +pline 2 300 174 380 174 480 278 608 278 +right_bracket 298 165 478 268 +text 335 233 614 374 XSTR("Exit FreeSpace 2.", -1) +pline 4 465 237 572 237 592 257 592 318 744 379 915 379 947 411 947 509 +right_bracket 462 228 741 369 +text 202 287 321 475 XSTR("Configure your", -1) +text 202 300 321 488 XSTR("settings in the", -1) +text 202 313 321 501 XSTR("Options Screen.", -1) +pline 3 198 315 122 315 102 335 317 504 195 504 163 536 +left_bracket 196 308 315 496 +text 285 343 554 558 XSTR("Choose a campaign", -1) +text 285 356 554 571 XSTR("in the Campaign Room.", -1) +pline 4 448 360 551 360 571 380 571 431 717 576 882 576 914 608 914 690 +right_bracket 446 351 715 566 +text 145 465 340 744 XSTR("Press escape, F1, or click to remove help overlay", -1) $end $hotkey +text 30 10 48 17 XSTR("Assign hotkeys to important ships and wings.", -1) +text 380 254 681 406 XSTR("Press a hotkey (F5-F12).", -1) +right_bracket 558 249 859 401 +pline 4 610 42 610 236 590 256 560 256 976 67 976 376 944 408 863 408 +text 330 178 583 286 XSTR("Select a ship or wing", -1) +text 330 191 583 299 XSTR("to add to or remove", -1) +text 330 204 583 312 XSTR("from hotkey bindings.", -1) +left_bracket 324 173 577 281 +pline 4 280 110 280 162 300 182 326 182 448 176 448 259 480 291 578 291 +right_bracket 485 199 738 307 +pline 4 554 70 554 186 534 206 487 206 886 112 886 282 854 314 740 314 $end $campaign +text 250 50 400 80 XSTR("Choose a campaign from the list.", -1) +left_bracket 244 45 394 75 +pline 2 245 52 137 52 395 82 219 82 +text 184 208 293 333 XSTR("Read the selected Campaign's description.", -1) +pline 4 180 210 130 210 110 230 110 270 288 336 208 336 176 368 176 432 +left_bracket 178 203 287 328 +text 276 371 552 595 XSTR("Play the selected Campaign.", -1) +pline 4 482 375 584 375 604 395 604 410 759 600 934 600 966 632 966 656 +right_bracket 480 366 756 590 $end $simulator +text 269 67 430 107 XSTR("Select a mission.", -1) +pline 4 265 69 192 69 172 89 172 160 425 109 307 109 275 141 275 256 +left_bracket 264 62 424 102 +text 320 295 506 481 XSTR("Filter standalone missions or", -1) +text 320 308 506 493 XSTR("missions that are in a campaign.", -1) +pline 6 315 310 245 310 225 330 225 432 205 452 170 452 502 496 392 496 360 528 360 691 328 723 272 723 +left_bracket 314 303 500 488 $end $tech +text 11 250 196 411 XSTR("Study technical data on all known GTVA,", -1) +text 11 263 196 423 XSTR("and Shivan ships and weaponry, as well", -1) +text 11 276 196 436 XSTR("as historical and species information.", -1) +pline 6 308 267 330 267 350 287 350 410 370 430 400 430 493 427 528 427 560 459 560 656 592 688 640 688 +right_bracket 305 258 490 418 +text 250 140 568 226 XSTR("View the next or previous data entry.", -1) +pline 4 530 144 577 144 597 164 597 335 848 230 923 230 955 262 955 536 +right_bracket 527 135 845 221 $end $command +text 15 15 24 24 XSTR("Receive briefing information from GTVA Command.", -1) +text 291 350 551 560 XSTR("Proceed to the mission briefing.", -1) +pline 4 524 355 583 355 603 375 603 411 783 565 933 565 965 597 965 658 +right_bracket 521 345 781 555 $end ; MAX of 40 currently. Get Dave if you need more. #Shield Icons Begin $Shield: shield-f01 $Shield: shield-f03 $Shield: shield-f06 $Shield: shield-f07 $Shield: shield-f08 $Shield: shield-f09 $Shield: shield-f10 $Shield: shield-f11 $Shield: shield-f13 $Shield: shieldft-01 $Shield: shieldft-02 $Shield: shieldft-03 $Shield: shieldfs-01 $Shield: shieldfs-02 $Shield: shieldfv-01 $Shield: shieldfv-02 $Shield: shieldft-04 $Shield: shieldft-05 $Shield: shieldbt-03 $Shield: shieldbv-01 $Shield: shieldbv-02 $Shield: shieldfv-04 $Shield: shield-b04 $Shield: shield-b05 $Shield: shield-b06 $Shield: shield-b08 $Shield: shield-b09 $Shield: shield-b10 $Shield: shieldbs-01 $Shield: shieldbs-02 $Shield: shieldbt-01 $Shield: shieldfs-03 $Shield: shieldft-02x #End; icons.tbl ; ; Table file for specifying which filenames are to be used for the breifing ; icons. ; ; Anim Contents: ; ; regular (2 frames): 0: normal icon ; 1: selected icon ; ; fade: animation for fading from near-transparent to regular color ; ; highlight: animation for emphasizing an icon ; #Start ; ICON_FIGHTER $Name: iconT-fighter ; regular $Name: FadeiconT-fighter ; fade anim $Name: iconhighlight04 ; highlight anim $Name: iconV-fighter ; regular $Name: FadeiconV-fighter ; fade anim $Name: iconhighlight04 ; highlight anim $Name: iconS-fighter ; regular $Name: FadeiconV-fighter ; fade anim $Name: iconhighlight04 ; highlight anim ; ICON_FIGHTER_WING $Name: icont-fightW ; regular $Name: FadeiconT-FighterW ; fade anim $Name: iconhighlight02 ; highlight anim $Name: iconv-fightW ; regular $Name: Fadeiconv-FighterW ; fade anim $Name: iconhighlight02 ; highlight anim $Name: icons-fighterW ; regular $Name: Fadeicons-FighterW ; fade anim $Name: iconhighlight02 ; highlight anim ; ICON_CARGO $Name: icont-cargo ; regular $Name: FadeiconT-Cargo ; fade anim $Name: iconhighlight04 ; highlight anim $Name: iconv-cargo ; regular $Name: Fadeiconv-Cargo ; fade anim $Name: iconhighlight04 ; highlight anim $Name: icons-cargo ; regular $Name: Fadeicons-Cargo ; fade anim $Name: iconhighlight04 ; highlight anim ; ICON_CARGO_WING $Name: icont-cargoW ; regular $Name: FadeiconT-CargoW ; fade anim $Name: iconhighlight02 ; highlight anim $Name: iconv-cargoW ; regular $Name: Fadeiconv-CargoW ; fade anim $Name: iconhighlight02 ; highlight anim $Name: icons-cargoW ; regular $Name: Fadeicons-CargoW ; fade anim $Name: iconhighlight02 ; highlight anim ; ICON_LARGESHIP $Name: icont-cruiser ; regular $Name: FadeiconT-cruiser ; fade anim $Name: iconhighlight07 ; highlight anim $Name: iconv-cruiser ; regular $Name: Fadeiconv-cruiser ; fade anim $Name: iconhighlight07 ; highlight anim $Name: icons-cruiser ; regular $Name: Fadeicons-cruiser ; fade anim $Name: iconhighlight07 ; highlight anim ; ICON_LARGESHIP_WING $Name: icont-cruiserW ; regular $Name: FadeiconT-cruiser ; fade anim $Name: iconhighlight05 ; highlight anim $Name: iconv-cruiserW ; regular $Name: Fadeiconv-cruiserW ; fade anim $Name: iconhighlight05 ; highlight anim $Name: icons-cruiserW ; regular $Name: Fadeicons-cruiserW ; fade anim $Name: iconhighlight05 ; highlight anim ; ICON_CAPITAL $Name: icont-cap ; regular $Name: Fadeicont-Cap ; fade anim $Name: iconhighlight06 ; highlight anim $Name: iconv-cap ; regular $Name: Fadeiconv-Cap ; fade anim $Name: iconhighlight06 ; highlight anim $Name: icons-cap ; regular $Name: Fadeicons-Cap ; fade anim $Name: iconhighlight06 ; highlight anim ; ICON_PLANET $Name: iconplanet ; regular $Name: FadeiconPlanet ; fade anim $Name: iconhighlight03 ; highlight anim $Name: iconplanet ; regular $Name: FadeiconPlanet ; fade anim $Name: iconhighlight03 ; highlight anim $Name: iconplanet ; regular $Name: FadeiconPlanet ; fade anim $Name: iconhighlight03 ; highlight anim ; ICON_ASTEROID_FIELD $Name: iconasteroid ; regular $Name: FadeiconAsteroid ; fade anim $Name: iconhighlight03 ; highlight anim $Name: iconasteroid ; regular $Name: FadeiconAsteroid ; fade anim $Name: iconhighlight03 ; highlight anim $Name: iconasteroid ; regular $Name: FadeiconAsteroid ; fade anim $Name: iconhighlight03 ; highlight anim ; ICON_WAYPOINT $Name: iconnavbuoy ; regular $Name: Fadeiconnavbuoy ; fade anim $Name: iconhighlight04 ; highlight anim $Name: iconnavbuoy ; regular $Name: Fadeiconnavbuoy ; fade anim $Name: iconhighlight04 ; highlight anim $Name: iconnavbuoy ; regular $Name: Fadeiconnavbuoy ; fade anim $Name: iconhighlight04 ; highlight anim ; ICON_SUPPORT_SHIP $Name: iconT-support ; regular $Name: FadeT-Support ; fade anim $Name: iconhighlight04 ; highlight anim $Name: iconV-support ; regular $Name: FadeV-Support ; fade anim $Name: iconhighlight04 ; highlight anim $Name: iconT-support ; regular $Name: FadeT-Support ; fade anim $Name: iconhighlight04 ; highlight anim ; ICON_FREIGHTER_NO_CARGO $Name: icont-freight ; regular $Name: Fadeicont-Freighter ; fade anim $Name: iconhighlight01 ; highlight anim $Name: iconv-freight ; regular $Name: Fadeiconv-Freighter ; fade anim $Name: iconhighlight01 ; highlight anim $Name: icons-freight ; regular $Name: Fadeicons-Freighter ; fade anim $Name: iconhighlight01 ; highlight anim ; ICON_FREIGHTER_WITH_CARGO $Name: icont-freightc ; regular $Name: Fadeicont-FreighterC ; fade anim $Name: iconhighlight01 ; highlight anim $Name: iconv-freightc ; regular $Name: Fadeiconv-FreighterC ; fade anim $Name: iconhighlight01 ; highlight anim $Name: icons-freightc ; regular $Name: Fadeicons-FreighterC ; fade anim $Name: iconhighlight01 ; highlight anim ; ICON_FREIGHTER_WING_NO_CARGO $Name: icont-freighterw ; regular $Name: Fadeicont-FreighterW ; fade anim $Name: iconhighlight05 ; highlight anim $Name: iconv-freighterw ; regular $Name: Fadeiconv-FreighterW ; fade anim $Name: iconhighlight05 ; highlight anim $Name: icons-freighterw ; regular $Name: Fadeicons-FreighterW ; fade anim $Name: iconhighlight05 ; highlight anim ; ICON_FREIGHTER_WING_WITH_CARGO $Name: icont-freightercw ; regular $Name: Fadeicont-FreighterCW ; fade anim $Name: iconhighlight05 ; highlight anim $Name: iconv-freightercw ; regular $Name: Fadeiconv-FreighterCW ; fade anim $Name: iconhighlight05 ; highlight anim $Name: icons-freighterwc ; regular $Name: Fadeicons-FreighterCW ; fade anim $Name: iconhighlight05 ; highlight anim ; ICON_INSTALLATION $Name: iconInstall ; regular $Name: FadeiconInstall ; fade anim $Name: iconhighlight03 ; highlight anim $Name: iconInstall ; regular $Name: FadeiconInstall ; fade anim $Name: iconhighlight03 ; highlight anim $Name: iconInstall ; regular $Name: FadeiconInstall ; fade anim $Name: iconhighlight03 ; highlight anim ; ICON_BOMBER $Name: icont-bomber ; regular $Name: Fadeicont-Bomber ; fade anim $Name: iconhighlight07 ; highlight anim $Name: iconv-bomber ; regular $Name: Fadeiconv-Bomber ; fade anim $Name: iconhighlight07 ; highlight anim $Name: icons-bomber ; regular $Name: Fadeicons-Bomber ; fade anim $Name: iconhighlight07 ; highlight anim ; ICON_BOMBER_WING $Name: icont-bomberW ; regular $Name: Fadeicont-BomberW ; fade anim $Name: iconhighlight05 ; highlight anim $Name: iconv-bomberW ; regular $Name: Fadeiconv-BomberW ; fade anim $Name: iconhighlight05 ; highlight anim $Name: icons-bomberW ; regular $Name: Fadeicons-BomberW ; fade anim $Name: iconhighlight05 ; highlight anim ; ICON_CRUISER $Name: icont-cruiser ; regular $Name: FadeiconT-cruiser ; fade anim $Name: iconhighlight07 ; highlight anim $Name: iconv-cruiser ; regular $Name: Fadeiconv-cruiser ; fade anim $Name: iconhighlight07 ; highlight anim $Name: icons-cruiser ; regular $Name: Fadeicons-cruiser ; fade anim $Name: iconhighlight07 ; highlight anim ; ICON_CRUISER_WING $Name: icont-cruiserW ; regular $Name: FadeiconT-cruiser ; fade anim $Name: iconhighlight05 ; highlight anim $Name: iconv-cruiserW ; regular $Name: Fadeiconv-cruiserW ; fade anim $Name: iconhighlight05 ; highlight anim $Name: icons-cruiserW ; regular $Name: Fadeicons-cruiserW ; fade anim $Name: iconhighlight05 ; highlight anim ; ICON_UNKNOWN $Name: iconunknown ; regular $Name: FadeUnknown ; fade anim $Name: iconhighlight03 ; highlight anim $Name: iconunknown ; regular $Name: FadeUnknown ; fade anim $Name: iconhighlight03 ; highlight anim $Name: iconunknown ; regular $Name: FadeUnknown ; fade anim $Name: iconhighlight03 ; highlight anim ; ICON_UNKNOWN_WING $Name: iconunknown ; regular $Name: FadeUnknown ; fade anim $Name: iconhighlight03 ; highlight anim $Name: iconunknown ; regular $Name: FadeUnknown ; fade anim $Name: iconhighlight03 ; highlight anim $Name: iconunknown ; regular $Name: FadeUnknown ; fade anim $Name: iconhighlight03 ; highlight anim ; ICON_FIGHTER_PLAYER $Name: iconT-fighter ; regular $Name: FadeiconT-fighter ; fade anim $Name: iconhighlight04 ; highlight anim $Name: iconV-fighter ; regular $Name: FadeiconV-fighter ; fade anim $Name: iconhighlight04 ; highlight anim $Name: iconS-fighter ; regular $Name: FadeiconV-fighter ; fade anim $Name: iconhighlight04 ; highlight anim ; ICON_FIGHTERW_PLAYER $Name: icont-fightW ; regular $Name: FadeiconT-FighterW ; fade anim $Name: iconhighlight02 ; highlight anim $Name: iconv-fightW ; regular $Name: Fadeiconv-FighterW ; fade anim $Name: iconhighlight02 ; highlight anim $Name: icons-fighterW ; regular $Name: Fadeicons-FighterW ; fade anim $Name: iconhighlight02 ; highlight anim ; ICON_BOMBER_PLAYER $Name: icont-bomber ; regular $Name: Fadeicont-Bomber ; fade anim $Name: iconhighlight07 ; highlight anim $Name: iconv-bomber ; regular $Name: Fadeiconv-Bomber ; fade anim $Name: iconhighlight07 ; highlight anim $Name: icons-bomber ; regular $Name: Fadeicons-Bomber ; fade anim $Name: iconhighlight07 ; highlight anim ; ICON_BOMBERW_PLAYER $Name: icont-bomberW ; regular $Name: Fadeicont-BomberW ; fade anim $Name: iconhighlight05 ; highlight anim $Name: iconv-bomberW ; regular $Name: Fadeiconv-BomberW ; fade anim $Name: iconhighlight05 ; highlight anim $Name: icons-bomberW ; regular $Name: Fadeicons-BomberW ; fade anim $Name: iconhighlight05 ; highlight anim ; ICON_KNOSSOS_DEVICE $Name: icont-node ; regular $Name: Fadeicont-node ; fade anim $Name: iconhighlight04 ; highlight anim $Name: icont-node ; regular $Name: Fadeicont-node ; fade anim $Name: iconhighlight04 ; highlight anim $Name: icont-node ; regular $Name: Fadeicont-node ; fade anim $Name: iconhighlight04 ; highlight anim ; ICON_TRANSPORT_WING $Name: iconT-transportW ; regular $Name: fadeicont-transportW ; fade anim $Name: iconhighlight05 ; highlight anim $Name: iconT-transportW ; regular $Name: fadeiconT-transportW ; fade anim $Name: iconhighlight05 ; highlight anim $Name: iconS-transportW ; regular $Name: fadeiconS-transportW ; fade anim $Name: iconhighlight05 ; highlight anim ; ICON_CORVETTE $Name: iconT-vette ; regular $Name: fadeiconT-vette ; fade anim $Name: iconhighlight06 ; highlight anim $Name: iconV-vette ; regular $Name: fadeiconV-vette ; fade anim $Name: iconhighlight06 ; highlight anim $Name: iconS-vette ; regular $Name: fadeiconS-vette ; fade anim $Name: iconhighlight06 ; highlight anim ; ICON_GAS_MINER $Name: iconT-gas ; regular $Name: fadeiconT-gas ; fade anim $Name: iconhighlight05 ; highlight anim $Name: iconV-gas ; regular $Name: fadeiconV-gas ; fade anim $Name: iconhighlight05 ; highlight anim $Name: iconS-gas ; regular $Name: fadeiconS-gas ; fade anim $Name: iconhighlight05 ; highlight anim ; ICON_AWACS $Name: iconT-AWAC ; regular $Name: fadeiconT-AWAC ; fade anim $Name: iconhighlight05 ; highlight anim $Name: iconV-AWAC ; regular $Name: fadeiconV-AWAC ; fade anim $Name: iconhighlight05 ; highlight anim $Name: iconT-AWAC ; regular $Name: fadeiconT-AWAC ; fade anim $Name: iconhighlight05 ; highlight anim ; ICON_SUPERCAP $Name: iconT-super ; regular $Name: fadeiconT-super ; fade anim $Name: iconhighlight03 ; highlight anim $Name: iconT-super ; regular $Name: fadeiconT-super ; fade anim $Name: iconhighlight03 ; highlight anim $Name: iconS-super ; regular $Name: fadeiconS-super ; fade anim $Name: iconhighlight03 ; highlight anim ; ICON_SENTRYGUN $Name: iconT-gun ; regular $Name: fadeiconT-gun ; fade anim $Name: iconhighlight04 ; highlight anim $Name: iconV-gun ; regular $Name: fadeiconV-gun ; fade anim $Name: iconhighlight04 ; highlight anim $Name: iconS-gun ; regular $Name: fadeiconS-gun ; fade anim $Name: iconhighlight04 ; highlight anim ; ICON_JUMP_NODE $Name: iconnode ; regular $Name: Fadeiconnode ; fade anim $Name: iconhighlight04 ; highlight anim $Name: iconnode ; regular $Name: Fadeiconnode ; fade anim $Name: iconhighlight04 ; highlight anim $Name: iconnode ; regular $Name: Fadeiconnode ; fade anim $Name: iconhighlight04 ; highlight anim ; ICON_TRANSPORT $Name: iconT-transport ; regular $Name: fadeIconT-transport ; fade anim $Name: iconhighlight07 ; highlight anim $Name: iconT-transport ; regular $Name: fadeIconT-transport ; fade anim $Name: iconhighlight07 ; highlight anim $Name: iconS-transport ; regular $Name: fadeIconS-transport ; fade anim $Name: iconhighlight07 ; highlight anim #End ; ; This needs to be broken up into chunks of < 2048 chars for ; parsing reasons. The whole thing must be < 10240 chars, also ; for parsing reasons. ; XSTR(" ---------------------------------------------- The FreeSpace 2 Launcher ---------------------------------------------- The Launcher's buttons enable you to set up and play FreeSpace 2, customize your hardware settings, get updated versions of the game, and access the FreeSpace 2 web pages at Volition, Inc. Here's what each button does: PLAY Click this button to launch FreeSpace 2. SETUP Under Setup, you'll see tabs for Video, Audio, Joystick, Speed, Network, DirectX, and Misc. ", -1) $end_multi_text XSTR(" * Video - You must have a 3D Accelerator card to play FreeSpace 2. You can choose to have FreeSpace 2 detect Glide only, D3D only, or both by selecting the proper checkboxes, then clicking on the 'Detect Available Cards' button. - 'Interlaced Cutscenes' - When displaying ingame movies, draws every other line (interlaced mode) so that slower video cards have an easier time. - 'Fast Clear for Cutscenes' - Speeds up movie playback by not clearing the background buffer when a new frame is being rendered. - 'Fast D3D Textures' - Improves your video and gameplay performance, but at a cost to the visual quality of FreeSpace 2. Enable fast D3D textures *only* if you are experiencing severe slowdown during gameplay. - WFOG is a Direct3D-only option. 'Force WFOG' makes the D3D card use WFOG (table-based rather than vertex-based fog) if available. Some cards don't do WFOG properly (the S4, for example), so vertex fog is used by default. Use this setting only for experimentation purposes. - 'Disable Direct3D Zbuffer Bias' - If you are a Direct3D user and are experiencing strange rendering problems with squadron logos (specifically, the logos rendering on top of everything else), checking this box should resolve the problem. * Audio - FreeSpace 2 supports DirectSound, A3D, and EAX. You can choose one of these by clicking on 'Detect Available Sound Cards' and when selecting from the dropdown box. You can enable Launcher sounds from here as well. ", -1) $end_multi_text XSTR(" * Joystick - Enables you to set up or change the joystick used by FreeSpace 2. Also lets you toggle Force Feedback support on or off (any joystick supporting DirectX 6.0 force feedback may be used). * Speed - This setting determines the default Detail Level used in FreeSpace 2 when new pilots are created. You may manually change this default if you wish, but it may adversely affect your gameplay speed. * Network - Here you choose your connection type and speed for multiplayer games. If playing on Volition's free PXO service, you can enter your login name and password. The 'Force Local Port' option enables the user to run a local copy of the game on a different network port than the default (which is 7808). The 'PXO Banners' checkbox enables banner displays while you're in PXO. * DirectX - On this tab you can check your DirectX version and choose to install or update DirectX on your machine. * Misc. - On this tab, you choose the language (written and spoken) in which all game text and messages appear. The 'Optional Command Line' box enables the user to specify a set of command-line switches that are passed to the game at startup. See the readme.txt file for available commands. ", -1) $end_multi_text XSTR(" VIEW README Opens the readme.txt file for FreeSpace 2. UPDATE This button enables you to see if a new version of FreeSpace 2 is available for downloading. If one is available, you can choose to update your version by clicking on OK. The process is automated. HELP This opens a Help document containing information about the Launcher buttons. UNINSTALL Uninstalls FreeSpace 2 from your computer. QUIT Closes the Launcher without running FreeSpace 2. VOLITION LOGO This takes you to Volition's Internet home page. PXO LOGO This takes you to the Internet home page for Parallax Online, a free multiplayer service for Volition and Outrage games. ", -1) $end_multi_text $end; Man, do I like this table :) ; individual bolt definitions. can have up to 10 different bolt types #Bolts begin ;; individual lightning bolt types $Bolt: b_standard ; this is a percentage of the length of a given beam. envision a circle in the plane of where the bolt ; strikes. the radius of this circle is the length of the beam * b_scale. when generating child forks on the ; bolt, a point is picked randomly within ths circle and that's where thr fork "aims". smaller values produce a ; tighter bolt +b_scale: 0.5 ; when generating the child forks, this is % of the distance from the start of the fork to the point its aiming at ; that will be its endpoint. So if you had a value of 0.25, each child fork would be 25% the distance to the strike plane +b_shrink: 0.3 ; this is the thickness of the main trunk of a bolt relative to the length of the bolt. so 0.003 means the bolt is 0.3% as ; wide as it is long +b_poly_pct: 0.002 ; this is the % chance that any given node on the main trunk will spawn a child node. BE CAREFUL WITH THIS! too high of ; a percentage will generate mega-lightning bolts which will run out of nodes. =o +b_rand: 0.24 ; this should probably never be messed with. its just a fudge factor which ensures that the glow of a beam is drawn closer ; to the eye that the bolt itself (so its always "over" the bolt). in meters. +b_add: 2.0 ; the # of times the bolt "strikes" +b_strikes: 2 ; the total lifetime of the bolt (in ms). the length of an individual strike is b_lifetime / b_strikes +b_lifetime: 280 ; the "noise" in a multi-strike bolt. each of the nodes in the bolt is perturbed a bit between strikes to make it seem ; like its moving. large values don't look too good +b_noise: 0.015 ; the EMP effect caused by proximity to this lightning bolt. max intensity is 500.0. max time is 30 seconds +b_emp: 0.0 0.0 ; main bolt texture +b_texture: lightning ; main bolt glow +b_glow: beam-dblue ; brightness of the bolt. 0.0 to 1.0. higher values result in brighter screen flashes +b_bright: 0.3 $Bolt: b_red +b_scale: 0.2 +b_shrink: 0.3 +b_poly_pct: 0.0075 +b_rand: 0.45 +b_add: 2.0 +b_strikes: 4 +b_lifetime: 200 +b_noise: 0.04 +b_emp: 0.0 0.0 +b_texture: lightning +b_glow: beam-red +b_bright: 0.2 $Bolt: b_green +b_scale: 0.3 +b_shrink: 0.3 +b_poly_pct: 0.0075 +b_rand: 0.2 +b_add: 2.0 +b_strikes: 3 +b_lifetime: 240 +b_noise: 0.03 +b_emp: 0.0 0.0 +b_texture: lightning +b_glow: beam-green3 +b_bright: 0.14 $Bolt: b_emp +b_scale: 0.6 +b_shrink: 0.3 +b_poly_pct: 0.0075 +b_rand: 0.3 +b_add: 2.0 +b_strikes: 5 +b_lifetime: 300 +b_noise: 0.04 +b_emp: 350.0 5.0 +b_texture: lightning +b_glow: beam-dblue +b_bright: 0.4 #Bolts end ; storm types #Storms begin ; this is what the mission designers will choose in fred. can have up to 10 different storm varieties $Storm: s_standard ; can have a max of 10 different bolt types. one will be randomly chosen. if you want to make bolts happen more or ; less often, add them multiple times. So if you had 4 b_standard bolts and 1 b_red bolt, the b_red bolt would happen ; 1/5 as often as the b_standard +bolt: b_standard +bolt: b_standard +bolt: b_red +bolt: b_green ; direction vector value. flavor of the storm. if all 3 values are 0, its completely random. otherwise lightning bolts will tend to ; align themselves to the vector. the longer the flavor vector, the more tightly aligned the bolts will be +flavor: 0.0 0.0 0.0 ; how often random bolts are fired, min-max range, in ms +random_freq: 1500 1750 ; min/max. how many bolts are spewed each random timestamp +random_count: 1 2 $Storm: s_active ; can have a max of 10 different bolt types. one will be randomly chosen. if you want to make bolts happen more or ; less often, add them multiple times. So if you had 4 b_standard bolts and 1 b_red bolt, the b_red bolt would happen ; 1/5 as often as the b_standard +bolt: b_standard +bolt: b_standard +bolt: b_standard +bolt: b_standard +bolt: b_red ; direction vector value. flavor of the storm. if all 3 values are 0, its completely random. otherwise lightning bolts will tend to ; align themselves to the vector. the longer the flavor vector, the more tightly aligned the bolts will be +flavor: 0.0 500.0 0.0 ; how often random bolts are fired, min-max range, in ms +random_freq: 200 400 ; min/max. how many bolts are spewed each random timestamp +random_count: 1 4 $Storm: s_emp +bolt: b_standard +bolt: b_standard +bolt: b_standard +bolt: b_red +bolt: b_red +bolt: b_emp +bolt: b_red +bolt: b_red +flavor: 0.0 500.0 0.0 ; how often random bolts are fired, min-max range, in ms +random_freq: 300 700 ; min/max. how many bolts are spewed each random timestamp +random_count: 1 4 $Storm: s_medium +bolt: b_standard +bolt: b_standard +bolt: b_red +bolt: b_red +bolt: b_standard +bolt: b_standard +bolt: b_green +flavor: 0.1 1.0 0.2 ; how often random bolts are fired, min-max range, in ms +random_freq: 900 1850 ; min/max. how many bolts are spewed each random timestamp +random_count: 1 3 #Storms end; MAIN HALL definitions ; ; sound pan values : 0.0 center of screen, -1.0 left side of screen, 1.0 right side of screen ; sound values : sound index into sounds.tbl ; ; NOTE : each main hall definition needs 2 sections. one for 640x480 and one for 1024x768 ; ;; ---------------------------------------------------------------------------------------------------------------- ;; Main hall 0 (Terran) ;; ;; GR_640 $Main Hall +Bitmap: MainHall1 +Mask: MainHall1-m +Music: Aquitaine +Num Intercom Sounds: 3 ;; MAX is 10, if you need more, you need to get a programmer +Intercom delay: 8000 15000 ;; min and max random delay for intercom sound 0 +Intercom delay: 8000 15000 ;; min and max random delay for intercom sound 1 +Intercom delay: 8000 15000 ;; min and max random delay for intercom sound 2 +Intercom sound: 38 ;; SND_MAIN_HALL_INT1 +Intercom sound: 39 ;; SND_MAIN_HALL_INT2 +Intercom sound: 40 ;; SND_MAIN_HALL_INT3 +Intercom pan: 0.0 ;; pan for intercom sound 0 +Intercom pan: 0.0 ;; pan for intercom sound 1 +Intercom pan: 0.0 ;; pan for intercom sound 2 +Num Misc Animations: 3 ;; MAX is 10, if you need more, you need to get a programmer +Misc anim: mainwalk ;; anim for misc anim 1 +Misc anim: mainflyby ;; anim for misc anim 2 +Misc anim: maincrane ;; anim for misc anim 3 +Misc anim delay: -1 15000 20000 ;; time until we will next play a misc anim, min delay, max delay +Misc anim delay: -1 9000 30000 ;; time until we will next play a misc anim, min delay, max delay +Misc anim delay: -1 5000 9000 ;; time until we will next play a misc anim, min delay, max delay +Misc anim coords: 176 70 ;; coords for misc anim 1 +Misc anim coords: 325 0 ;; coords for misc anim 2 +Misc anim coords: 0 195 ;; coords for misc anim 3 +Misc anim mode: 1 ;; anim 1 mode (0 == loop, 1 == hold, 2 == timed) +Misc anim mode: 2 ;; anim 2 mode (0 == loop, 1 == hold, 2 == timed) +Misc anim mode: 1 ;; anim 3 mode (0 == loop, 1 == hold, 2 == timed) +Misc anim pan: -0.5 ;; pan for anim 1 +Misc anim pan: -0.2 ;; pan for anim 2 +Misc anim pan: 0.0 ;; pan for anim 3 +Misc anim sounds: 1 21 ;; # sounds, sound number for each, anim 1 +Misc anim sounds: 2 1 1 ;; # sounds, sound number for each, anim 2 +Misc anim sounds: 2 26 31 ;; # sounds, sound number for each, anim 3 +Misc anim trigger: 1 1 ;; # of triggers, frame to play sound on, anim 1 +Misc anim trigger: 2 1 245 ;; # of triggers, frame to play sound on, anim 2 +Misc anim trigger: 2 1 150 ;; # of triggers, frame to play sound on, anim 3 +Misc anim handles: 1 ;; # sound handles +Misc anim handles: 2 ;; # sound handles +Misc anim handles: 2 ;; # sound handles +Misc anim flags: 1 ;; # sound flags +Misc anim flags: 2 ;; # sound flags +Misc anim flags: 2 ;; # sound flags +Num Door Animations: 6 ;; MAX is 10, if you need more, you need to get a programmer +Door anim: mainexit ;; door anim 1 +Door anim: mainbarracks ;; door anim 2 +Door anim: mainreadyroom ;; door anim 3 +Door anim: maintechroom ;; door anim 4 +Door anim: mainoptions ;; door anim 5 +Door anim: maincampaign ;; door anim 6 +Door coords: 437 370 539 425 ;; door 1, coords and center of anim +Door coords: 28 8 110 61 ;; door 2, coords and center of anim +Door coords: 269 187 339 230 ;; door 3, coords and center of anim +Door coords: 381 335 404 367 ;; door 4, coords and center of anim +Door coords: 86 349 174 412 ;; door 5, coords and center of anim +Door coords: 440 134 542 193 ;; door 6, coords and center of anim +Door sounds: 36 37 ;; door open, door close +Door sounds: 23 24 ;; door open, door close +Door sounds: 23 24 ;; door open, door close +Door sounds: 34 35 ;; door open, door close +Door sounds: 32 33 ;; door open, door close +Door sounds: 43 44 ;; screen on, screen off +Door pan: -0.75 ;; door sound pan +Door pan: 0.05 ;; door sound pan +Door pan: 0.07 ;; door sound pan +Door pan: 0.76 ;; door sound pan +Door pan: 0.8 ;; door sound pan +Door pan: 0.09 ;; door sound pan +Tooltip Y: 469 ;; y coord to draw tooltip text ;; GR_1024 $Main Hall +Bitmap: 2_MainHall1 +Mask: 2_MainHall1-m +Music: Aquitaine +Num Intercom Sounds: 3 ;; MAX is 10, if you need more, you need to get a programmer +Intercom delay: 8000 15000 ;; min and max random delay for intercom sound 0 +Intercom delay: 8000 15000 ;; min and max random delay for intercom sound 1 +Intercom delay: 8000 15000 ;; min and max random delay for intercom sound 2 +Intercom sound: 38 ;; SND_MAIN_HALL_INT1 +Intercom sound: 39 ;; SND_MAIN_HALL_INT2 +Intercom sound: 40 ;; SND_MAIN_HALL_INT3 +Intercom pan: 0.0 ;; pan for intercom sound 0 +Intercom pan: 0.0 ;; pan for intercom sound 1 +Intercom pan: 0.0 ;; pan for intercom sound 2 +Num Misc Animations: 3 ;; MAX is 10, if you need more, you need to get a programmer +Misc anim: 2_mainwalk ;; anim for misc anim 1 +Misc anim: 2_mainflyby ;; anim for misc anim 2 +Misc anim: 2_maincrane ;; anim for misc anim 3 +Misc anim delay: -1 15000 20000 ;; time until we will next play a misc anim, min delay, max delay +Misc anim delay: -1 9000 12000 ;; time until we will next play a misc anim, min delay, max delay +Misc anim delay: -1 5000 9000 ;; time until we will next play a misc anim, min delay, max delay +Misc anim coords: 271 117 ;; coords for misc anim 1 +Misc anim coords: 515 0 ;; coords for misc anim 2 +Misc anim coords: 0 305 ;; coords for misc anim 3 +Misc anim mode: 1 ;; anim 1 mode (0 == loop, 1 == hold, 2 == timed) +Misc anim mode: 2 ;; anim 2 mode (0 == loop, 1 == hold, 2 == timed) +Misc anim mode: 1 ;; anim 3 mode (0 == loop, 1 == hold, 2 == timed) +Misc anim pan: -0.5 ;; pan for anim 1 +Misc anim pan: -0.2 ;; pan for anim 2 +Misc anim pan: 0.0 ;; pan for anim 3 +Misc anim sounds: 1 21 ;; # sounds, sound number for each, anim 1 +Misc anim sounds: 2 1 1 ;; # sounds, sound number for each, anim 2 +Misc anim sounds: 2 26 31 ;; # sounds, sound number for each, anim 3 +Misc anim trigger: 1 1 ;; # of triggers, frame to play sound on, anim 1 +Misc anim trigger: 2 1 245 ;; # of triggers, frame to play sound on, anim 2 +Misc anim trigger: 2 1 150 ;; # of triggers, frame to play sound on, anim 3 +Misc anim handles: 2 ;; # sound handles +Misc anim handles: 2 ;; # sound handles +Misc anim handles: 0 ;; # sound handles +Misc anim flags: 2 ;; # sound flags +Misc anim flags: 2 ;; # sound flags +Misc anim flags: 0 ;; # sound flags +Num Door Animations: 6 ;; MAX is 10, if you need more, you need to get a programmer +Door anim: 2_mainexit ;; door anim 1 +Door anim: 2_mainbarracks ;; door anim 2 +Door anim: 2_mainreadyroom ;; door anim 3 +Door anim: 2_maintechroom ;; door anim 4 +Door anim: 2_mainoptions ;; door anim 5 +Door anim: 2_maincampaign ;; door anim 6 +Door coords: 705 594 864 681 ;; door 1, coords and center of anim +Door coords: 40 20 177 99 ;; door 2, coords and center of anim +Door coords: 425 295 541 368 ;; door 3, coords and center of anim +Door coords: 607 525 641 585 ;; door 4, coords and center of anim +Door coords: 130 562 279 663 ;; door 5, coords and center of anim +Door coords: 716 214 870 309 ;; door 6, coords and center of anim +Door sounds: 36 37 ;; door open, door close +Door sounds: 23 24 ;; door open, door close +Door sounds: 23 24 ;; door open, door close +Door sounds: 34 35 ;; door open, door close +Door sounds: 32 33 ;; door open, door close +Door sounds: 43 44 ;; screen on, screen off +Door pan: -0.75 ;; door sound pan +Door pan: 0.05 ;; door sound pan +Door pan: 0.07 ;; door sound pan +Door pan: 0.76 ;; door sound pan +Door pan: 0.8 ;; door sound pan +Door pan: 0.09 ;; door sound pan +Tooltip Y: 755 ;; y coord to draw tooltip text ;; ---------------------------------------------------------------------------------------------------------------- ;; Main hall 1 (Vasudan) ;; ;; GR_640 $Main Hall +Bitmap: Vhall +Mask: Vhallm +Music: Psampik +Num Intercom Sounds: 3 ;; MAX is 10, if you need more, you need to get a programmer +Intercom delay: 8000 15000 ;; min and max random delay for intercom sound 0 +Intercom delay: 8000 15000 ;; min and max random delay for intercom sound 1 +Intercom delay: 8000 15000 ;; min and max random delay for intercom sound 2 +Intercom sound: 58 ;; SND_MAIN_HALL_INT1 +Intercom sound: 59 ;; SND_MAIN_HALL_INT2 +Intercom sound: 60 ;; SND_MAIN_HALL_INT3 +Intercom pan: 0.0 ;; pan for intercom sound 0 +Intercom pan: 0.0 ;; pan for intercom sound 1 +Intercom pan: 0.0 ;; pan for intercom sound 2 +Num Misc Animations: 4 ;; MAX is 10, if you need more, you need to get a programmer +Misc anim: vHall_misc1 ;; anim for misc anim 1 +Misc anim: vHall_misc2 ;; anim for misc anim 2 +Misc anim: vHall_misc3 ;; anim for misc anim 3 +Misc anim: vHall_misc4 ;; anim for misc anim 4 +Misc anim delay: -1 8000 8000 ;; time until we will next play a misc anim, min delay, max delay +Misc anim delay: -1 15000 30000 ;; time until we will next play a misc anim, min delay, max delay +Misc anim delay: -1 30000 40000 ;; time until we will next play a misc anim, min delay, max delay +Misc anim delay: -1 15000 25000 ;; time until we will next play a misc anim, min delay, max delay +Misc anim coords: 34 0 ;; coords for misc anim 1 +Misc anim coords: 34 0 ;; coords for misc anim 2 +Misc anim coords: 174 220 ;; coords for misc anim 3 +Misc anim coords: 486 89 ;; coords for misc anim 4 +Misc anim mode: 1 ;; anim 1 mode (0 == loop, 1 == hold, 2 == timed) +Misc anim mode: 2 ;; anim 2 mode (0 == loop, 1 == hold, 2 == timed) +Misc anim mode: 2 ;; anim 3 mode (0 == loop, 1 == hold, 2 == timed) +Misc anim mode: 2 ;; anim 4 mode (0 == loop, 1 == hold, 2 == timed) +Misc anim pan: -0.5 ;; pan for anim 1 +Misc anim pan: -0.2 ;; pan for anim 2 +Misc anim pan: 0.0 ;; pan for anim 3 +Misc anim pan: -0.5 ;; pan for anim 4 +Misc anim sounds: 2 1 1 ;; # sounds, sound number for each, anim 1 Ships Outside +Misc anim sounds: 2 1 1 ;; # sounds, sound number for each, anim 2 ?? +Misc anim sounds: 1 53 ;; # sounds, sound number for each, anim 3 Skiff +Misc anim sounds: 2 49 50 ;; # sounds, sound number for each, anim 4 Elevator +Misc anim trigger: 2 0 285 ;; # of triggers, frame to play sound on, anim 1 +Misc anim trigger: 2 10 245 ;; # of triggers, frame to play sound on, anim 2 +Misc anim trigger: 1 1 ;; # of triggers, frame to play sound on, anim 3 +Misc anim trigger: 2 1 69 ;; # of triggers, frame to play sound on, anim 4 +Misc anim handles: 2 ;; # sound handles +Misc anim handles: 2 ;; # sound handles +Misc anim handles: 1 ;; # sound handles +Misc anim handles: 2 ;; # sound handles +Misc anim flags: 2 ;; # sound flags +Misc anim flags: 2 ;; # sound flags +Misc anim flags: 1 ;; # sound flags +Misc anim flags: 2 ;; # sound flags +Num Door Animations: 6 ;; MAX is 10, if you need more, you need to get a programmer +Door anim: vhall_exit ;; door anim 1 +Door anim: vhall_barracks ;; door anim 2 +Door anim: vhall_ready ;; door anim 3 +Door anim: vhall_tech ;; door anim 4 +Door anim: vhall_options ;; door anim 5 +Door anim: vhall_campaign ;; door anim 6 +Door coords: 545 309 593 339 ;; door 1, coords and center of anim +Door coords: 19 104 97 182 ;; door 2, coords and center of anim +Door coords: 335 26 418 155 ;; door 3, coords and center of anim +Door coords: 551 0 596 135 ;; door 4, coords and center of anim +Door coords: 3 277 98 379 ;; door 5, coords and center of anim +Door coords: 417 354 529 417 ;; door 6, coords and center of anim +Door sounds: 63 64 ;; door open, door close +Door sounds: 47 48 ;; door open, door close +Door sounds: 51 52 ;; door open, door close +Door sounds: 45 46 ;; door open, door close +Door sounds: 56 57 ;; door open, door close +Door sounds: 54 55 ;; screen on, screen off +Door pan: -0.6 ;; door sound pan +Door pan: 0.06 ;; door sound pan +Door pan: 0.65 ;; door sound pan +Door pan: 0.2 ;; door sound pan +Door pan: -0.5 ;; door sound pan +Door pan: 0.4 ;; door sound pan +Tooltip Y: 469 ;; y coord to draw tooltip text ;; GR_1024 $Main Hall +Bitmap: 2_VHall +Mask: 2_Vhallm +Music: Psampik +Num Intercom Sounds: 3 ;; MAX is 10, if you need more, you need to get a programmer +Intercom delay: 8000 15000 ;; min and max random delay for intercom sound 0 +Intercom delay: 8000 15000 ;; min and max random delay for intercom sound 1 +Intercom delay: 8000 15000 ;; min and max random delay for intercom sound 2 +Intercom sound: 58 ;; SND_MAIN_HALL_INT1 +Intercom sound: 59 ;; SND_MAIN_HALL_INT2 +Intercom sound: 60 ;; SND_MAIN_HALL_INT3 +Intercom pan: 0.0 ;; pan for intercom sound 0 +Intercom pan: 0.0 ;; pan for intercom sound 1 +Intercom pan: 0.0 ;; pan for intercom sound 2 +Num Misc Animations: 4 ;; MAX is 10, if you need more, you need to get a programmer +Misc anim: 2_vHall_misc1 ;; anim for misc anim 1 +Misc anim: 2_vHall_misc2 ;; anim for misc anim 2 +Misc anim: 2_vHall_misc3 ;; anim for misc anim 3 +Misc anim: 2_vHall_misc4 ;; anim for misc anim 4 +Misc anim delay: -1 8000 8000 ;; time until we will next play a misc anim, min delay, max delay +Misc anim delay: -1 15000 30000 ;; time until we will next play a misc anim, min delay, max delay +Misc anim delay: -1 30000 40000 ;; time until we will next play a misc anim, min delay, max delay +Misc anim delay: -1 15000 25000 ;; time until we will next play a misc anim, min delay, max delay +Misc anim coords: 65 41 ;; coords for misc anim 1 +Misc anim coords: 65 41 ;; coords for misc anim 2 +Misc anim coords: 282 356 ;; coords for misc anim 3 +Misc anim coords: 777 110 ;; coords for misc anim 4 +Misc anim mode: 1 ;; anim 1 mode (0 == loop, 1 == hold, 2 == timed) +Misc anim mode: 2 ;; anim 2 mode (0 == loop, 1 == hold, 2 == timed) +Misc anim mode: 2 ;; anim 3 mode (0 == loop, 1 == hold, 2 == timed) +Misc anim mode: 2 ;; anim 4 mode (0 == loop, 1 == hold, 2 == timed) +Misc anim pan: -0.5 ;; pan for anim 1 +Misc anim pan: -0.2 ;; pan for anim 2 +Misc anim pan: 0.0 ;; pan for anim 3 +Misc anim pan: -0.5 ;; pan for anim 4 +Misc anim sounds: 2 1 1 ;; # sounds, sound number for each, anim 1 Ships Outside +Misc anim sounds: 2 1 1 ;; # sounds, sound number for each, anim 2 ?? +Misc anim sounds: 1 53 ;; # sounds, sound number for each, anim 3 Skiff +Misc anim sounds: 2 49 50 ;; # sounds, sound number for each, anim 4 Elevator +Misc anim trigger: 2 0 285 ;; # of triggers, frame to play sound on, anim 1 +Misc anim trigger: 2 10 245 ;; # of triggers, frame to play sound on, anim 2 +Misc anim trigger: 1 1 ;; # of triggers, frame to play sound on, anim 3 +Misc anim trigger: 2 1 69 ;; # of triggers, frame to play sound on, anim 4 +Misc anim handles: 2 ;; # sound handles +Misc anim handles: 2 ;; # sound handles +Misc anim handles: 0 ;; # sound handles +Misc anim handles: 2 ;; # sound handles +Misc anim flags: 2 ;; # sound flags +Misc anim flags: 2 ;; # sound flags +Misc anim flags: 0 ;; # sound flags +Misc anim flags: 2 ;; # sound flags +Num Door Animations: 6 ;; MAX is 10, if you need more, you need to get a programmer +Door anim: 2_vhall_exit ;; door anim 1 +Door anim: 2_vhall_barracks ;; door anim 2 +Door anim: 2_vhall_ready ;; door anim 3 +Door anim: 2_vhall_tech ;; door anim 4 +Door anim: 2_vhall_options ;; door anim 5 +Door anim: 2_vhall_campaign ;; door anim 6 +Door coords: 865 490 945 543 ;; door 1, coords and center of anim +Door coords: 33 154 317 274 ;; door 2, coords and center of anim +Door coords: 535 42 668 249 ;; door 3, coords and center of anim +Door coords: 881 0 953 215 ;; door 4, coords and center of anim +Door coords: 0 434 152 601 ;; door 5, coords and center of anim +Door coords: 658 562 841 665 ;; door 6, coords and center of anim +Door sounds: 63 64 ;; door open, door close +Door sounds: 47 48 ;; door open, door close +Door sounds: 51 52 ;; door open, door close +Door sounds: 45 46 ;; door open, door close +Door sounds: 56 57 ;; door open, door close +Door sounds: 54 55 ;; screen on, screen off +Door pan: -0.6 ;; door sound pan +Door pan: 0.06 ;; door sound pan +Door pan: 0.65 ;; door sound pan +Door pan: 0.2 ;; door sound pan +Door pan: -0.5 ;; door sound pan +Door pan: 0.4 ;; door sound pan +Tooltip Y: 755 ;; y coord to draw tooltip text #end;; text file to contain medal information. Does not include "rank" medals (see rank.tbl for those). ;; medal names and which bitmap(s) are used to display them. #Medals $Name: Epsilon Pegasi Liberation $Bitmap: Medal00.pcx $Num mods: 4 $Name: Imperial Order of Vasuda $Bitmap: Medal01.pcx $Num mods: 4 $Name: Distinguished Flying Cross $Bitmap: Medal02.pcx $Num mods: 4 $Name: SOC Service Medallion $Bitmap: Medal03.pcx $Num mods: 4 $Name: Intelligence Cross $Bitmap: Medal04.pcx $Num mods: 4 $Name: Order of Galatea $Bitmap: Medal05.pcx $Num mods: 4 $Name: Meritorious Unit Commendation $Bitmap: Medal06.pcx $Num mods: 4 $Name: Medal of Valor $Bitmap: Medal07.pcx $Num mods: 4 $Name: GTVA Legion of Honor $Bitmap: Medal08.pcx $Num mods: 4 $Name: Allied Defense Citation $Bitmap: Medal09.pcx $Num mods: 4 $Name: Nebula Campaign Victory Star $Bitmap: Medal10.pcx $Num mods: 4 $Name: NTF Campaign Victory Star $Bitmap: Medal11.pcx $Num mods: 4 $Name: Rank $Bitmap: Medal12.pcx $Num mods: 10 $Name: Wings $Bitmap: Medal13.pcx $Num mods: 2 $Name: Ace $Bitmap: Medal14.pcx $Num mods: 1 +Num Kills: 60 $Wavefile Base: badge_a.wav $Promotion Text: XSTR("For your excellent record of confirmed kills, you have achieved the status of Ace.", 2722) $end_multi_text $Name: Double Ace $Bitmap: Medal15.pcx $Num mods: 1 +Num Kills: 150 $Wavefile Base: badge_b.wav $Promotion Text: XSTR("For your outstanding record of confirmed kills, you have achieved the status of Double Ace.", 2723) $end_multi_text $Name: Triple Ace $Bitmap: Medal16.pcx $Num mods: 1 +Num Kills: 350 $Wavefile Base: badge_c.wav $Promotion Text: XSTR("For your extraordinary record of confirmed kills, you have achieved the status of Triple Ace.", 2724) $end_multi_text $Name: SOC Unit Crest $Bitmap: Medal17.pcx $Num mods: 1 #End; ; The format for a menu will be: ; ; [MENU NAME] ; foreground_filename mask_filename ; music_wave_filename ; use none.wav if you don't want music ; text mask_num hot_key anim_start anim_selected anim_static anim_leave ; text mask_num ... ; ... ; ; ; ; An example menu that has 2 regions would be: ; ; [TEST MENU] ; test.pcx test-m.pcx ; "start game" 1 S cool.abm still.pcx vibrate.abm final.abm ; "quit game" 2 Q cool.abm still.pcx vibrate.abm final.abm ; [MAIN HALL] mainhall1 mainhall1-m ;i:\projects\freespace\music\waves\main.wav ; exit region "" 0 NULL NULL NULL NULL ; barracks "" 1 B NULL NULL NULL NULL ; ready room "" 2 R NULL NULL NULL NULL ; tech room "" 3 T NULL NULL NULL NULL ; options "" 4 NULL NULL NULL NULL ; campaign room "" 5 C NULL NULL NULL NULL ; multiplayer "" 10 NULL NULL NULL NULL NULL ; load mission "" 11 L NULL NULL NULL NULL NULL ; quick start "" 12 G NULL NULL NULL NULL NULL ; skill level "" 13 NULL NULL NULL NULL NULL [BARRACKS MENU] barracks barracks-m ;none.wav "Change Pilot" 1 P NULL NULL NULL NULL "View Combat Statistics" 2 C NULL NULL NULL NULL "View Medals" 3 M NULL NULL NULL NULL "Return" 4 Q NULL NULL NULL NULL [TRAINING MENU] training training-m ;none.wav "Training Missions" 1 T NULL NULL NULL NULL "Replay Missions" 2 R NULL NULL NULL NULL "Return" 3 Q NULL NULL NULL NULL [TECH MENU] tech tech-m ;none.wav "Ship Specs" 1 S NULL NULL NULL NULL "View Cut Scenes" 2 V NULL NULL NULL NULL "View Recorded Demo" 3 D NULL NULL NULL NULL "Credits" 4 C NULL NULL NULL NULL "Return" 5 Q NULL NULL NULL NULL "Simulator Room" 7 M NULL NULL NULL NULL [OPTIONS MENU] options options-m ;none.wav "Sound/Music" 1 S NULL NULL NULL NULL "Controls Configuration" 2 C NULL NULL NULL NULL "HUD Configuration" 3 H NULL NULL NULL NULL "Save/Restore" 4 F NULL NULL NULL NULL "Return" 5 Q NULL NULL NULL NULL ;; ;; This file is messages.tbl. It specifies all generic messages that can be sent to the player ;; during the mission (at least for single player). Format is as follows: ;; ;; #Personas ;; $Persona: ;; persona name ;; ;; repeat the above '$Persona:' field for as many personas as needed ;; ;; $Name: ;; name is an identifier used in Freespace to play the message ;; $Message: ;; message is what actualy gets displayed to the player ;; +Persona: ;; name of persona for this message. Must match one of the above personas ;; +Wave Name: ;; optional name of a wave file to play with this message ;; +Avi Name: ;; optional name of a flick to play with this message ;; ;; ;; #Personas $Persona: Wingman 1 $Type: wingman $Persona: Wingman 2 $Type: wingman $Persona: Wingman 3 $Type: wingman $Persona: Wingman 4 $Type: wingman $Persona: Wingman 5 $Type: wingman $Persona: Wingman 6 $Type: wingman +Vasudan $Persona: Wingman 7 $Type: wingman +Vasudan $Persona: Support Ship $Type: support $Persona: Support Ship Vasudan $Type: support +Vasudan $Persona: Large Ship $Type: large $Persona: Large Ship Vasudan $Type: large +Vasudan $Persona: Terran Command $Type: Command #Messages ;; ALL CLEAR .................................................................................. $Name: All Clear $Message: XSTR("Command, we have secured the area.", 2725) +Persona: Wingman 1 +Avi Name: Head-TP1 +Wave Name: 1_allclear.wav $Name: All Clear $Message: XSTR("All hostiles are down. Area secure.", 2726) +Persona: Wingman 2 +Avi Name: Head-TP5 +Wave Name: 2_allclear.wav $Name: All Clear $Message: XSTR("All clear, Command.", 2727) +Persona: Wingman 3 +Avi Name: Head-TP6 +Wave Name: 3_allclear.wav $Name: All Clear $Message: XSTR("Area is secure.", 2728) +Persona: Wingman 4 +Avi Name: Head-TP7 +Wave Name: 4_allclear.wav $Name: All Clear $Message: XSTR("Bandits neutralized. All clear.", 2729) +Persona: Wingman 5 +Avi Name: Head-TP8 +Wave Name: 5_allclear.wav $Name: All Clear $Message: XSTR("All enemy forces negated.", 2730) +Persona: Wingman 6 +Avi Name: Head-VP1 +Wave Name: 6_allclear.wav $Name: All Clear $Message: XSTR("All hostile targets neutralized.", 2731) +Persona: Wingman 7 +Avi Name: Head-VP2 +Wave Name: 7_allclear.wav ;; ARRIVAL (Enemy) ................................................................... $Name: Arrive Enemy $Message: XSTR("Bandits incoming!", 1079) +Persona: Wingman 1 +Avi Name: Head-TP1 +Wave Name: 1_arrival.wav $Name: Arrive Enemy $Message: XSTR("Heads up! Enemy wing closing in!", 1078) +Persona: Wingman 2 +Avi Name: Head-TP5 +Wave Name: 2_arrival.wav $Name: Arrive Enemy $Message: XSTR("IFF confirmed! Hostiles inbound!", 2732) +Persona: Wingman 3 +Avi Name: Head-TP6 +Wave Name: 3_arrival.wav $Name: Arrive Enemy $Message: XSTR("Hostiles approaching fast!", 2733) +Persona: Wingman 4 +Avi Name: Head-TP7 +Wave Name: 4_arrival.wav $Name: Arrive Enemy $Message: XSTR("We've got company!", 1080) +Persona: Wingman 5 +Avi Name: Head-TP8 +Wave Name: 5_arrival.wav $Name: Arrive Enemy $Message: XSTR("Reading hostile indicators.", 2734) +Persona: Wingman 6 +Avi Name: Head-VP1 +Wave Name: 6_arrival.wav $Name: Arrive Enemy $Message: XSTR("Enemy wing inbound.", 2735) +Persona: Wingman 7 +Avi Name: Head-VP2 +Wave Name: 7_arrival.wav $Name:Arrive Enemy $Message: XSTR("Incoming jump signature! Hostile configuration!", 2736) +Persona: Terran Command +Avi Name: Head-CM2 +Wave Name: TC_arrival.wav ;; ATTACK MY TARGET ........................................................................... $Name: Attack Target $Message: XSTR("Roger that, sir. Engaging your target.", 2737) +Persona: Wingman 1 +Avi Name: Head-TP1 +Wave Name: 1_attack.wav $Name: Attack Target $Message: XSTR("Yes, sir! We'll take em down!", 2738) +Persona: Wingman 2 +Avi Name: Head-TP5 +Wave Name: 2_attack.wav $Name: Attack Target $Message: XSTR("Breaking to attack.", 2739) +Persona: Wingman 3 +Avi Name: Head-TP6 +Wave Name: 3_attack.wav $Name: Attack Target $Message: XSTR("I've got em in my sights!", 2740) +Persona: Wingman 4 +Avi Name: Head-TP7 +Wave Name: 4_attack.wav $Name: Attack Target $Message: XSTR("Target acquired.", 2741) +Persona: Wingman 5 +Avi Name: Head-TP8 +Wave Name: 5_attack.wav $Name: Attack Target $Message: XSTR("Affirmative. We will destroy your target.", 2742) +Persona: Wingman 6 +Avi Name: Head-VP1 +Wave Name: 6_attack.wav $Name: Attack Target $Message: XSTR("Commencing attack on your target.", 2743) +Persona: Wingman 7 +Avi Name: Head-VP2 +Wave Name: 7_attack.wav ;; BACKUP ARRIVAL (previously named "REINFORCEMENTS") ......................................... $Name: Backup $Message: XSTR("Reinforcements on station. Request status brief.", 2744) +Persona: Wingman 1 +Avi Name: Head-TP1 +Wave Name: 1_backup.wav $Name: Backup $Message: XSTR("Reinforcements here. Standing by for orders.", 2745) +Persona: Wingman 2 +Avi Name: Head-TP5 +Wave Name: 2_backup.wav $Name: Backup $Message: XSTR("Sir, reinforcements are now in position!", 2746) +Persona: Wingman 3 +Avi Name: Head-TP6 +Wave Name: 3_backup.wav $Name: Backup $Message: XSTR("The cavalry has arrived, sir.", 2747) +Persona: Wingman 4 +Avi Name: Head-TP7 +Wave Name: 4_backup.wav $Name: Backup $Message: XSTR("Reinforcements have arrived. Awaiting orders.", 2748) +Persona: Wingman 5 +Avi Name: Head-TP8 +Wave Name: 5_backup.wav $Name: Backup $Message: XSTR("We are here to assist. What is your status?", 2749) +Persona: Wingman 6 +Avi Name: Head-VP1 +Wave Name: 6_backup.wav $Name: Backup $Message: XSTR("We will reinforce your wing. Please transmit orders.", 2750) +Persona: Wingman 7 +Avi Name: Head-VP2 +Wave Name: 7_backup.wav ;; BETA WING ARRIVAL .......................................................................... $Name: Beta Arrived $Message: XSTR("Beta wing here. Standing by.", 2751) +Persona: Wingman 1 +Avi Name: Head-TP1 +Wave Name: 1_beta.wav $Name: Beta Arrived $Message: XSTR("This is Beta wing. What's your status?", 2752) +Persona: Wingman 2 +Avi Name: Head-TP5 +Wave Name: 2_beta.wav $Name: Beta Arrived $Message: XSTR("Beta wing now in position.", 2753) +Persona: Wingman 3 +Avi Name: Head-TP6 +Wave Name: 3_beta.wav $Name: Beta Arrived $Message: XSTR("Beta wing has arrived. Awaiting orders.", 2754) +Persona: Wingman 4 +Avi Name: Head-TP7 +Wave Name: 4_beta.wav $Name: Beta Arrived $Message: XSTR("Beta wing here. We're now in system, Command!", 2755) +Persona: Wingman 5 +Avi Name: Head-TP8 +Wave Name: 5_beta.wav $Name: Beta Arrived $Message: XSTR("Beta wing is on station.", 2756) +Persona: Wingman 6 +Avi Name: Head-VP1 +Wave Name: 6_beta.wav $Name: Beta Arrived $Message: XSTR("This is Beta wing. Standing by for orders.", 2757) +Persona: Wingman 7 +Avi Name: Head-VP2 +Wave Name: 7_beta.wav ;; CHECK YOUR SIX ............................................................................. $Name: Check 6 $Message: XSTR("Check your six!", 2758) +Persona: Wingman 1 +Avi Name: Head-TP1 +Wave Name: 1_Check6.wav $Name: Check 6 $Message: XSTR("Bandit on your tail!", 2759) +Persona: Wingman 2 +Avi Name: Head-TP5 +Wave Name: 2_Check6.wav $Name: Check 6 $Message: XSTR("Watch your back, pilot!", 2760) +Persona: Wingman 3 +Avi Name: Head-TP6 +Wave Name: 3_Check6.wav $Name: Check 6 $Message: XSTR("Behind you, pilot!", 2761) +Persona: Wingman 4 +Avi Name: Head-TP7 +Wave Name: 4_Check6.wav $Name: Check 6 $Message: XSTR("On your six! On your six!", 2762) +Persona: Wingman 5 +Avi Name: Head-TP8 +Wave Name: 5_Check6.wav $Name: Check 6 $Message: XSTR("Take evasive action, pilot!", 2763) +Persona: Wingman 6 +Avi Name: Head-VP1 +Wave Name: 6_Check6.wav $Name: Check 6 $Message: XSTR("Bandit at six o'clock!", 2764) +Persona: Wingman 7 +Avi Name: Head-VP2 +Wave Name: 7_Check6.wav ;; DEATH (previously wingman scream)................................................... $Name: Death $Message: XSTR("Noooooooo!!!", 2765) +Persona: Wingman 1 +Avi Name: Head-TP1 +Wave Name: 1_Death.wav $Name: Death $Message: XSTR("Aaaaaaaah!!!", 2766) +Persona: Wingman 2 +Avi Name: Head-TP5 +Wave Name: 2_Death.wav $Name: Death $Message: XSTR("Help me!!!", 2767) +Persona: Wingman 3 +Avi Name: Head-TP6 +Wave Name: 3_Death.wav $Name: Death $Message: XSTR("Mayday! Mayday!", 2768) +Persona: Wingman 4 +Avi Name: Head-TP7 +Wave Name: 4_Death.wav $Name: Death $Message: XSTR("I'm going down! I'm going down!", 2769) +Persona: Wingman 5 +Avi Name: Head-TP8 +Wave Name: 5_Death.wav $Name: Death $Message: XSTR("Avenge me!", 2770) +Persona: Wingman 6 +Avi Name: Head-VP1 +Wave Name: 6_Death.wav $Name: Death $Message: XSTR("Long live the Emperor!", 2771) +Persona: Wingman 7 +Avi Name: Head-VP2 +Wave Name: 7_Death.wav ;; DELTA WING ARRIVAL ......................................................................... $Name: Delta Arrived $Message: XSTR("This is Delta wing. What's your status?", 2772) +Persona: Wingman 1 +Avi Name: Head-TP1 +Wave Name: 1_Delta.wav $Name: Delta Arrived $Message: XSTR("Delta wing now in position.", 2773) +Persona: Wingman 2 +Avi Name: Head-TP5 +Wave Name: 2_Delta.wav $Name: Delta Arrived $Message: XSTR("Delta wing now on station. Awaiting orders.", 2774) +Persona: Wingman 3 +Avi Name: Head-TP6 +Wave Name: 3_Delta.wav $Name: Delta Arrived $Message: XSTR("This is Delta wing. Give us a target, sir!", 2775) +Persona: Wingman 4 +Avi Name: Head-TP7 +Wave Name: 4_Delta.wav $Name: Delta Arrived $Message: XSTR("Delta wing here. Standing by.", 2776) +Persona: Wingman 5 +Avi Name: Head-TP8 +Wave Name: 5_Delta.wav $Name: Delta Arrived $Message: XSTR("Delta wing is ready to assist, pilot.", 2777) +Persona: Wingman 6 +Avi Name: Head-VP1 +Wave Name: 6_Delta.wav $Name: Delta Arrived $Message: XSTR("This is Delta wing. What is your command?", 2778) +Persona: Wingman 7 +Avi Name: Head-VP2 +Wave Name: 7_Delta.wav ;; DEPART (previously named "WARPOUT") ........................................................ $Name: Depart $Message: XSTR("Yes, sir! I'm outta here!", 2779) +Persona: Wingman 1 +Avi Name: Head-TP1 +Wave Name: 1_depart.wav $Name: Depart $Message: XSTR("You don't have to tell me twice!", 2780) +Persona: Wingman 2 +Avi Name: Head-TP5 +Wave Name: 2_depart.wav $Name: Depart $Message: XSTR("Roger that, sir. See you back home.", 2781) +Persona: Wingman 3 +Avi Name: Head-TP6 +Wave Name: 3_depart.wav $Name: Depart $Message: XSTR("Right away, sir. Jump drive engaged.", 2782) +Persona: Wingman 4 +Avi Name: Head-TP7 +Wave Name: 4_depart.wav $Name: Depart $Message: XSTR("Acknowledged. Returning to base now.", 2783) +Persona: Wingman 5 +Avi Name: Head-TP8 +Wave Name: 5_depart.wav $Name: Depart $Message: XSTR("We are departing as ordered.", 2784) +Persona: Wingman 6 +Avi Name: Head-VP1 +Wave Name: 6_depart.wav $Name: Depart $Message: XSTR("Returning to base.", 2785) +Persona: Wingman 7 +Avi Name: Head-VP2 +Wave Name: 7_depart.wav $Name: Depart $Message: XSTR("I copy. Engaging jump drive now.", 2786) +Persona: Support Ship +Avi Name: Head-TP3 +Wave Name: S_depart.wav $Name: Depart $Message: XSTR("Departing field of engagement.", 2787) +Persona: Support Ship Vasudan +Avi Name: Head-VP2 +Wave Name: VS_depart.wav $Name: Depart $Message: XSTR("We are departing as ordered.", 2788) +Persona: Large Ship Vasudan +Avi Name: Head-VP1 +Wave Name: 6_depart.wav ;; DISABLE TARGET ............................................................................. $Name: Disable Target $Message: XSTR("Roger that, sir. Disabling your target.", 2789) +Persona: Wingman 1 +Avi Name: Head-TP1 +Wave Name: 1_Disable.wav $Name: Disable Target $Message: XSTR("Yes, sir! Targeting engines now!", 2790) +Persona: Wingman 2 +Avi Name: Head-TP5 +Wave Name: 2_Disable.wav $Name: Disable Target $Message: XSTR("Acquiring lock on engines.", 2791) +Persona: Wingman 3 +Avi Name: Head-TP6 +Wave Name: 3_Disable.wav $Name: Disable Target $Message: XSTR("I copy that. Disabling your target now.", 2792) +Persona: Wingman 4 +Avi Name: Head-TP7 +Wave Name: 4_Disable.wav $Name: Disable Target $Message: XSTR("Roger that. We'll knock out those engines for you, sir!", 2793) +Persona: Wingman 5 +Avi Name: Head-TP8 +Wave Name: 5_Disable.wav $Name: Disable Target $Message: XSTR("Affirmative. Disabling your target.", 2794) +Persona: Wingman 6 +Avi Name: Head-VP1 +Wave Name: 6_Disable.wav $Name: Disable Target $Message: XSTR("Acknowledged. Engine subsystem targeted.", 2795) +Persona: Wingman 7 +Avi Name: Head-VP2 +Wave Name: 7_Disable.wav ;; DISARM TARGET .............................................................................. $Name: Disarm Target $Message: XSTR("Yes, sir! Targeting weapons now!", 2796) +Persona: Wingman 1 +Avi Name: Head-TP1 +Wave Name: 1_Disarm.wav $Name: Disarm Target $Message: XSTR("Target data received. Acquiring lock.", 2797) +Persona: Wingman 2 +Avi Name: Head-TP5 +Wave Name: 2_Disarm.wav $Name: Disarm Target $Message: XSTR("I copy, sir. Disarming your target.", 2798) +Persona: Wingman 3 +Avi Name: Head-TP6 +Wave Name: 3_Disarm.wav $Name: Disarm Target $Message: XSTR("I'm on it.", 2799) +Persona: Wingman 4 +Avi Name: Head-TP7 +Wave Name: 4_Disarm.wav $Name: Disarm Target $Message: XSTR("Roger that, sir. Disarming target now.", 2800) +Persona: Wingman 5 +Avi Name: Head-TP8 +Wave Name: 5_Disarm.wav $Name: Disarm Target $Message: XSTR("Acknowledged. Weapon subsystem targeted. ", 2801) +Persona: Wingman 6 +Avi Name: Head-VP1 +Wave Name: 6_Disarm.wav $Name: Disarm Target $Message: XSTR("I copy. Neutralizing weapons.", 2802) +Persona: Wingman 7 +Avi Name: Head-VP2 +Wave Name: 7_Disarm.wav ;; ENGAGE ENEMY ............................................................................... $Name: Engage $Message: XSTR("Roger that.", 2803) +Persona: Wingman 1 +Avi Name: Head-TP1 +Wave Name: 1_engage.wav $Name: Engage $Message: XSTR("Yes, sir! Breaking to attack!", 2804) +Persona: Wingman 2 +Avi Name: Head-TP5 +Wave Name: 2_engage.wav $Name: Engage $Message: XSTR("Engaging enemy now, sir.", 2805) +Persona: Wingman 3 +Avi Name: Head-TP6 +Wave Name: 3_engage.wav $Name: Engage $Message: XSTR("With pleasure, sir.", 2806) +Persona: Wingman 4 +Avi Name: Head-TP7 +Wave Name: 4_engage.wav $Name: Engage $Message: XSTR("I'm on it, sir.", 2807) +Persona: Wingman 5 +Avi Name: Head-TP8 +Wave Name: 5_engage.wav $Name: Engage $Message: XSTR("By your command. Engaging enemy.", 2808) +Persona: Wingman 6 +Avi Name: Head-VP1 +Wave Name: 6_engage.wav $Name: Engage $Message: XSTR("Breaking to attack.", 2809) +Persona: Wingman 7 +Avi Name: Head-VP2 +Wave Name: 7_engage.wav ;; EPSILON ARRIVAL ............................................................................ $Name: Epsilon Arrived $Message: XSTR("Epsilon wing now on station.", 2810) +Persona: Wingman 1 +Avi Name: Head-TP1 +Wave Name: 1_epsilon.wav $Name: Epsilon Arrived $Message: XSTR("Epsilon has arrived in system. Awaiting orders.", 2811) +Persona: Wingman 2 +Avi Name: Head-TP5 +Wave Name: 2_epsilon.wav $Name: Epsilon Arrived $Message: XSTR("Epsilon here. Ready to engage!", 2812) +Persona: Wingman 3 +Avi Name: Head-TP6 +Wave Name: 3_epsilon.wav $Name: Epsilon Arrived $Message: XSTR("Epsilon here. Standing by.", 2813) +Persona: Wingman 4 +Avi Name: Head-TP7 +Wave Name: 4_epsilon.wav $Name: Epsilon Arrived $Message: XSTR("This is Epsilon wing. What's your status?", 2814) +Persona: Wingman 5 +Avi Name: Head-TP8 +Wave Name: 5_epsilon.wav $Name: Epsilon Arrived $Message: XSTR("Epsilon wing standing by. Transmit orders.", 2815) +Persona: Wingman 6 +Avi Name: Head-VP1 +Wave Name: 6_epsilon.wav $Name: Epsilon Arrived $Message: XSTR("This is Epsilon. We are in position. Requesting orders.", 2816) +Persona: Wingman 7 +Avi Name: Head-VP2 +Wave Name: 7_epsilon.wav ;; GAMMA ARRIVAL .............................................................................. $Name: Gamma Arrived $Message: XSTR("Gamma wing has arrived. Awaiting orders.", 2817) +Persona: Wingman 1 +Avi Name: Head-TP1 +Wave Name: 1_gamma.wav $Name: Gamma Arrived $Message: XSTR("Gamma here. Ready to assist.", 2818) +Persona: Wingman 2 +Avi Name: Head-TP5 +Wave Name: 2_gamma.wav $Name: Gamma Arrived $Message: XSTR("Gamma wing is standing by.", 2819) +Persona: Wingman 3 +Avi Name: Head-TP6 +Wave Name: 3_gamma.wav $Name: Gamma Arrived $Message: XSTR("This is Gamma wing. What's your status?", 2820) +Persona: Wingman 4 +Avi Name: Head-TP7 +Wave Name: 4_gamma.wav $Name: Gamma Arrived $Message: XSTR("Gamma is now in system.", 2821) +Persona: Wingman 5 +Avi Name: Head-TP8 +Wave Name: 5_gamma.wav $Name: Gamma Arrived $Message: XSTR("This is Gamma wing. Please transmit orders.", 2822) +Persona: Wingman 6 +Avi Name: Head-VP1 +Wave Name: 6_gamma.wav $Name: Gamma Arrived $Message: XSTR("Gamma wing on station.", 2823) +Persona: Wingman 7 +Avi Name: Head-VP2 +Wave Name: 7_gamma.wav ;; HELP (REDUDANT TO ASSIST??) ................................................................ $Name: Help $Message: XSTR("Hull integrity failing! Get me out outta here, Command!", 2824) +Persona: Wingman 1 +Avi Name: Head-TP1 +Wave Name: 1_help.wav $Name: Help $Message: XSTR("I can't hold them off much longer!", 2825) +Persona: Wingman 2 +Avi Name: Head-TP5 +Wave Name: 2_help.wav $Name: Help $Message: XSTR("Get this bandit off me!", 2826) +Persona: Wingman 3 +Avi Name: Head-TP6 +Wave Name: 3_help.wav $Name: Help $Message: XSTR("Cover me! Cover me!", 2827) +Persona: Wingman 4 +Avi Name: Head-TP7 +Wave Name: 4_help.wav $Name: Help $Message: XSTR("This crate's gonna blow!", 2828) +Persona: Wingman 5 +Avi Name: Head-TP8 +Wave Name: 5_help.wav $Name: Help $Message: XSTR("Sustained critical damage. Hull failure imminent.", 2829) +Persona: Wingman 6 +Avi Name: Head-VP1 +Wave Name: 6_help.wav $Name: Help $Message: XSTR("Systems are failing. Please assist.", 2830) +Persona: Wingman 7 +Avi Name: Head-VP2 +Wave Name: 7_help.wav ;; IGNORE TARGET .............................................................................. $Name: Ignore Target $Message: XSTR("Yes, sir!", 2831) +Persona: Wingman 1 +Avi Name: Head-TP1 +Wave Name: 1_ignore.wav $Name: Ignore Target $Message: XSTR("All yours, sir. Good luck!", 2832) +Persona: Wingman 2 +Avi Name: Head-TP5 +Wave Name: 2_ignore.wav $Name: Ignore Target $Message: XSTR("Hope you know what you're doing, sir.", 2833) +Persona: Wingman 3 +Avi Name: Head-TP6 +Wave Name: 3_ignore.wav $Name: Ignore Target $Message: XSTR("Ignoring your target.", 2834) +Persona: Wingman 4 +Avi Name: Head-TP7 +Wave Name: 4_ignore.wav $Name: Ignore Target $Message: XSTR("Knock yourself out, sir.", 2835) +Persona: Wingman 5 +Avi Name: Head-TP8 +Wave Name: 5_ignore.wav $Name: Ignore Target $Message: XSTR("Disregarding your target.", 2836) +Persona: Wingman 6 +Avi Name: Head-VP1 +Wave Name: 6_ignore.wav $Name: Ignore Target $Message: XSTR("By your command. The kill is yours.", 2837) +Persona: Wingman 7 +Avi Name: Head-VP2 +Wave Name: 7_ignore.wav ;; NEGATIVE REPLIES ........................................................................... $Name: No $Message: XSTR("No can do, sir.", 2838) +Persona: Wingman 1 +Avi Name: Head-TP1 +Wave Name: 1_no.wav $Name: No $Message: XSTR("Sorry, sir. Unable to comply.", 2839) +Persona: Wingman 2 +Avi Name: Head-TP5 +Wave Name: 2_no.wav $Name: No $Message: XSTR("Not a chance, pilot.", 2840) +Persona: Wingman 3 +Avi Name: Head-TP6 +Wave Name: 3_no.wav $Name: No $Message: XSTR("With all due respect, sir, you're out of line.", 2841) +Persona: Wingman 4 +Avi Name: Head-TP7 +Wave Name: 4_no.wav $Name: No $Message: XSTR("That's an invalid order, pilot.", 2842) +Persona: Wingman 5 +Avi Name: Head-TP8 +Wave Name: 5_no.wav $Name: No $Message: XSTR("Negative. I cannot execute your command.", 2843) +Persona: Wingman 6 +Avi Name: Head-VP1 +Wave Name: 6_no.wav $Name: No $Message: XSTR("I will not perform that action.", 2844) +Persona: Wingman 7 +Avi Name: Head-VP2 +Wave Name: 7_no.wav ;; NO TARGET .................................................................................. $Name: No Target $Message: XSTR("Sorry, sir. I am unable to acquire your target.", 2845) +Persona: Wingman 1 +Avi Name: Head-TP1 +Wave Name: 1_notarget.wav $Name: No Target $Message: XSTR("Confirm your target, pilot. I can't get a reading.", 2846) +Persona: Wingman 2 +Avi Name: Head-TP5 +Wave Name: 2_notarget.wav $Name: No Target $Message: XSTR("Say again, sir?", 2847) +Persona: Wingman 3 +Avi Name: Head-TP6 +Wave Name: 3_notarget.wav $Name: No Target $Message: XSTR("Target? What target?", 2848) +Persona: Wingman 4 +Avi Name: Head-TP7 +Wave Name: 4_notarget.wav $Name: No Target $Message: XSTR("And what target would that be, sir?", 2849) +Persona: Wingman 5 +Avi Name: Head-TP8 +Wave Name: 5_notarget.wav $Name: No Target $Message: XSTR("Your target data is invalid.", 2850) +Persona: Wingman 6 +Avi Name: Head-VP1 +Wave Name: 6_notarget.wav $Name: No Target $Message: XSTR("You must specify a target.", 2851) +Persona: Wingman 7 +Avi Name: Head-VP2 +Wave Name: 7_notarget.wav ;; Oops 1 (Player "accidentally" fires upon friendly .......................................... $Name: Oops 1 $Message: XSTR("Whose side are you on, pilot?", 2852) +Persona: Wingman 1 +Avi Name: Head-TP1 +Wave Name: 1_oops1.wav $Name: Oops 1 $Message: XSTR("Don't make me hurt you, pilot!", 2853) +Persona: Wingman 2 +Avi Name: Head-TP5 +Wave Name: 2_oops1.wav $Name: Oops 1 $Message: XSTR("You got a problem with your IFF, sir?", 2854) +Persona: Wingman 3 +Avi Name: Head-TP6 +Wave Name: 3_oops1.wav $Name: Oops 1 $Message: XSTR("Back off, pilot! You're out of line!", 2855) +Persona: Wingman 4 +Avi Name: Head-TP7 +Wave Name: 4_oops1.wav $Name: Oops 1 $Message: XSTR("You think that's funny?", 2856) +Persona: Wingman 5 +Avi Name: Head-TP8 +Wave Name: 5_oops1.wav $Name: Oops 1 $Message: XSTR("Disengage, pilot!", 2857) +Persona: Wingman 6 +Avi Name: Head-VP1 +Wave Name: 6_oops1.wav $Name: Oops 1 $Message: XSTR("Constrain your actions, pilot.", 2858) +Persona: Wingman 7 +Avi Name: Head-VP2 +Wave Name: 7_oops1.wav $Name: Oops 1 $Message: XSTR("Invalid target! Hold your fire!", 2859) +Persona: Terran Command +Avi Name: Head-CM2 +Wave Name: TC_oops1.wav ;; PLAYER KILLED (previously "player died")........................................... $Name: Player Dead $Message: XSTR("Pilot down! Pilot down!", 2860) +Persona: Wingman 1 +Avi Name: Head-TP1 +Wave Name: 1_p_dead.wav $Name: Player Dead $Message: XSTR("Squad lost a pilot!", 2861) +Persona: Wingman 2 +Avi Name: Head-TP5 +Wave Name: 2_p_dead.wav $Name: Player Dead $Message: XSTR("Squadmate down!", 2862) +Persona: Wingman 3 +Avi Name: Head-TP6 +Wave Name: 3_p_dead.wav $Name: Player Dead $Message: XSTR("We've lost a pilot!", 2863) +Persona: Wingman 4 +Avi Name: Head-TP7 +Wave Name: 4_p_dead.wav $Name: Player Dead $Message: XSTR("Friendly down!", 2864) +Persona: Wingman 5 +Avi Name: Head-TP8 +Wave Name: 5_p_dead.wav $Name: Player Dead $Message: XSTR("Friendly neutralized!", 2865) +Persona: Wingman 6 +Avi Name: Head-VP1 +Wave Name: 6_p_dead.wav $Name: Player Dead $Message: XSTR("No sorrow but vengeance.", 2866) +Persona: Wingman 7 +Avi Name: Head-VP2 +Wave Name: 7_p_dead.wav ;; PRAISE ..................................................................................... $Name: Praise $Message: XSTR("Objective neutralized!", 2867) +Persona: Wingman 1 +Avi Name: Head-TP1 +Wave Name: 1_praise.wav $Name: Praise $Message: XSTR("That's a confirmed kill!", 2868) +Persona: Wingman 2 +Avi Name: Head-TP5 +Wave Name: 2_praise.wav $Name: Praise $Message: XSTR("Show us how it's done, sir!", 2869) +Persona: Wingman 3 +Avi Name: Head-TP6 +Wave Name: 3_praise.wav $Name: Praise $Message: XSTR("You got em!", 2870) +Persona: Wingman 4 +Avi Name: Head-TP7 +Wave Name: 4_praise.wav $Name: Praise $Message: XSTR("Bandit down!", 2871) +Persona: Wingman 5 +Avi Name: Head-TP8 +Wave Name: 5_praise.wav $Name: Praise $Message: XSTR("Formidable!", 2872) +Persona: Wingman 6 +Avi Name: Head-VP1 +Wave Name: 6_praise.wav $Name: Praise $Message: XSTR("You fight like a Vasudan!", 2873) +Persona: Wingman 7 +Avi Name: Head-VP2 +Wave Name: 7_praise.wav ;; REARM ...................................................................................... $Name: Rearm $Message: XSTR("Missile banks depleted! Calling in support!", 2874) +Persona: Wingman 1 +Avi Name: Head-TP1 +Wave Name: 1_rearm.wav $Name: Rearm $Message: XSTR("I need to rearm!", 2875) +Persona: Wingman 2 +Avi Name: Head-TP5 +Wave Name: 2_rearm.wav $Name: Rearm $Message: XSTR("Support, need more ordnance here!", 2876) +Persona: Wingman 3 +Avi Name: Head-TP6 +Wave Name: 3_rearm.wav $Name: Rearm $Message: XSTR("Secondary banks empty! Calling in support!", 2877) +Persona: Wingman 4 +Avi Name: Head-TP7 +Wave Name: 4_rearm.wav $Name: Rearm $Message: XSTR("Ordnance depleted!", 2878) +Persona: Wingman 5 +Avi Name: Head-TP8 +Wave Name: 5_rearm.wav $Name: Rearm $Message: XSTR("I must rearm. Requesting support.", 2879) +Persona: Wingman 6 +Avi Name: Head-VP1 +Wave Name: 6_rearm.wav $Name: Rearm $Message: XSTR("Secondaries depleted. Require support.", 2880) +Persona: Wingman 7 +Avi Name: Head-VP2 +Wave Name: 7_rearm.wav ;; REPAIR ..................................................................................... $Name: Repair $Message: XSTR("Systems failing! Get support here pronto!", 2881) +Persona: Wingman 1 +Avi Name: Head-TP1 +Wave Name: 1_repair.wav $Name: Repair $Message: XSTR("Command, systems are blown! I need a repair!", 2882) +Persona: Wingman 2 +Avi Name: Head-TP5 +Wave Name: 2_repair.wav $Name: Repair $Message: XSTR("Subsystems are down! I need support here!", 2883) +Persona: Wingman 3 +Avi Name: Head-TP6 +Wave Name: 3_repair.wav $Name: Repair $Message: XSTR("Disengaging now for repair!", 2884) +Persona: Wingman 4 +Avi Name: Head-TP7 +Wave Name: 4_repair.wav $Name: Repair $Message: XSTR("My systems are going berserk! Calling in support!", 2885) +Persona: Wingman 5 +Avi Name: Head-TP8 +Wave Name: 5_repair.wav $Name: Repair $Message: XSTR("Requesting subsystem repair.", 2886) +Persona: Wingman 6 +Avi Name: Head-VP1 +Wave Name: 6_repair.wav $Name: Repair $Message: XSTR("Subsystems incapacitated!", 2887) +Persona: Wingman 7 +Avi Name: Head-VP2 +Wave Name: 7_repair.wav ;; STRAY ............................................................................ $Name: Stray $Message: XSTR("You know where you're going, sir?", 2888) +Persona: Wingman 1 +Avi Name: Head-TP1 +Wave Name: 1_Stray.wav $Name: Stray $Message: XSTR("With all due respect, sir, we seem to be off course.", 2889) +Persona: Wingman 2 +Avi Name: Head-TP5 +Wave Name: 2_Stray.wav $Name: Stray $Message: XSTR("Let's focus on our objectives, sir.", 2890) +Persona: Wingman 3 +Avi Name: Head-TP6 +Wave Name: 3_Stray.wav $Name: Stray $Message: XSTR("What about our mission, sir?", 2891) +Persona: Wingman 4 +Avi Name: Head-TP7 +Wave Name: 4_Stray.wav $Name: Stray $Message: XSTR("We have orders to follow, sir.", 2892) +Persona: Wingman 5 +Avi Name: Head-TP8 +Wave Name: 5_Stray.wav $Name: Stray $Message: XSTR("You are deserting the field of engagement, Terran.", 2893) +Persona: Wingman 6 +Avi Name: Head-VP1 +Wave Name: 6_Stray.wav $Name: Stray $Message: XSTR("You are violating our mission directives, Terran.", 2894) +Persona: Wingman 7 +Avi Name: Head-VP2 +Wave Name: 7_Stray.wav ;; TRAITOR ........................................................................... $Name: Traitor $Message: XSTR("Sorry it had to end like this, sir!", 2895) +Persona: Wingman 1 +Avi Name: Head-TP1 +Wave Name: 1_Traitor.wav $Name: Traitor $Message: XSTR("No mercy for traitors in this unit!", 2896) +Persona: Wingman 2 +Avi Name: Head-TP5 +Wave Name: 2_Traitor.wav $Name: Traitor $Message: XSTR("See you in hell, pilot!", 2897) +Persona: Wingman 3 +Avi Name: Head-TP6 +Wave Name: 3_Traitor.wav $Name: Traitor $Message: XSTR("You just had to keep firing, didn't you?", 2898) +Persona: Wingman 4 +Avi Name: Head-TP7 +Wave Name: 4_Traitor.wav $Name: Traitor $Message: XSTR("That's what you get when you don't play nice.", 2899) +Persona: Wingman 5 +Avi Name: Head-TP8 +Wave Name: 5_Traitor.wav $Name: Traitor $Message: XSTR("No refuge for traitors!", 2900) +Persona: Wingman 6 +Avi Name: Head-VP1 +Wave Name: 6_Traitor.wav $Name: Traitor $Message: XSTR("You disgrace your species, Terran.", 2901) +Persona: Wingman 7 +Avi Name: Head-VP2 +Wave Name: 7_Traitor.wav $Name: Traitor $Message: XSTR("All units, terminate the traitor!", 2902) +Persona: Terran Command +Avi Name: Head-CM2 +Wave Name: TC_Traitor.wav ;; YES ............................................................................... $Name: yes $Message: XSTR("Affirmative.", 2903) +Persona: Wingman 1 +Avi Name: Head-TP1 +Wave Name: 1_yes.wav $Name: yes $Message: XSTR("Roger that.", 2904) +Persona: Wingman 2 +Avi Name: Head-TP5 +Wave Name: 2_yes.wav $Name: yes $Message: XSTR("I'm on it.", 2905) +Persona: Wingman 3 +Avi Name: Head-TP6 +Wave Name: 3_yes.wav $Name: yes $Message: XSTR("Yes, sir!", 2906) +Persona: Wingman 4 +Avi Name: Head-TP7 +Wave Name: 4_yes.wav $Name: yes $Message: XSTR("I copy.", 2907) +Persona: Wingman 5 +Avi Name: Head-TP8 +Wave Name: 5_yes.wav $Name: yes $Message: XSTR("Acknowledged.", 2908) +Persona: Wingman 6 +Avi Name: Head-VP1 +Wave Name: 6_yes.wav $Name: yes $Message: XSTR("By your command.", 2909) +Persona: Wingman 7 +Avi Name: Head-VP2 +Wave Name: 7_yes.wav ;; SUPPORT SHIP SECTION .............................................................. $Name: On Way $Message: XSTR("I copy, pilot. Support ship in transit.", 2910) +Persona: Support Ship +Avi Name: Head-TP3 +Wave Name: S_onway.wav $Name: On Way $Message: XSTR("Acknowledged. Standby to rearm.", 2911) +Persona: Support Ship Vasudan +Avi Name: Head-VP2 +Wave Name: VS_onway.wav $Name: Rearm On Way $Message: XSTR("Stand by, pilot. We're on our way.", 2912) +Persona: Support Ship +Avi Name: Head-TP3 +Wave Name: S_onway2.wav $Name: Rearm On Way $Message: XSTR("Support request confirmed. Please stand by.", 2913) +Persona: Support Ship Vasudan +Avi Name: Head-VP2 +Wave Name: VS_onway2.wav $Name: Rearm warping in $Message: XSTR("Deploying support ship now. Please stand by.", 2914) +Persona: Terran Command +Avi Name: Head-CM2 +Wave Name: TC_help.wav $Name: Repair Done $Message: XSTR("Rearming complete, sir. You're good to go.", 2915) +Persona: Support Ship +Avi Name: Head-TP3 +Wave Name: S_rearm.wav $Name: Repair Done $Message: XSTR("Rearming procedure complete.", 2916) +Persona: Support Ship Vasudan +Avi Name: Head-VP2 +Wave Name: VS_rearm.wav $Name: Repair Aborted $Message: XSTR("Rearming sequence aborted.", 2917) +Persona: Support Ship +Avi Name: Head-TP3 +Wave Name: S_abort.wav $Name: Repair Aborted $Message: XSTR("Rearming procedure terminated.", 2918) +Persona: Support Ship Vasudan +Avi Name: Head-VP2 +Wave Name: VS_abort.wav $Name: Support Killed $Message: XSTR("Support ship is down!", 2919) +Persona: Terran Command +Avi Name: Head-CM2 +Wave Name: TC_S_Dead.wav ; MISC TERRAN COMMAND $Name: All Alone $Message: XSTR("No reinforcements are available, pilot. You're on your own.", 2920) +Persona: Terran Command +Avi Name: Head-CM2 +Wave Name: TC_Loner.wav $Name: Instructor Hit $Message: XSTR("Invalid target! Hold your fire! ", 2921) +Persona: Terran Command +Avi Name: Head-CM2 +Wave Name: TC_oops1.wav $Name: Instructor Attack $Message: XSTR("Your instructor is not a valid target, pilot.", 2922) +Persona: Terran Command +Avi Name: Head-CM2 +Wave Name: TC_oops2.wav $Name: Stray Warning $Message: XSTR("Desertion is grounds for a court martial, pilot. Return to the battle.", 2923) +Persona: Terran Command +Avi Name: Head-CM2 +Wave Name: TC_stray.wav $Name: Stray Warning Final $Message: XSTR("Pilot, this is your final warning. Complete your mission objectives.", 2924) +Persona: Terran Command +Avi Name: Head-CM2 +Wave Name: TC_strayfinal.wav $Name: Awacs at 75 $Message: XSTR("AWACS has sustained moderate damage! Please assist!", 2925) +Persona: Large Ship +Avi Name: Head-CM1 +Wave Name: Awacs75.wav $Name: Awacs at 25 $Message: XSTR("AWACS hull integrity has fallen below critical! Request immediate fighter cover!", 2926) +Persona: Large Ship +Avi Name: Head-CM1 +Wave Name: Vawacs25.wav $Name: Awacs at 75 $Message: XSTR("Command, AWACS is under attack! Request fighter cover!", 2927) +Persona: Large Ship Vasudan +Avi Name: Head-VC +Wave Name: Awacs75.wav $Name: Awacs at 25 $Message: XSTR("Mayday! AWACS hull failure imminent! Please assist!", 2928) +Persona: Large Ship Vasudan +Avi Name: Head-VC +Wave Name: Vawacs25.wav #End#Muzzle flash types ;; small muzzle flash $Mflash: +name: mflash_small ;; whatever you want to name it +blob_name: expmissilehit1 ;; anim name, offset from muzzle, radius +blob_offset: 1.0 +blob_radius: 6.0 +blob_name: expmissilehit1 ;; anim name, offset from muzzle, radius +blob_offset: 4.5 +blob_radius: 4.0 +blob_name: expmissilehit1 ;; anim name, offset from muzzle, radius +blob_offset: 6.0 +blob_radius: 3.0 +blob_name: expmissilehit1 ;; anim name, offset from muzzle, radius +blob_offset: 8.5 +blob_radius: 3.0 #end; ; music.tbl ; ; Specifies which .wav files to use for the different sections of event-driven sound-tracks ; ; format: $Name: filename.wav num_measures (samples_per_measure) ; #SoundTrack Start ; SoundTrack 0 $Soundtrack Name: 1: Genesis $Name: FS2_Amb_A01.wav 25.0 105840 ; * Ambience $Name: FS2_AArv_A01.wav 1.8 105840 ; * Allied Arrival during Normal $Name: FS2_Arv_B01.wav 3.8 81415 ; * Enemy Arrival during Normal $Name: FS2_Btl_A01.wav 25.8 66150 ; * Battle 1 $Name: FS2_Btl_A02.wav 27.8 81415 ; * Battle 2 $Name: FS2_Btl_A03.wav 39.8 81415 ; * Battle 3 $Name: FS2_AArv_A01.wav 1.8 105840 ; * Allied Arrival during Battle $Name: FS2_Arv_B02.wav 3.8 81415 ; * Enemy Arrival during Battle $Name: FS2_Vict_A01.wav 2.8 52920 ; * Victory 1 ( goal completed ) $Name: FS2_Vict_A02.wav 30.8 52920 ; * Victory 2 ( all enemies dead, goals completed ) $Name: FS2_Dth_A01.wav 23.8 132300 ; * Goal Failed $Name: FS2_Dth_A01.wav 23.8 132300 ; * Player dies #SoundTrack End ; End Soundtrack 0 ; #SoundTrack Start ; SoundTrack 1 $Soundtrack Name: 2: Exodus $Name: FS2_Amb_B01.wav 17.0 132300 ; * Ambience $Name: FS2_AArv_A01.wav 1.8 105840 ; * Allied Arrival during Normal $Name: FS2_Arv_B01.wav 4.8 81415 ; * Enemy Arrival during Normal $Name: FS2_Btl_B01.wav 39.8 132300 ; * Battle 1 $Name: FS2_Btl_B02.wav 23.8 75600 ; * Battle 2 $Name: FS2_Btl_B03.wav 31.8 75600 ; * Battle 3 $Name: FS2_AArv_A01.wav 1.8 105840 ; * Allied Arrival during Battle $Name: FS2_Arv_B04.wav 4.8 75600 ; * Enemy Arrival during Battle $Name: FS2_Vict_A01.wav 2.8 52920 ; * Victory 1 ( goal completed ) $Name: FS2_Vict_B02.wav 40.8 88200 ; * Victory 2 ( all enemies dead, goals completed ) $Name: FS2_Dth_A01.wav 23.8 132300 ; * Goal Failed $Name: FS2_Dth_A01.wav 23.8 132300 ; * Player dies #SoundTrack End ; End Soundtrack 1 ; #SoundTrack Start ; SoundTrack 2 $Soundtrack Name: 3: Leviticus $Name: FS2_Amb_C01.wav 16.0 98916 ; * Ambience $Name: FS2_AArv_A01.wav 1.8 105840 ; * Allied Arrival during Normal $Name: FS2_Arv_C01.wav 3.8 99225 ; * Enemy Arrival during Normal $Name: FS2_Btl_C01.wav 11.8 216491 ; * Battle 1 $Name: FS2_Btl_C02.wav 7.8 192437 ; * Battle 2 $Name: FS2_Btl_C03.wav 28.8 99225 ; * Battle 3 $Name: FS2_AArv_A01.wav 1.8 105840 ; * Allied Arrival during Battle $Name: FS2_Arv_C01.wav 3.8 99225 ; * Enemy Arrival during Battle $Name: FS2_Vict_A01.wav 2.8 52920 ; * Victory 1 ( goal completed ) $Name: FS2_Vict_A02.wav 30.8 52920 ; * Victory 2 ( all enemies dead, goals completed ) $Name: FS2_Dth_A01.wav 23.8 132300 ; * Goal Failed $Name: FS2_Dth_A01.wav 23.8 132300 ; * Player dies #SoundTrack End ; End Soundtrack 2 ; #SoundTrack Start ; SoundTrack 3 $Soundtrack Name: 4: Numbers $Name: FS2_Amb_A01.wav 25.0 105840 ; * Ambience $Name: FS2_AArv_A01.wav 1.8 105840 ; * Allied Arrival during Normal $Name: FS2_Arv_D01.wav 3.8 99362 ; * Enemy Arrival during Normal $Name: FS2_Btl_D01.wav 15.8 115764 ; * Battle 1 $Name: FS2_Btl_D02.wav 23.8 115764 ; * Battle 2 $Name: FS2_Btl_D03.wav 23.8 115764 ; * Battle 3 $Name: FS2_AArv_A01.wav 1.8 105840 ; * Allied Arrival during Battle $Name: FS2_Arv_D01.wav 3.8 99362 ; * Enemy Arrival during Battle $Name: FS2_Vict_A01.wav 2.8 52920 ; * Victory 1 ( goal completed ) $Name: FS2_Vict_B02.wav 40.8 88200 ; * Victory 2 ( all enemies dead, goals completed ) $Name: FS2_Dth_A01.wav 23.8 132300 ; * Goal Failed $Name: FS2_Dth_A01.wav 23.8 132300 ; * Player dies #SoundTrack End ; End Soundtrack 3 ; #SoundTrack Start ; SoundTrack 4 $Soundtrack Name: 5: Deuteronomy $Name: FS2_Amb_B01.wav 16.0 132300 ; * Ambience $Name: FS2_AArv_A01.wav 1.8 105840 ; * Allied Arrival during Normal $Name: FS2_Arv_D01.wav 3.8 99362 ; * Enemy Arrival during Normal $Name: FS2_Btl_F01.wav 23.8 117600 ; * Battle 1 $Name: FS2_Btl_F02.wav 15.8 117600 ; * Battle 2 $Name: FS2_Btl_F03.wav 20.0 117600 ; * Battle 3 $Name: FS2_AArv_A01.wav 1.8 105840 ; * Allied Arrival during Battle $Name: FS2_Arv_D01.wav 3.8 99362 ; * Enemy Arrival during Battle $Name: FS2_Vict_A01.wav 2.8 52920 ; * Victory 1 ( goal completed ) $Name: FS2_Vict_B02.wav 40.8 88200 ; * Victory 2 ( all enemies dead, goals completed ) $Name: FS2_Dth_A01.wav 23.8 132300 ; * Goal Failed $Name: FS2_Dth_A01.wav 23.8 132300 ; * Player dies #SoundTrack End ; End Soundtrack 4 ; #SoundTrack Start ; SoundTrack 5 $Soundtrack Name: 6: Joshua $Name: FS2_Amb_C01.wav 16.0 98916 ; * Ambience $Name: FS2_AArv_A01.wav 1.8 105840 ; * Allied Arrival during Normal $Name: FS2_Arv_E02.wav 1.8 147000 ; * Enemy Arrival during Normal $Name: FS2_Btl_G01.wav 25.8 88200 ; * Battle 1 $Name: FS2_Btl_G02.wav 19.8 88200 ; * Battle 2 $Name: FS2_Btl_G03.wav 31.8 88200 ; * Battle 3 $Name: FS2_AArv_A01.wav 1.8 105840 ; * Allied Arrival during Battle $Name: FS2_Arv_G02.wav 3.8 88200 ; * Enemy Arrival during Battle $Name: FS2_Vict_A01.wav 2.8 52920 ; * Victory 1 ( goal completed ) $Name: FS2_Vict_A02.wav 30.8 52920 ; * Victory 2 ( all enemies dead, goals completed ) $Name: FS2_Dth_A01.wav 23.8 132300 ; * Goal Failed $Name: FS2_Dth_A01.wav 23.8 132300 ; * Player dies #SoundTrack End ; End SoundTrack 5 ; #SoundTrack Start ; SoundTrack 6 $Soundtrack Name: 7: Revelation $Name: FS2_Amb_E01.wav 14.0 73500 ; * Ambience $Name: FS2_AArv_A01.wav 1.8 105840 ; * Allied Arrival during Normal $Name: FS2_Arv_E02.wav 1.8 147000 ; * Enemy Arrival during Normal $Name: FS2_Btl_E01.wav 27.8 147000 ; * Battle 1 $Name: FS2_Btl_E02.wav 23.8 88200 ; * Battle 2 $Name: FS2_Btl_E03.wav 22.8 88200 ; * Battle 3 $Name: FS2_AArv_A01.wav 1.8 105840 ; * Allied Arrival during Battle $Name: FS2_Arv_E02.wav 1.8 147000 ; * Enemy Arrival during Battle $Name: FS2_Vict_A01.wav 2.8 52920 ; * Victory 1 ( goal completed ) $Name: FS2_Vict_A02.wav 30.8 52920 ; * Victory 2 ( all enemies dead, goals completed ) $Name: FS2_Dth_A01.wav 23.8 132300 ; * Goal Failed $Name: FS2_Dth_A01.wav 23.8 132300 ; * Player dies #SoundTrack End ; End SoundTrack 6 ; #Menu Music Start $Name: Brief1 $Filename: FS2_Brief_01.wav ; briefing music 1 $Name: Brief2 $Filename: FS2_Brief_02.wav ; briefing music 2 $Name: Brief3 $Filename: FS2_Brief_03.wav ; briefing music 3 $Name: Brief4 $Filename: FS2_Brief_04.wav ; briefing music 4 $Name: Brief5 $Filename: FS2_Brief_05.wav ; briefing music 5 $Name: Brief6 $Filename: FS2_Btl_A01.wav ; briefing music 6 $Name: Brief7 $Filename: FS2_Cinema2.wav ; briefing music 7 $Name: Success $Filename: FS2_DB_01.wav ; debriefing success music $Name: Average $Filename: FS2_DB_02.wav ; debriefing average music $Name: Failure $Filename: FS2_DB_03.wav ; debriefing failure music $Name: Aquitaine $Filename: Aquitaine.wav ; Main menu music $Name: Psampik $Filename: Psampik.wav ; Vasudan menu music $Name: Cinema $Filename: FS2_Cinema2.wav ; credits music #Menu Music End ;; bitmap list for (full) nebula missions ;; background bitmap options +Nebula: nbackblue1 +Nebula: nbackblue2 +Nebula: nbackcyan +Nebula: nbackgreen +Nebula: nbackpurp1 +Nebula: nbackpurp2 +Nebula: nbackred +Nebula: nbackblack #end ;; poofy cloud bitmaps (up to 6) +Poof: PoofGreen01 +Poof: PoofGreen02 +Poof: PoofRed01 +Poof: PoofRed02 +Poof: PoofPurp01 +Poof: PoofPurp02 #end +ND 255 255 255 +ND 41 41 255 +ND 255 0 0 +ND 0 255 0 +ND 255 244 126 #END; Ranks.tbl ; Will contain data for : ; 1.) player rank names ; 2.) player rank scores ; ; Do not change the ordering of the sections in this table. Also do not add items to the list ; ; ; ; Casting Notes: ; Terran Captain 1(M) - ES = 1_* ; Terran Captain 2(F) - SH = 3_* [RANK NAMES] $Name: Ensign $Points: 0 $Bitmap: medal12.pcx $Promotion Voice Base: rank_0.wav $Promotion Text: XSTR("You have received your commission in the GTVA. Congratulations, Ensign.", 2929) $end_multi_text $Name: Lieutenant Junior Grade $Points: 4000 $Bitmap: medal12a.pcx $Promotion Voice Base: rank_a.wav $Promotion Text: XSTR("Because of your achievements, character, and potential, you are duly awarded the rank of Lieutenant Junior Grade.", 2930) $end_multi_text $Name: Lieutenant $Points: 10000 $Bitmap: medal12b.pcx $Promotion Voice Base: rank_b.wav $Promotion Text: XSTR("After reviewing your service record and the recommendations of your superior officers, Allied Command has authorized your promotion. Congratulations, Lieutenant.", 2931) $end_multi_text $Name: Lieutenant Commander $Points: 22000 $Bitmap: medal12c.pcx $Promotion Voice Base: rank_c.wav $Promotion Text: XSTR("For your excellent record of service, leadership, and conduct under fire, you have attained the rank of Lieutenant Commander.", 2932) $end_multi_text $Name: Commander $Points: 50000 $Bitmap: medal12d.pcx $Promotion Voice Base: rank_d.wav $Promotion Text: XSTR("Because your achievements distinguish you as an officer of the highest caliber, you have been promoted to the rank of Commander.", 2933) $end_multi_text $Name: Captain $Points: 150000 $Bitmap: medal12e.pcx $Promotion Voice Base: rank_e.wav $Promotion Text: XSTR("For your brilliance as a pilot, tactician, and leader, Allied Command confers upon you the rank of Captain.", 2934) $end_multi_text ;; the Brass $Name: Commodore $Points: 400000 $Bitmap: medal12f.pcx $Promotion Voice Base: rank_f.wav $Promotion Text: XSTR("Captain, your long and illustrious record distinguishes you as a leader of integrity, courage, and wisdom. You are duly promoted to the rank of Commodore.", 2935) $end_multi_text $Name: Rear Admiral $Points: 2000000 $Bitmap: medal12g.pcx $Promotion Voice Base: rank_g.wav $Promotion Text: XSTR("On behalf of the GTVA Security Council and General Assembly, it is my honor to confer upon you the prestigious rank of Rear Admiral. Congratulations. ", 2936) $end_multi_text $Name: Vice Admiral $Points: 5000000 $Bitmap: medal12h.pcx $Promotion Voice Base: rank_h.wav $Promotion Text: XSTR("Your career stands as a shining example of our ideals and values, and few officers have rendered greater service to the Alliance. On behalf of the GTVA Security Council and General Assembly, I hereby confer upon you the prestigious rank of Vice Admiral.", 2937) $end_multi_text $Name: Admiral $Points: 9000000 $Bitmap: medal12i.pcx $Promotion Voice Base: rank_i.wav $Promotion Text: XSTR("Congratulations. You have earned your place in the highest echelon of allied leadership. Your character, courage, and genius are an inspiration to us all. On behalf of the GTVA Security Council and General Assembly, I hereby confer upon you the prestigious rank of Admiral. Now go read a book.", 2938) $end_multi_text #End ; file to indicate all ship types and their physical characteristics (such as physics info, etc) ; format is a simple form of the mission files ; ; Some general comments about some of the fields ; ; Velocities are specified in (freespace) units/second. You can currently only ; specify velocities in the linear directions. Rotational velocities are still ; currently speified with thrust (until I get this fixed). Rotation time is the ; amount of time (in seconds) to complete 1 revolution in the given direction ; (x is pitch, y is heading, and z is bank). ; ; Damp affects how quickly you will accel/decel to your target velocity. Higher damp ; means slow acceleration and deceleration. The lower this number, the faster ; the ship responds. For example, specifying a value of 0.0 means there is no ; damping, in other words, people would say, "this has no physics, like Wing ; Commander." The more damping, the harder to control, but the more smoothly ; it moves. ; ; Accelerations: ; All the acceleration numbers are damp factors for how fast the thing ; changes speed. 0 would mean instantaneous velocity changes, and the ; bigger the number, the slower the acceleration. Sort of backwards, but... ; forward_accel - The damp factor for when the ship is trying to go faster ; forward_decel - The damp factor for when the ship is trying to slow down ; slide_accel - The damp factor for left/right/up/down/reverse acceleration. ; slide_decel - The damp factor for left/right/up/down/reverse deceleration. ; ; Energy Transfer System: ; $Power Output => energy is produced per second by the ship's reactor ; $Max Oclk Speed => the max forward speed of the ship when 100% energy ; is directed at the engines ; $Max Weapon Eng => how much weapon energy can be stored (related to $Energy Cosumed ; field in weapons.tbl) ; ; Afterburners: ; $Afterburner => YES if afterburner present, NO otherwise ; ; The following parameters must be present if $Afterburner is YES, otherwise comment ; out or delete them: ; ; +Aburn Max Vel: => x,y,z velocity when afterburner engaged ; +Aburn For accel: => forward accel when afterburner engaged ; +Aburn Fuel: => fuel capacity of afterburners ; +Aburn Burn Rate: => rate in fuel/second that afterburners consume fuel ; +Aburn Rec Rate: => rate in fuel/second that afterburners recover fuel ; ; $Subsystem: name, percent_damage, turret_turn_360_time ; $Default PBanks: ( "weapon1" "weapon2" ) ; $Default SBanks: ( "missile1" "missile2" ) ; $SBank Capacity: ( 50, 100 ) ; ; A note regarding ship sounds: ; The index for ship sounds corresponds to the index in sounds.tbl. ; If you don't want to assign a sound, put -1 as the index. #Default Player Ship $Name: GTF Ulysses #End #Engine Wash Info ;; NOTE: The default MUST be the first entry in the list of engine wash info $Name: Default $Angle: 10.0 $Radius Mult: 1.2 $Length: 400 $Intensity: 1.0 $Name: Default100 $Angle: 12.0 $Radius Mult: 1.2 $Length: 100 $Intensity: 1.0 $Name: Default150 $Angle: 10.0 $Radius Mult: 1.2 $Length: 150 $Intensity: 1.0 $Name: Default200 $Angle: 10.0 $Radius Mult: 1.2 $Length: 200 $Intensity: 1.0 $Name: Default300 $Angle: 8.0 $Radius Mult: 1.2 $Length: 300 $Intensity: 1.0 $Name: Default500 $Angle: 7.0 $Radius Mult: 1.2 $Length: 500 $Intensity: 1.0 $Name: Default700 $Angle: 7.0 $Radius Mult: 1.2 $Length: 700 $Intensity: 1.0 $Name: Default800 $Angle: 6.0 $Radius Mult: 1.2 $Length: 800 $Intensity: 1.0 $Name: Default900 $Angle: 6.0 $Radius Mult: 1.2 $Length: 900 $Intensity: 1.0 $Name: Default1000 $Angle: 5.0 $Radius Mult: 1.2 $Length: 1000 $Intensity: 1.0 $Name: Default1100 $Angle: 5.0 $Radius Mult: 1.2 $Length: 1100 $Intensity: 1.0 $Name: Default1500 $Angle: 5.0 $Radius Mult: 1.2 $Length: 1500 $Intensity: 1.0 #End #Ship Classes ;=====>> TERRANS <<======= $Name: GTF Ulysses $Short name: TFight $Species: Terran +Type: XSTR("Space Superiority", 2939) +Maneuverability: XSTR("Excellent", 2940) +Armor: XSTR("Light", 2941) +Manufacturer: XSTR("Triton / Mekhu", 2942) +Description: XSTR( " ", 2943) $end_multi_text +Tech Description: XSTR("Affectionately nicknamed 'The Bat' by its pilots, the GTF Ulysses is a well-designed craft that has had a far longer useful life than its engineers ever imagined. Developed jointly by Terran and Vasudan contractors, the Ulysses was first deployed near the end of the Great War. Its excellent maneuverability and high top speed give it an agility that pilots love, but at a cost of thin armor and a small secondary weapon loadout. The Ulysses is a better choice for offensive missions than defensive ones.", 2944) $end_multi_text +Length: 16 m +Gun Mounts: 4 +Missile Banks: 1 $POF file: fighter01.pof $Detail distance: (0, 80, 300, 900) ; $ND: 42 42 244 $Show damage: YES $Density: 1 $Damp: 0.1 $Rotdamp: 0.35 $Max Velocity: 0.0, 0.0, 70.0 ;; in x/y/z -- z only specified forward. use special tokens for backward movement $Rotation time: 3.0, 2.6, 5.0 $Rear Velocity: 0.0 $Forward accel: 2.0 $Forward decel: 1.5 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 25.0 $Expl outer rad: 55.0 $Expl damage: 15.0 $Expl blast: 1000.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Allowed PBanks: ( "Subach HL-7" "Akheton SDG" "Morning Star" "Prometheus S" "Prometheus R" "Lamprey" "Circe" "Maxim" "Targeting Laser") $Allowed Dogfight PBanks: ( "Subach HL-D" "Prometheus D" ) $Default PBanks: ( "Subach HL-7" "Prometheus R" ) $Allowed SBanks: ( "Rockeye" "Tempest" "Hornet" "Tornado" "Hornet#Weak" "Harpoon" "Harpoon#Weak" "EMP Adv." "TAG-A" ) $Allowed Dogfight SBanks: ( "Tempest D" "Hornet D" "Harpoon D" ) $Default SBanks: ( "Harpoon" ) $SBank Capacity: ( 40 ) $Shields: 380 $Shield Color: 100 100 255 $Power Output: 2.0 $Max Oclk Speed: 94.0 $Max Weapon Eng: 80.0 $Hitpoints: 180 $Flags: ( "player_ship" "default_player_ship" "fighter" "in tech database") $AI Class: Captain $Afterburner: YES +Aburn Max Vel: 0.0, 0.0, 150.0 +Aburn For accel: 0.7 +Aburn Fuel: 300.0 +Aburn Burn Rate: 50.0 +Aburn Rec Rate: 25.0 $Countermeasures: 25 $Scan time: 2000 $EngineSnd: 128 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -22 $Closeup_zoom: 0.5 $Shield_icon: shield-f01 $Ship_icon: iconfighter01 $Ship_anim: ssfighter01 $Ship_overhead: loadfighter01 $Score: 8 $Trail: +Offset: -7.75 -2.8 0.75 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 60 +Bitmap: Contrail01 $Trail: +Offset: 7.75 -2.8 0.75 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 60 +Bitmap: Contrail01 $Subsystem: communication, 10, 0 $Subsystem: navigation, 10, 0 $Subsystem: weapons, 20, 0 $Subsystem: sensors, 10, 0 $Subsystem: engines, 35, 0 $Name: GTF Hercules $Short name: TFight6 $Species: Terran +Type: XSTR("Heavy Assault", 2945) +Maneuverability: XSTR("Poor", 2946) +Armor: XSTR("Heavy", 2947) +Manufacturer: XSTR("Han-Ronald Corp", 2948) +Description: XSTR( " ", 2949) $end_multi_text +Tech Description: XSTR("The old workhorse of the Terran fleet, the Hercules is a beloved but aging design. It was the mainstay of the Terran forces during the Great War, but it is slowly being phased out of the modern fleet. As they are replaced by Herc IIs, Myrmidons, and other recent designs, Hercules fighters are increasingly relegated to training and guard duties far from the front lines. Pilots who've flown Hercs for years love the ship's heavy armor and firepower and have learned to compensate for its low speed and poor maneuverability. The old Hercs are still widely used by NTF forces.", 2950) $end_multi_text +Length: 20 m +Gun Mounts: 6 +Missile Banks: 2 $POF file: fighter06.pof $Detail distance: (0, 80, 300, 900) $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 0.35 $Max Velocity: 0.0, 0.0, 50.0 ;; in x/y/z -- z only specified forward. use special tokens for backward movement $Rotation time: 4.0, 4.5, 4.0 $Rear Velocity: 0.0 $Forward accel: 3.0 $Forward decel: 1.5 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 25.0 $Expl outer rad: 75.0 $Expl damage: 25.0 $Expl blast: 1000.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Allowed PBanks: ( "Subach HL-7" "Akheton SDG" "Morning Star" "Prometheus S" "Prometheus R" "UD-8 Kayser" "Lamprey" "Circe" "Maxim") $Allowed Dogfight PBanks: ( "MorningStar D" "Prometheus D" "Lamprey" "Circe" ) $Default PBanks: ( "Subach HL-7" "Prometheus R" ) $Allowed SBanks: ( "Rockeye" "Tempest" "Harpoon" "Trebuchet" "Hornet" "Tornado" "Hornet#Weak" "EMP Adv." "Infyrno" ) $Allowed Dogfight SBanks: ( "Rockeye D" "Tornado D" "Infyrno D" "Piranha" ) $Default SBanks: ( "Harpoon" "Hornet" ) $SBank Capacity: ( 60, 60 ) $Shields: 600 $Shield Color: 100 100 255 $Power Output: 3.0 $Max Oclk Speed: 64.0 $Max Weapon Eng: 150.0 $Hitpoints: 250 $Flags: ( "player_ship" "default_player_ship" "fighter" "in tech database") $AI Class: Captain $Afterburner: YES +Aburn Max Vel: 0.0, 0.0, 120.0 +Aburn For accel: 0.7 +Aburn Fuel: 300.0 +Aburn Burn Rate: 60.0 +Aburn Rec Rate: 25.0 $Countermeasures: 25 $Scan time: 2000 $EngineSnd: 126 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -30 $Closeup_zoom: 0.5 $Shield_icon: shield-f06 $Ship_icon: iconfighter06 $Ship_anim: ssfighter06 $Ship_overhead: loadfighter06 $Score: 10 $Trail: +Offset: 6.59 -4.8 -3.33 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 60 +Bitmap: Contrail01 $Trail: +Offset: -6.59 -4.8 -3.33 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 60 +Bitmap: Contrail01 $Trail: +Offset: 0 -7.2 -3.2 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 60 +Bitmap: Contrail01 $Subsystem: sensors, 10,0.0 $Subsystem: communications, 10,0.0 $Subsystem: weapons, 10,0.0 $Subsystem: navigation, 10,0.0 $Subsystem: engine, 35,0.0 $Name: GTF Hercules Mark II $Short name: TFight22 $Species: Terran +Type: XSTR("Heavy Assault", 2951) +Maneuverability: XSTR("Average", 2952) +Armor: XSTR("Heavy", 2953) +Manufacturer: XSTR("RNI Systems", 2954) +Description: XSTR(" ", 2955) $end_multi_text +Tech Description: XSTR("The GTF Hercules Mark II is the next generation of Terran heavy assault fighter. Introduced during the Great War, the original Herc's balance of firepower and maneuverability made it the most versatile strike fighter in the fleet. Some military historians have claimed the Hercules won the Great War, citing its deployment in key battles near the end of the Shivan conflict. Implementing recent advances in fusion drive technology, the Mark II improves the assault fighter's speed and maneuverability without sacrificing loadout capacity.", 2956) $end_multi_text +Length: 17 m +Gun Mounts: 4 +Missile Banks: 2 $POF file: fighter2t-02.pof $Detail distance: (0, 80, 300, 900) $Show damage: YES $Density: 1 $Damp: 0.25 $Rotdamp: 0.4 $Max Velocity: 0.0, 0.0, 55.0 ;; in x/y/z -- z only specified forward. use special tokens for backward movement $Rotation time: 3.8, 4.2, 3.8 $Rear Velocity: 0.0 $Forward accel: 3.6 $Forward decel: 1.3 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 25.0 $Expl outer rad: 75.0 $Expl damage: 25.0 $Expl blast: 1000.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Allowed PBanks: ( "Subach HL-7" "Akheton SDG" "Morning Star" "Prometheus S" "Prometheus R" "UD-8 Kayser" "Lamprey" "Circe" "Maxim" ) $Allowed Dogfight PBanks: ( "MorningStar D" "Prometheus D" "Lamprey" "Circe" ) $Default PBanks: ( "Subach HL-7" "Prometheus R" ) $Allowed SBanks: ( "Rockeye" "Tempest" "Harpoon" "Trebuchet" "Infyrno" "Hornet" "Tornado" "Hornet#Weak" "EMP Adv." "TAG-A" "TAG-B" ) $Allowed Dogfight SBanks: ( "Harpoon D" "Infyrno D" "Tornado D" "Piranha" ) $Default SBanks: ( "Harpoon" "Hornet" ) $SBank Capacity: ( 80, 100 ) $Shields: 610 $Shield Color: 100 100 255 $Power Output: 3.0 $Max Oclk Speed: 65.0 $Max Weapon Eng: 150.0 $Hitpoints: 275 $Flags: ( "player_ship" "default_player_ship" "fighter") $AI Class: Captain $Afterburner: YES +Aburn Max Vel: 0.0, 0.0, 120.0 +Aburn For accel: 0.75 +Aburn Fuel: 400.0 +Aburn Burn Rate: 55.0 +Aburn Rec Rate: 19.0 $Countermeasures: 25 $Scan time: 2000 $EngineSnd: 126 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -30 $Closeup_zoom: 0.5 $Shield_icon: shieldft-02 $Ship_icon: iconfighter2t-02 $Ship_anim: ssfighter2t-02 $Ship_overhead: loadfighter2t-02 $Score: 12 $Trail: +Offset: 0 -6.91 -6.07 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Subsystem: sensors, 10,0.0 $Subsystem: communications, 10,0.0 $Subsystem: weapons, 10,0.0 $Subsystem: navigation, 10,0.0 $Subsystem: engine, 35,0.0 $Name: GTF Ares $Short name: TFight6 $Species: Terran +Type: XSTR("Strategic Assault", 2957) +Maneuverability: XSTR("Poor", 2958) +Armor: XSTR("Ultra Heavy", 2959) +Manufacturer: XSTR("Nankam Aeronautical", 2960) +Description: XSTR(" ", 2961) $end_multi_text +Tech Description: XSTR("The GTF Ares class of fighters is a radical upgrade of the Hercules II fighter. The power plant has been completely replaced with the newer, more powerful Nankam NA-27f model. Depleted uranium shielding has been added atop critical subsystems, making the Ares harder to incapacitate. Two primary weapon banks have been added, for greater firepower than the Herc II. This greater punch and protection come at a cost, however, as the Ares handles like a potato.", 2962) $end_multi_text +Length: 20 m +Gun Mounts: 6 +Missile Banks: 2 $POF file: bonus2t-02.pof $Detail distance: (0, 80, 300, 900) $ND: 193 185 241 $ND: 173 169 225 $ND: 133 151 204 $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 0.35 $Max Velocity: 0.0, 0.0, 50.0 ;; in x/y/z -- z only specified forward. use special tokens for backward movement $Rotation time: 4.5, 5.0, 4.0 $Rear Velocity: 0.0 $Forward accel: 2.4 $Forward decel: 1.3 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 25.0 $Expl outer rad: 75.0 $Expl damage: 25.0 $Expl blast: 1000.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Allowed PBanks: ( "Subach HL-7" "Akheton SDG" "Morning Star" "Prometheus S" "Prometheus R" "UD-8 Kayser" "Lamprey" "Circe" "Maxim") $Allowed Dogfight PBanks: ( "Subach HL-7" "Akheton SDG" "Morning Star" "Prometheus S" "Prometheus R" "UD-8 Kayser" "Lamprey" "Circe" "Maxim") $Default PBanks: ( "Subach HL-7" "Prometheus R" ) $Allowed SBanks: ( "Rockeye" "Tempest" "Harpoon" "Trebuchet" "Hornet" "Tornado" "Hornet#Weak" "EMP Adv." "Infyrno" ) $Allowed Dogfight SBanks: ( "Rockeye D" "Tempest" "Harpoon" "Trebuchet" "Hornet D" "Tornado" "EMP Adv." "Infyrno" ) $Default SBanks: ( "Harpoon" "Hornet" ) $SBank Capacity: ( 90, 100 ) $Shields: 650 $Shield Color: 100 100 255 $Power Output: 5.0 $Max Oclk Speed: 62.0 $Max Weapon Eng: 180.0 $Hitpoints: 425 $Flags: ( "player_ship" "default_player_ship" "fighter") $AI Class: Captain $Afterburner: YES +Aburn Max Vel: 0.0, 0.0, 120.0 +Aburn For accel: 0.7 +Aburn Fuel: 300.0 +Aburn Burn Rate: 62.0 +Aburn Rec Rate: 35.0 $Countermeasures: 30 $Scan time: 2000 $EngineSnd: 126 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -30 $Closeup_zoom: 0.5 $Shield_icon: shieldft-02x $Ship_icon: iconbonusherc $Ship_anim: ssbonus2t-02 $Ship_overhead: loadBonusherc $Score: 15 $Trail: +Offset: 0 -5.8 -3.2 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: 5.2 4 -10.78 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: -5.2 4 -10.78 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: -6.68 -0.1 -7 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: 6.68 -0.1 -7 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Subsystem: sensors, 10,0.0 $Subsystem: communications, 10,0.0 $Subsystem: weapons, 10,0.0 $Subsystem: navigation, 10,0.0 $Subsystem: engine, 35,0.0 $Name: GTF Erinyes $Short name: TFight22 $Species: Terran +Type: XSTR("Heavy Assault", 2963) +Maneuverability: XSTR("Average", 2964) +Armor: XSTR("Heavy", 2965) +Manufacturer: XSTR("Triton Dynamics", 2966) +Description: XSTR(" ", 2967) $end_multi_text +Tech Description: XSTR("GTF Erinyes craft are fresh off the drawing boards of Triton Dynamics. Though fast and heavily armored, their main attraction is firepower. With eight primary banks and two secondary weapon bays, Erinyes are at the top of the combat craft food chain. Both sets of weapon banks have been designed to maximize compatibility with the greatest possible number of weapon system. Erinyes-class ships are being evenly distributed through the GTVA fleet, but only elite pilots are currently authorized to fly them.", 2968) $end_multi_text +Length: 17 m +Gun Mounts: 8 +Missile Banks: 2 $POF file: fighter2t-04.pof $Detail distance: (0, 180, 300, 1100) $ND: 144 234 237 $ND: 60 231 239 $ND: 78 151 156 $ND: 30 179 189 $Show damage: YES $Density: 1 $Damp: 0.25 $Rotdamp: 0.4 $Max Velocity: 0.0, 0.0, 65.0 ;; in x/y/z -- z only specified forward. use special tokens for backward movement $Rotation time: 3.8, 4.2, 3.8 $Rear Velocity: 0.0 $Forward accel: 3.6 $Forward decel: 1.3 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 25.0 $Expl outer rad: 75.0 $Expl damage: 25.0 $Expl blast: 1000.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Allowed PBanks: ( "Subach HL-7" "Akheton SDG" "Morning Star" "Prometheus S" "Prometheus R" "UD-8 Kayser" "Lamprey" "Circe" "Maxim" ) $Allowed Dogfight PBanks: ( "MorningStar D" "UD-D Kayser" "Circe" "Lamprey" "Maxim D" ) $Default PBanks: ( "Subach HL-7" "Prometheus R" ) $Allowed SBanks: ( "Rockeye" "Tempest" "Harpoon" "Trebuchet" "Infyrno" "Hornet" "Tornado" "Hornet#Weak" "EMP Adv." "TAG-A" "TAG-B" ) $Allowed Dogfight SBanks: ( "Harpoon D" "Tornado D" ) $Default SBanks: ( "Harpoon" "Hornet" ) $SBank Capacity: ( 40, 50 ) $Shields: 500 $Shield Color: 100 100 255 $Power Output: 3.3 $Max Oclk Speed: 70.0 $Max Weapon Eng: 150.0 $Hitpoints: 325 $Flags: ( "player_ship" "default_player_ship" "fighter") $AI Class: Captain $Afterburner: YES +Aburn Max Vel: 0.0, 0.0, 130.0 +Aburn For accel: 0.75 +Aburn Fuel: 420.0 +Aburn Burn Rate: 55.0 +Aburn Rec Rate: 29.0 $Countermeasures: 25 $Scan time: 2000 $EngineSnd: 126 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -30 $Closeup_zoom: 0.5 $Shield_icon: shieldft-04 $Ship_icon: iconfighter2t-04 $Ship_anim: ssfighter2t-04 $Ship_overhead: loadfighter2t-04 $Score: 12 $Trail: +Offset: 2.7 4.3 -9.45 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: -2.7 4.3 -9.45 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: 2.47 -4.32 -9.29 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: -2.47 -4.32 -9.29 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Subsystem: sensors, 10,0.0 $Subsystem: communications, 10,0.0 $Subsystem: weapons, 10,0.0 $Subsystem: navigation, 10,0.0 $Subsystem: engine, 35,0.0 $Name: GTF Loki $Short name: TFight13 $Species: Terran +Type: XSTR("Recon", 2969) +Maneuverability: XSTR("Good", 2970) +Armor: XSTR("Light", 2971) +Manufacturer: XSTR("Han-Ronald Corp", 2972) +Description: XSTR(" ", 2973) $end_multi_text +Tech Description: XSTR("The GTF Loki is designated as a fighter, but it's more of a heavy reconnaissance craft. The Loki's micro-roughened hull and shielded exhaust chamber give it an extremely reduced profile to detection sensors. This makes it ideal for reconnaissance and infiltration missions that rely on stealth rather than firepower. Lacking the weaponry and armor to survive prolonged battles, the Loki can usually stay alive long enough for its high maneuverability and speed to discourage pursuers. Lokis are widely used by NTF forces.", 2974) $end_multi_text +Length: 20 m +Gun Mounts: 4 +Missile Banks: 1 $POF file: fighter13.pof $Detail distance: (0, 180, 300, 1100) $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 0.35 $Max Velocity: 0.0, 0.0, 75.0 ;; in x/y/z -- z only specified forward. use special tokens for backward movement $Rotation time: 3.2, 3.2, 2.0 $Rear Velocity: 0.0 $Forward accel: 2.0 $Forward decel: 1.5 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 25.0 $Expl outer rad: 75.0 $Expl damage: 25.0 $Expl blast: 1000.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Allowed PBanks: ( "Subach HL-7" "Akheton SDG" "Morning Star" "Prometheus S" "Prometheus R" "UD-8 Kayser" "Lamprey" "Maxim") $Allowed Dogfight PBanks: ( "Subach HL-D" "Prometheus D" ) $Default PBanks: ( "Subach HL-7" "Prometheus R" ) $Allowed SBanks: ( "Rockeye" "Tempest" "Harpoon" "Trebuchet" "Hornet" "Tornado" "Hornet#Weak" "EMP Adv." ) $Allowed Dogfight SBanks: ( "Tempest D" "Hornet D" ) $Default SBanks: ( "Harpoon" ) $SBank Capacity: ( 20 ) $Shields: 400 $Shield Color: 100 100 255 $Power Output: 3.0 $Max Oclk Speed: 95.0 $Max Weapon Eng: 150.0 $Hitpoints: 250 $Flags: ( "player_ship" "default_player_ship" "fighter" "in tech database") $AI Class: Captain $Afterburner: YES +Aburn Max Vel: 0.0, 0.0, 160.0 +Aburn For accel: 0.7 +Aburn Fuel: 300.0 +Aburn Burn Rate: 60.0 +Aburn Rec Rate: 25.0 $Countermeasures: 40 $Scan time: 2000 $EngineSnd: 126 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -30 $Closeup_zoom: 0.5 $Shield_icon: shield-f13 $Ship_icon: iconfighter13 $Ship_anim: ssfighter13 $Ship_overhead: loadfighter13 $Score: 7 $Trail: +Offset: 5 3.57 -4.9 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: -5 3.57 -4.9 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: 5 -3.57 -4.9 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: -5 -3.57 -4.9 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Subsystem: sensors, 10,0.0 $Subsystem: communications, 10,0.0 $Subsystem: weapons, 10,0.0 $Subsystem: navigation, 10,0.0 $Subsystem: engine, 35,0.0 $Name: GTF Pegasus $Short name: TFight21 $Species: Terran +Type: XSTR("Stealth Recon", 2975) +Maneuverability: XSTR("Excellent", 2976) +Armor: XSTR("Light", 2977) +Manufacturer: XSTR("Nankam Aeronautical", 2978) +Description: XSTR(" ", 2979) $end_multi_text +Tech Description: XSTR("The Pegasus is used almost exclusively for reconnaissance missions. It's the fastest, most maneuverable ship in the Terran arsenal. The craft's contours and hull materials were carefully designed to minimize its profile to detection sensors. It is woefully armored and packs only minimal weaponry, making it a death box in a firefight. Pegasus pilots are a special breed of daredevils who pride themselves on getting into and out of situations that would be the death of other pilots, all without firing a shot.", 2980) $end_multi_text +Length: 19 m +Gun Mounts: 2 +Missile Banks: 1 $POF file: fighter2t-01.pof $Detail distance: (0, 180, 300, 1100) $ND: 74 73 246 $ND: 46 46 242 $ND: 60 58 213 $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 0.35 $Max Velocity: 0.0, 0.0, 90.0 ;; in x/y/z -- z only specified forward. use special tokens for backward movement $Rotation time: 2.5, 2.6, 2.0 $Rear Velocity: 0.0 $Forward accel: 2.0 $Forward decel: 1.5 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 25.0 $Expl outer rad: 75.0 $Expl damage: 25.0 $Expl blast: 1000.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Allowed PBanks: ( "Subach HL-7" "Akheton SDG" "Morning Star" "Prometheus R" "Prometheus S" ) $Allowed Dogfight PBanks: ( "Subach HL-D" "Prometheus D" ) $Default PBanks: ( "Subach HL-7" ) $Allowed SBanks: ( "Rockeye" "Tempest" "TAG-A" "TAG-B" "Harpoon" "Trebuchet" "Hornet" "Tornado" "Hornet#Weak" "EMP Adv." ) $Allowed Dogfight SBanks: ( "Rockeye D" "Tempest D" "Hornet D" ) $Default SBanks: ( "Harpoon" "Hornet" ) $SBank Capacity: ( 20, 10 ) $Shields: 330 $Shield Color: 100 100 255 $Power Output: 3.0 $Max Oclk Speed: 110.0 $Max Weapon Eng: 150.0 $Hitpoints: 220 $Flags: ( "player_ship" "default_player_ship" "fighter") $AI Class: Captain $Afterburner: YES +Aburn Max Vel: 0.0, 0.0, 160.0 +Aburn For accel: 0.7 +Aburn Fuel: 300.0 +Aburn Burn Rate: 60.0 +Aburn Rec Rate: 25.0 $Countermeasures: 40 $Scan time: 2000 $EngineSnd: 126 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -30 $Closeup_zoom: 0.5 $Shield_icon: shieldft-01 $Ship_icon: iconfighter2t-01 $Ship_anim: ssfighter2t-01 $Ship_overhead: loadfighter2t-01 $Score: 10 $Stealth: $Trail: +Offset: 9.56 -2.22 -1.31 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: -9.56 -2.22 -1.31 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Subsystem: sensors, 10,0.0 $Subsystem: communications, 10,0.0 $Subsystem: weapons, 10,0.0 $Subsystem: navigation, 10,0.0 $Subsystem: engine, 35,0.0 $Name: GTF Perseus $Short name: TFight2t-03 $Species: Terran +Type: XSTR("Interceptor", 2981) +Maneuverability: XSTR("High", 2982) +Armor: XSTR("Average", 2983) +Manufacturer: XSTR("Nankam Aeronautical", 2984) +Description: XSTR(" ", 2985) $end_multi_text +Tech Description: XSTR("The GTF Perseus is the newest fighter in the GTVA's arsenal. Slated to replace the aging Valkyrie as the Alliance's primary interceptor, the Perseus's high max speed and maneuverability make it ideal to hunt and destroy enemy bombers. Perseus fighters have been assigned to the 3rd Battle Group on a trial basis, with wide deployment expected after the OpEval period. Primary weapons include the Subach HL-7 and Prometheus cannon, with secondary loads of Harpoon and Hornet missiles. Preliminary results have shown the Perseus to be a superb fighter.", 2986) $end_multi_text +Length: 17 m +Gun Mounts: 2 +Missile Banks: 2 $POF file: fighter2t-03.pof $Detail distance: (0, 180, 300, 1100) $Show damage: YES $Density: 1 $Damp: 0.15 $Rotdamp: 0.35 $Max Velocity: 0.0, 0.0, 80.0 ;; in x/y/z -- z only specified forward. use special tokens for backward movement $Rotation time: 3.3, 3.3, 3.3 $Rear Velocity: 0.0 $Forward accel: 2.0 $Forward decel: 1.5 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 25.0 $Expl outer rad: 75.0 $Expl damage: 25.0 $Expl blast: 1000.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Allowed PBanks: ( "Subach HL-7" "Akheton SDG" "Morning Star" "Prometheus S" "Prometheus R" "UD-8 Kayser" ) $Allowed Dogfight PBanks: ( "MorningStar D" "Prometheus D" "Maxim D" "Circe" "UD-D Kayser" ) $Default PBanks: ( "Subach HL-7" "Prometheus R" ) $Allowed SBanks: ( "Rockeye" "Tempest" "Harpoon" "Trebuchet" "Stiletto II" "Hornet" "Tornado" "Hornet#Weak" "EMP Adv." "TAG-A" "TAG-B" ) $Allowed Dogfight SBanks: ( "Tempest D" "Harpoon D" "Tornado D" ) $Default SBanks: ( "Harpoon" "Hornet" ) $SBank Capacity: ( 40, 40 ) $Shields: 350 $Shield Color: 100 100 255 $Power Output: 2.0 $Max Oclk Speed: 100.0 $Max Weapon Eng: 150.0 $Hitpoints: 265 $Flags: ( "player_ship" "default_player_ship" "fighter") $AI Class: Captain $Afterburner: YES +Aburn Max Vel: 0.0, 0.0, 140.0 +Aburn For accel: 0.8 +Aburn Fuel: 330.0 +Aburn Burn Rate: 60.0 +Aburn Rec Rate: 25.0 $Countermeasures: 40 $Scan time: 2000 $EngineSnd: 126 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -30 $Closeup_zoom: 0.5 $Shield_icon: shieldft-03 $Ship_icon: iconfighter2t-03 $Ship_anim: ssfighter2t-03 $Ship_overhead: loadfighter2t-03 $Score: 14 $Trail: +Offset: 6.51 -1.76 -3.37 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: -6.51 -1.76 -3.37 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: 0 -4.30 -5.08 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Subsystem: sensors, 10,0.0 $Subsystem: communications, 10,0.0 $Subsystem: weapons, 10,0.0 $Subsystem: navigation, 10,0.0 $Subsystem: engine, 35,0.0 $Name: GTF Myrmidon $Short name: TFight2t-05 $Species: Terran +Type: XSTR("Advanced Space Superiority", 2987) +Maneuverability: XSTR("Average", 2988) +Armor: XSTR("Average", 2989) +Manufacturer: XSTR("RNI Systems", 2990) +Description: XSTR(" ", 2991) $end_multi_text +Tech Description: XSTR("RNI Systems' GTF Myrmidon replaces the Ulysses as the Alliance's primary space superiority fighter. The Myrmidon has received high marks for speed, maneuverability, armor, and loadout. An ultra-efficient hull configuration provides space for three secondary weapon systems, a first for Terran-Vasudan fighters. This versatility enables Myrmidon squadrons to fulfill a range of combat roles, from light assault to heavy reconnaissance. In the Deneb system, the 53rd Hammerheads of the GTD Aquitaine have demonstrated the effectiveness of the Myrmidon against NTF forces.", 2992) $end_multi_text +Length: 16 m +Gun Mounts: 6 +Missile Banks: 2 $POF file: fighter2t-05.pof $Detail distance: (0, 180, 300, 1100) $ND: 253 253 168 $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 0.35 $Max Velocity: 0.0, 0.0, 75.0 ;; in x/y/z -- z only specified forward. use special tokens for backward movement $Rotation time: 4.0, 3.7, 5 $Rear Velocity: 0.0 $Forward accel: 2.4 $Forward decel: 2.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 25.0 $Expl outer rad: 75.0 $Expl damage: 25.0 $Expl blast: 1000.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Allowed PBanks: ( "Subach HL-7" "Akheton SDG" "Morning Star" "Prometheus S" "Prometheus R" "UD-8 Kayser" ) $Allowed Dogfight PBanks: ( "Lamprey" "Prometheus D" "MorningStar D" "Circe" ) $Default PBanks: ( "Prometheus R" "Subach HL-7" ) $Allowed SBanks: ( "Rockeye" "Hornet" "Tornado" "Tempest" "Trebuchet" "Stiletto II" "Hornet#Weak" "EMP Adv." "Infyrno" "Helios" ) $Allowed Dogfight SBanks: ( "Rockeye D" "Hornet D" "Harpoon D" ) $Default SBanks: ( "Rockeye" "Tornado" "Tempest" ) $SBank Capacity: ( 20, 20, 40 ) $Shields: 390 $Shield Color: 100 100 255 $Power Output: 2.4 $Max Oclk Speed: 95.0 $Max Weapon Eng: 150.0 $Hitpoints: 290 $Flags: ( "player_ship" "default_player_ship" "fighter" "in tech database") $AI Class: Captain $Afterburner: YES +Aburn Max Vel: 0.0, 0.0, 135.0 +Aburn For accel: 0.8 +Aburn Fuel: 320.0 +Aburn Burn Rate: 60.0 +Aburn Rec Rate: 25.0 $Countermeasures: 36 $Scan time: 2000 $EngineSnd: 126 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -30 $Closeup_zoom: 0.5 $Shield_icon: shieldft-05 $Ship_icon: iconfighter2t-05 $Ship_anim: ssfighter2t-05 $Ship_overhead: loadfighter2t-05 $Score: 10 $Trail: +Offset: 0 -4.29 -.75 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: 8.11 -.81 -.47 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: -8.11 -.81 -.47 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Subsystem: sensors, 10,0.0 $Subsystem: communications, 10,0.0 $Subsystem: weapons, 10,0.0 $Subsystem: navigation, 10,0.0 $Subsystem: engine, 35,0.0 $Name: SF Mara (terrans) $Short name: SFight23 $Species: Terran +Type: XSTR("Advanced Space Superiority", 2993) +Maneuverability: XSTR("Excellent", 2994) +Armor: XSTR("Very Heavy", 2995) +Manufacturer: XSTR("Triton Dynamics", 2996) +Description: XSTR(" ", 2997) $end_multi_text +Tech Description: XSTR( "The SF Mara class of Shivan fighters was first encountered by the GTC Vigilant while patrolling the Gamma Draconis jump node in the Capella system. All other information concerning the Mara is classified level Psi.", 2998) $end_multi_text +Length: 16 m +Gun Mounts: 2 +Missile Banks: 2 $POF file: fighter2s-02.pof $Detail distance: (0, 80, 220, 900) $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 0.4 $Max Velocity: 15.0, 15.0, 75.0 $Rotation time: 3.0, 3.0, 3.5 $Rear Velocity: 0.0 $Forward accel: 2.5 $Forward decel: 1.0 $Slide accel: 2.0 $Slide decel: 2.0 $Expl inner rad: 33.0 $Expl outer rad: 66.0 $Expl damage: 20.0 $Expl blast: 1000.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Allowed PBanks: ( "Subach HL-7" "UD-8 Kayser" ) $Allowed Dogfight PBanks: ( "Subach HL-7" "UD-8 Kayser" ) $Default PBanks: ( "Subach HL-7" "UD-8 Kayser" ) $Allowed SBanks: ( "Trebuchet" "Rockeye" "Tempest" "Hornet" "Tornado" "Hornet#Weak" "Harpoon" "Harpoon#Weak" "EMP Adv." "TAG-A" ) $Allowed Dogfight SBanks: ( "Trebuchet" "Rockeye" "Tempest" "Hornet" "Tornado" "Hornet#Weak" "Harpoon" "Harpoon#Weak" "EMP Adv." "TAG-A" ) $Default SBanks: ( "Trebuchet" "Hornet" ) $SBank Capacity: ( 105, 105 ) $Shields: 700 $Shield Color: 255 92 92 $Power Output: 4.50 $Max Oclk Speed: 95.0 $Max Weapon Eng: 195.0 $Hitpoints: 475 $Flags: ( "player_ship" "default_player_ship" "fighter" ) $AI Class: Captain $Afterburner: YES +Aburn Max Vel: 0.0, 0.0, 135.0 +Aburn For accel: 0.7 +Aburn Fuel: 300.0 +Aburn Burn Rate: 50.0 +Aburn Rec Rate: 25.0 $Countermeasures: 50 $Scan time: 2000 $EngineSnd: 132 ;; Engine sound of ship $Closeup_pos: 0.0, -2.0, -23 $Closeup_zoom: 0.5 $Shield_icon: shieldfs-02 $Ship_icon: iconfighter2s-02 $Ship_anim: ssfighter2s-02 $Ship_overhead: loadfighter2s-02 $Score: 12 $Trail: +Offset: 9 -2.5 1.3 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: -9 -2.5 1.3 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: 5.8 -5.6 6.5 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: -5.8 -5.6 6.5 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Subsystem: sensors, 10,0.0 $Subsystem: communications, 10,0.0 $Subsystem: engine, 35,0.0 $Subsystem: weapons, 15,0.0 $Subsystem: navigation, 5,0.0 $Name: GTB Artemis $Short name: Bomber2T-03 $Species: Terran +Type: XSTR("Medium Bomber", 2999) +Maneuverability: XSTR("Poor", 3000) +Armor: XSTR("Medium", 3001) +Manufacturer: XSTR("Han-Ronald Corp.", 3002) +Description: XSTR(" ", 3003) $end_multi_text +Tech Description: XSTR("The GTB Artemis is the most agile bomber in the GTVA fleet, which makes it ideal for quick-hitting missions against warships and other slow targets. Of the same technological generation as the Boanerges class, the Artemis is less heavily armed and carries a lighter weapon payload, but it is significantly more maneuverable. While the Boanerges can inflict more damage, the Artemis can undertake (and return from) missions the slower Boanerges would have no hope of surviving. All Artemis-class bombers in the GVTA fleet are currently serving with the 2nd and 3rd Battle Groups.", 3004) $end_multi_text +Length: 36 m +Gun Mounts: 2 +Missile Banks: 3 $POF file: Bomber2T-03.pof $Detail distance: (0, 100, 300, 1300) $Show damage: YES $Density: 1 $Damp: 0.35 $Rotdamp: 0.55 $Max Velocity: 0.0, 0.0, 65.0 $Rotation time: 5.0, 4.5, 5.0 $Rear Velocity: 0.0 $Forward accel: 4.0 $Forward decel: 2.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 50.0 $Expl outer rad: 100.0 $Expl damage: 25.0 $Expl blast: 2000.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Allowed PBanks: ( "Subach HL-7" "Prometheus S" "Prometheus R" "Lamprey" "Circe" "Maxim") $Allowed Dogfight PBanks: ( "Subach HL-D" "Prometheus D" "Circe" "MorningStar D" "Lamprey" ) $Default PBanks: ( "Subach HL-7" ) $Allowed SBanks: ( "Rockeye" "Hornet" "Tornado" "Trebuchet" "Stiletto II" "Piranha" "Cyclops" "cyclops#short" "Hornet#Weak" "EMP Adv." "Infyrno" ) $Allowed Dogfight SBanks: ( "Rockeye D" "Hornet D" "Tornado" "Piranha" "Infyrno D" ) $Default SBanks: ( "Hornet" "Cyclops#short" "Cyclops#short" ) $SBank Capacity: ( 40, 60, 60 ) $Shields: 700 $Shield Color: 100 100 255 $Power Output: 4.0 $Max Oclk Speed: 65.0 $Max Weapon Eng: 100.0 $Hitpoints: 275 $Flags: ( "player_ship" "default_player_ship" "bomber") $AI Class: Captain $Afterburner: YES +Aburn Max Vel: 0.0, 0.0, 110.0 +Aburn For accel: 0.7 +Aburn Fuel: 300.0 +Aburn Burn Rate: 50.0 +Aburn Rec Rate: 25.0 $Countermeasures: 35 $Scan time: 2000 $EngineSnd: 127 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -45 $Closeup_zoom: 0.5 $Shield_icon: shieldbt-03 $Ship_icon: iconbomber2t-03 $Ship_anim: ssbomber2t-03 $Ship_overhead: loadBomber2t-03 $Score: 10 $Trail: +Offset: 6.6 -6.25 -5.3 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: -6.6 -6.25 -5.3 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Subsystem: communications, 10, 0.0 $Subsystem: navigation, 10, 0.0 $Subsystem: weapons, 20, 0.0 $Subsystem: sensors, 10, 0.0 $Subsystem: engine, 15, 0.0 $Name: GTB Artemis D.H. $Short name: Bomber2T-03 $Species: Terran +Type: XSTR("Medium Bomber", 3005) +Maneuverability: XSTR("Average", 3006) +Armor: XSTR("Medium", 3007) +Manufacturer: XSTR("Han-Ronald Corp.", 3008) +Description: XSTR(" ", 3009) $end_multi_text +Tech Description: XSTR("The GTB Artemis D.H. is an experimental variant of the standard Artemis class. The most notable change is that the Artemis's factory-issued Han-Ronald engines have been replaced by the same Nankam NA-27f powerplant now found in the GTF Ares fightercraft. The D.H. variant is faster and more maneuverable than the standard Artemis bomber, at no cost to armor or armament. During the OpEval period, Artemis D.H. bombers are being deployed in only select squadrons in different theatres of the war. If the evaluation trials go well, wider deployment of the Artemis D.H. class is expected.", 3010) $end_multi_text +Length: 36 m +Gun Mounts: 2 +Missile Banks: 3 $POF file: Bonus2t-01.pof $Detail distance: (0, 100, 300, 1300) $ND: 254 126 126 $ND: 233 68 68 $ND: 192 32 32 $Show damage: YES $Density: 1 $Damp: 0.35 $Rotdamp: 0.55 $Max Velocity: 0.0, 0.0, 65.0 $Rotation time: 5.0, 4.5, 5.0 $Rear Velocity: 0.0 $Forward accel: 4.0 $Forward decel: 2.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 50.0 $Expl outer rad: 100.0 $Expl damage: 25.0 $Expl blast: 2000.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Allowed PBanks: ( "Subach HL-7" "Prometheus S" "Prometheus R" "Lamprey" "Circe" "Maxim") $Allowed Dogfight PBanks: ( "Subach HL-7" "Prometheus S" "Prometheus R" "Lamprey" "Circe" "Maxim") $Default PBanks: ( "Subach HL-7" ) $Allowed SBanks: ( "Rockeye" "Hornet" "Tornado" "Trebuchet" "Stiletto II" "Piranha" "Cyclops" "Cyclops#short" "Hornet#Weak" "EMP Adv." "Infyrno" ) $Allowed Dogfight SBanks: ( "Rockeye" "Hornet" "Tornado" "Trebuchet" "Stiletto II" "Piranha" "Cyclops" "Cyclops#short" "Hornet#Weak" "EMP Adv." "Infyrno" ) $Default SBanks: ( "Hornet" "Cyclops#short" "Cyclops#short" ) $SBank Capacity: ( 40, 60, 60 ) $Shields: 700 $Shield Color: 100 100 255 $Power Output: 4.0 $Max Oclk Speed: 65.0 $Max Weapon Eng: 100.0 $Hitpoints: 275 $Flags: ( "player_ship" "default_player_ship" "bomber") $AI Class: Captain $Afterburner: YES +Aburn Max Vel: 0.0, 0.0, 110.0 +Aburn For accel: 0.7 +Aburn Fuel: 300.0 +Aburn Burn Rate: 50.0 +Aburn Rec Rate: 25.0 $Countermeasures: 35 $Scan time: 2000 $EngineSnd: 127 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -45 $Closeup_zoom: 0.5 $Shield_icon: shieldbt-03 $Ship_icon: iconbonusarty $Ship_anim: ssbonus2t-01 $Ship_overhead: loadBonusartemis $Score: 10 $Trail: +Offset: 6.6 -6.25 -5.3 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: -6.6 -6.25 -5.3 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Subsystem: communications, 10, 0.0 $Subsystem: navigation, 10, 0.0 $Subsystem: weapons, 20, 0.0 $Subsystem: sensors, 10, 0.0 $Subsystem: engine, 15, 0.0 $Name: GTB Medusa $Short name: TBomb4 $Species: Terran +Type: XSTR("Heavy Bomber", 3011) +Maneuverability: XSTR("Poor", 3012) +Armor: XSTR("Heavy", 3013) +Manufacturer: XSTR("Han-Ronald Corp.", 3014) +Description: XSTR(" ", 3015) $end_multi_text +Tech Description: XSTR("The GTB Medusa is the workhorse of the GTVA's bomber fleet. Its large bomb capacity enables it to take out cruiser-class warships, while its strong shielding ensures it can get close enough to deliver the punch. The first bomber to carry the potent Cyclops bomb, the Medusa is sure to be one of the highlights of a bomber pilot's career.", 3016) $end_multi_text +Length: 36 m +Gun Mounts: 2 +Missile Banks: 3 $POF file: bomber04.pof $Detail distance: (0, 180, 300, 1300) $Show damage: YES $Density: 1 $Damp: 0.35 $Rotdamp: 0.55 $Max Velocity: 0.0, 0.0, 50.0 $Rotation time: 5.0, 4.5, 5.0 $Rear Velocity: 0.0 $Forward accel: 4.0 $Forward decel: 2.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 50.0 $Expl outer rad: 100.0 $Expl damage: 25.0 $Expl blast: 2000.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Allowed PBanks: ( "Subach HL-7" "Prometheus S" "Prometheus R" "Lamprey" "Circe" "Maxim") $Allowed Dogfight PBanks: ( "Subach HL-7" "Prometheus S" "Prometheus R" "Lamprey" "Circe" "Maxim") $Default PBanks: ( "Prometheus R" ) $Allowed SBanks: ( "Rockeye" "Hornet" "Tornado" "Trebuchet" "Stiletto II" "Piranha" "Cyclops" "Cyclops#short" "Hornet#Weak" "EMP Adv." "Infyrno" "Rebel Bomb" ) $Allowed Dogfight SBanks: ( "Rockeye" "Hornet" "Tornado" "Trebuchet" "Stiletto II" "Piranha" "Cyclops" "Cyclops#short" "Hornet#Weak" "EMP Adv." "Infyrno" "Rebel Bomb" ) $Default SBanks: ( "Hornet" "Cyclops#short" "Cyclops#short" ) $SBank Capacity: ( 40, 80, 80 ) $Shields: 700 $Shield Color: 100 100 255 $Power Output: 4.0 $Max Oclk Speed: 65.0 $Max Weapon Eng: 100.0 $Hitpoints: 350 $Flags: ( "player_ship" "default_player_ship" "bomber" "in tech database") $AI Class: Captain $Afterburner: YES +Aburn Max Vel: 0.0, 0.0, 100.0 +Aburn For accel: 0.7 +Aburn Fuel: 300.0 +Aburn Burn Rate: 50.0 +Aburn Rec Rate: 25.0 $Countermeasures: 35 $Scan time: 2000 $EngineSnd: 127 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -51 $Closeup_zoom: 0.5 $Shield_icon: shield-b04 $Ship_icon: iconbomber04 $Ship_anim: ssbomber04 $Ship_overhead: loadbomber04 $Score: 10 $Trail: +Offset: 11 -3.4 -2.93 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: -11 -3.4 -2.93 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Subsystem: turret01a,5,1.0 $Default PBanks: ( "Prometheus R" ) $Subsystem: communications, 10, 0.0 $Subsystem: navigation, 10, 0.0 $Subsystem: weapons, 20, 0.0 $Subsystem: sensors, 10, 0.0 $Subsystem: engine, 35, 0.0 $Name: GTB Ursa $Short name: TBomb5 $Species: Terran +Type: XSTR("Assault Bomber", 3017) +Maneuverability: XSTR("Very Poor", 3018) +Armor: XSTR("Very Heavy", 3019) +Manufacturer: XSTR("Han-Ronald Corp.", 3020) +Description: XSTR(" ", 3021) $end_multi_text +Tech Description: XSTR("The GTB Ursa is the slowest bomber in the GTVA fleet. What it lacks in speed, however, it more than makes up with its massive payload. The Ursa was the first GTVA bomber designed specifically to destroy capital ships. With a rack of Helios bombs, in addition to a standard complement of Hornet missiles and Prometheus cannon, a squadron of Ursas can take out a destroyer. Ursas have the highest shielding of any bomber, along with a GTVI-designed hyper-dense hull. These help ensure that the Ursa gets close enough to deliver its payload and possibly even survive the escape.", 3022) $end_multi_text +Length: 41 m +Gun Mounts: 5 +Missile Banks: 3 $POF file: bomber05.pof $Detail distance: (0, 150, 550, 1300) $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 0.55 $Max Velocity: 0.0, 0.0, 45.0 $Rotation time: 5.5, 6.0, 6.0 $Rear Velocity: 0.0 $Forward accel: 4.0 $Forward decel: 2.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 75.0 $Expl outer rad: 150.0 $Expl damage: 30.0 $Expl blast: 2000.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Allowed PBanks: ( "Subach HL-7" "Akheton SDG" "Morning Star" "Prometheus S" "Prometheus R" "Lamprey" "Circe" "Maxim") $Allowed Dogfight PBanks: ( "Subach HL-7" "Akheton SDG" "Morning Star" "Prometheus S" "Prometheus R" "Lamprey" "Circe" "Maxim") $Default PBanks: ( "Prometheus R" "Prometheus R" ) $Allowed SBanks: ( "Rockeye" "Tempest" "Harpoon" "Hornet" "Tornado" "Trebuchet" "Piranha" "Stiletto II" "Cyclops" "Cyclops#short" "Helios" "EMP Adv." "Infyrno" ) $Allowed Dogfight SBanks: ( "Rockeye" "Tempest" "Harpoon" "Hornet" "Tornado" "Trebuchet" "Piranha" "Stiletto II" "Cyclops" "Cyclops#short" "Helios" "EMP Adv." "Infyrno" ) $Default SBanks: ( "Hornet" "Piranha" "Cyclops#short" ) $SBank Capacity: ( 80, 80, 80 ) $Shields: 850 $Shield Color: 100 100 255 $Power Output: 4.5 $Max Oclk Speed: 60.0 $Max Weapon Eng: 150.0 $Hitpoints: 550 $Flags: ( "player_ship" "default_player_ship" "bomber" "in tech database") $AI Class: Captain $Afterburner: YES +Aburn Max Vel: 0.0, 0.0, 90.0 +Aburn For accel: 0.7 +Aburn Fuel: 300.0 +Aburn Burn Rate: 80.0 +Aburn Rec Rate: 25.0 $Countermeasures: 40 $Scan time: 2000 $EngineSnd: 127 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -69 $Closeup_zoom: 0.5 $Shield_icon: shield-b05 $Ship_icon: iconbomber05 $Ship_anim: ssbomber05 $Ship_overhead: loadbomber05 $Score: 10 $Trail: +Offset: 1.69 4.5 -11.3 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: -1.69 4.5 -11.3 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: 13.93 0 1.97 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Subsystem: communications, 10, 0.0 $Subsystem: navigation, 10, 0.0 $Subsystem: weapons, 20, 0.0 $Subsystem: sensors, 10, 0.0 $Subsystem: engine, 35, 0.0 $Subsystem: b05-turreta,1,1.0 $Default PBanks: ( "UD-8 Kayser" ) $Name: GTB Zeus $Short name: TBomb9 $Species: Terran +Type: XSTR("Strike Bomber", 3023) +Maneuverability: XSTR("Average", 3024) +Armor: XSTR("Medium", 3025) +Manufacturer: XSTR("Dynamic Metamer", 3026) +Description: XSTR(" ", 3027) $end_multi_text +Tech Description: XSTR("The GTB Zeus is the fastest of all currently active GTVA bombers. It replaced the fleet's old Athena bombers as they were mothballed during the years following the Great War. Though slightly slower than the Athena, the Zeus's heavier armor and armament give it a much better battlezone survivability rate. Many of the Zeus wings in the GTVA fleet defected to the NTF during the initial stages of the rebellion.", 3028) $end_multi_text +Length: 20 m +Gun Mounts: 4 +Missile Banks: 3 $POF file: bomber09.pof $Detail distance: (0, 180, 300, 1100) $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 0.55 $Max Velocity: 0.0, 0.0, 55.0 $Rotation time: 4.0, 4.5, 3.0 $Rear Velocity: 0.0 $Forward accel: 1.0 $Forward decel: 0.5 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 50.0 $Expl outer rad: 75.0 $Expl damage: 25.0 $Expl blast: 1500.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Allowed PBanks: ( "Subach HL-7" "Akheton SDG" "Morning Star" "Lamprey" "Prometheus S" "Prometheus R" "Circe" "Maxim") $Allowed Dogfight PBanks: ( "Subach HL-7" "Akheton SDG" "Morning Star" "Lamprey" "Prometheus S" "Prometheus R" "Circe" "Maxim") $Default PBanks: ( "Prometheus R" "Prometheus R" ) $Allowed SBanks: ( "Tempest" "Trebuchet" "Piranha" "Stiletto II" "Hornet#Weak" "Harpoon" "EMP Adv." "Infyrno" "Cyclops" "Cyclops#short") $Allowed Dogfight SBanks: ( "Tempest" "Trebuchet" "Piranha" "Stiletto II" "Hornet#Weak" "Harpoon" "EMP Adv." "Infyrno" "Cyclops" "Cyclops#short") $Default SBanks: ( "Trebuchet" "Stiletto II" "Piranha") $SBank Capacity: ( 40, 40, 40 ) $Shields: 450 $Shield Color: 100 100 255 $Power Output: 3.0 $Max Oclk Speed: 75.0 $Max Weapon Eng: 100.0 $Hitpoints: 200 $Flags: ( "player_ship" "default_player_ship" "bomber" "in tech database") $AI Class: Captain $Afterburner: YES +Aburn Max Vel: 0.0, 0.0, 110.0 +Aburn For accel: 0.7 +Aburn Fuel: 500.0 +Aburn Burn Rate: 50.0 +Aburn Rec Rate: 25.0 $Countermeasures: 30 $Scan time: 2000 $EngineSnd: 127 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -33 $Closeup_zoom: 0.6 $Shield_icon: shield-b09 $Ship_icon: iconbomber09 $Ship_anim: ssbomber09 $Ship_overhead: loadbomber09 $Score: 10 $Trail: +Offset: 4.4 7.5 -13.3 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: -4.4 7.5 -13.3 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: 5.87 7 -13.3 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: -5.87 7 -13.3 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Subsystem: communications, 10, 0.0 $Subsystem: navigation, 10, 0.0 $Subsystem: weapons, 20, 0.0 $Subsystem: sensors, 10, 0.0 $Subsystem: engine, 15, 0.0 $Name: GTB Boanerges $Short name: TBomb21 $Species: Terran +Type: XSTR("Heavy Bomber", 3029) +Maneuverability: XSTR("Very Poor", 3030) +Armor: XSTR("Very Heavy", 3031) +Manufacturer: XSTR("RNI Systems", 3032) +Description: XSTR(" ", 3033) $end_multi_text +Tech Description: XSTR("The new GTB Boanerges has been assigned to elite bomber squadrons in the 3rd, 4th, and 5th Terran battle groups. The challenge of maintaining an aging fleet has motivated the GTVA to develop a new generation of ships able to withstand long-term abuse in the field. By maximizing shielding and payload (while offering enough maneuverability to make it a viable tactical unit), the Boanerges promises to remain in service for decades to come. One test pilot observed that the Boanerges handles better than any other bomber and has enough firepower to make it a formidable anti-capship weapon.", 3034) $end_multi_text +Length: 34 m +Gun Mounts: 1 +Missile Banks: 3 $POF file: bomber2t-01.pof $Detail distance: (0, 180, 350, 1300) $Show damage: YES $Density: 1 $Damp: 0.35 $Rotdamp: 0.55 $Max Velocity: 0.0, 0.0, 55.0 $Rotation time: 5.5, 6.0, 6.0 $Rear Velocity: 0.0 $Forward accel: 4.0 $Forward decel: 2.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 50.0 $Expl outer rad: 100.0 $Expl damage: 25.0 $Expl blast: 2000.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Allowed PBanks: ( "Subach HL-7" "Prometheus S" "Prometheus R" "Lamprey" "Circe" "Maxim" "UD-8 Kayser" ) $Allowed Dogfight PBanks: ( "Subach HL-7" "Prometheus S" "Prometheus R" "Lamprey" "Circe" "Maxim" "UD-8 Kayser" ) $Default PBanks: ( "Prometheus R" ) $Allowed SBanks: ( "Rockeye" "Hornet" "Tornado" "Trebuchet" "Stiletto II" "Piranha" "Cyclops" "Cyclops#short" "Hornet#Weak" "EMP Adv." "Infyrno" "Helios" ) $Allowed Dogfight SBanks: ( "Rockeye" "Hornet" "Tornado" "Trebuchet" "Stiletto II" "Piranha" "Cyclops" "Cyclops#short" "Hornet#Weak" "EMP Adv." "Infyrno" "Helios" ) $Default SBanks: ( "Hornet" "Cyclops#short" "Cyclops#short" ) $SBank Capacity: ( 40, 100, 100 ) $Shields: 850 $Shield Color: 100 100 255 $Power Output: 4.0 $Max Oclk Speed: 65.0 $Max Weapon Eng: 100.0 $Hitpoints: 325 $Flags: ( "player_ship" "default_player_ship" "bomber") $AI Class: Captain $Afterburner: YES +Aburn Max Vel: 0.0, 0.0, 85.0 +Aburn For accel: 0.7 +Aburn Fuel: 300.0 +Aburn Burn Rate: 50.0 +Aburn Rec Rate: 25.0 $Countermeasures: 35 $Scan time: 2000 $EngineSnd: 127 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -51 $Closeup_zoom: 0.5 $Shield_icon: shieldbt-01 $Ship_icon: iconbomber2t-01 $Ship_anim: ssbomber2t-01 $Ship_overhead: loadbomber2t-01 $Score: 10 $Trail: +Offset: 9.5 -1.247 -15.68 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: -9.5 -1.247 -15.68 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Subsystem: communications, 10, 0.0 $Subsystem: navigation, 11, 0.0 $Subsystem: weapons, 20, 0.0 $Subsystem: sensors, 10, 0.0 $Subsystem: engine01, 17, 0.0 $Subsystem: engine02, 17, 0.0 $Name: @GTDR Amazon $Short name: TDrone $Species: Terran +Tech Description: XSTR("The GTDr Amazon Model IV unmanned combat drone was once used for live basic combat training. They weren't tough, they weren't smart, and they weren't well armored. But they blew up very nicely. These drones are no longer manufactured, but their virtual counterparts are used in the Training Simulator Module (TSM) series. The Model IV is every fighter pilot's first TSM opponent, the first mobile foe he faces during simulator courses. If you can't handle an Amazon during training, it's time to reconsider your choice of careers.", 3035) $end_multi_text $POF file: Drone01.pof $Detail distance: (0, 80, 300, 1000) $Show damage: YES $Density: 1 $Damp: 0.1 $Rotdamp: 0.35 $Max Velocity: 0.0, 0.0, 70.0 ;; in x/y/z -- z only specified forward. use special tokens for backward movement $Rotation time: 4.0, 4.0, 6.0 $Rear Velocity: 0.0 $Forward accel: 3.0 $Forward decel: 1.5 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 0.0 $Expl outer rad: 0.0 $Expl damage: 0.0 $Expl blast: 0.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Allowed PBanks: ( "Training" ) $Allowed Dogfight PBanks: ( "Training" ) $Default PBanks: ( "Training" ) $Allowed SBanks: () $Allowed Dogfight SBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 100 $Shield Color: 100 100 255 $Power Output: 2.0 $Max Oclk Speed: 60.0 $Max Weapon Eng: 50.0 $Hitpoints: 150 $Flags: ( "fighter" "in tech database") $AI Class: Lieutenant $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: 126 ;; Engine sound of ship $Closeup_pos: 0.0, -2.0, -49 $Closeup_zoom: 0.5 $Trail: +Offset: 11.38 -1.39 -4.93 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: -11.38 -1.39 -4.93 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Subsystem: communications, 10, 0 $Subsystem: navigation, 5, 0 $Subsystem: weapons, 5, 0 $Subsystem: sensors, 5, 0 $Subsystem: engine, 50, 0 $Name: GTDR Amazon Advanced $Short name: TDrone2 $Species: Terran +Tech Description: XSTR("The GTDr Amazon Advanced Model VII was an unmanned combat drone used for advanced flight combat training. It was larger, smarter, and more heavily armored than the basic Amazon drone. As with the basic Amazon, these are now encountered only in the virtual battlefields of the TSM training module series. The Model VII is used to simulate assaults on enemy capital ships, training fighter and bomber pilots to target turrets and ship subsystems. Command has found that virtual training against Model VIIs increases the survival rate of pilots by 37% when attacking capital ships.", 3036) $end_multi_text $POF file: Drone02.pof $Detail distance: (0, 300, 750, 3000) $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 0.7 $Max Velocity: 0.0, 0.0, 50.0 $Rotation time: 25.0, 25.0, 25.0 $Rear Velocity: 0.0 $Forward accel: 7.0 $Forward decel: 1.5 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 0.0 $Expl outer rad: 0.0 $Expl damage: 0.0 $Expl blast: 0.0 $Expl Propagates: YES ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Default PBanks: () $Default SBanks: () $SBank Capacity: () ;$Shields: 0 $Shields: 0 $Power Output: 1.0 $Max Oclk Speed: 60.0 $Max Weapon Eng: 0.0 $Hitpoints: 5000 $Flags: ( "freighter" "in tech database") $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: 127 ;; Engine sound of ship $Closeup_pos: 0.0, 19.0, -190 $Closeup_zoom: 0.5 $Subsystem: communication, 2, 0.0 $Subsystem: weapons, 3, 0.0 $Subsystem: sensors, 3, 0.0 $Subsystem: engine, 5, 0.0 $Name: @GTS Hygeia $Short name: TSup $Species: Terran +Tech Description: XSTR("The GTS Hygeia is the fleet's newest Terran support ship. It is fast and maneuverable, a necessity when trying to dock with fighters in the heat of battle. Triton Dynamics designed the Hygeia class with huge cargo bays for munitions storage, plus the latest magnetic-stasis delivery system for quickly re-supplying combat craft with missiles and bombs. The Hygeia's repair facilities are driven by neural-net AI, for ultra-fast system diagnostics and repair. The high number of warheads carried by the Hygeia makes it a dangerous ship to be near when it blows up.", 3037) $end_multi_text $POF file: support2t-01.pof $Detail distance: (0, 130, 250, 800) $ND: 236 227 89 $ND: 199 186 52 $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 0.3 $Max Velocity: 0.0, 0.0, 70.0 ;; We agreed on 60, but we also agreed to decrease 40%. I lowered from 120 to 70. $Rotation time: 3.0, 3.0, 3.0 $Rear Velocity: 0.0 $Forward accel: 2.0 $Forward decel: 0.25 ;; lower numbers mean faster acceleration. $Slide accel: 0.0 $Slide decel: 0.0 ;; Lots of weapons onboard means big explosion $Expl inner rad: 100.0 $Expl outer rad: 200.0 $Expl damage: 100.0 $Expl blast: 4000.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 500 $Shield Color: 100 100 255 $Power Output: 1.0 $Max Oclk Speed: 100.0 $Max Weapon Eng: 0.0 $Hitpoints: 500 $Flags: ( "repair_rearm" ) $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: 136 ;; Engine sound of ship $Closeup_pos: 0.0, 1.0, -29 $Closeup_zoom: 0.7 $Score: 15 $Subsystem: communications, 30, 0.0 $Subsystem: engine, 20, 0.0 $Subsystem: sensors, 10, 0.0 $Subsystem: navigation, 10, 0.0 $Name: GTFR Triton $Short name: TFreight2 $Species: Terran +Tech Description: XSTR("The GTFr Triton hauls almost twice the tonnage of the Poseidon-class freighters that have served the Alliance since the Great War. The ability to distribute supplies and munitions is vital in any theater of operations. With the Triton, battle groups can keep their forces well-equipped, even if dispersed over multiple systems. The Triton not only has the ability to dock with and haul TAC units, but it also has an internal cargo bay for ship-to-ship transfers. The GTVA expects the Triton to reduce its reliance on deep-space depots, which are vulnerable to attack and sabotage.", 3038) $end_multi_text $POF file: freighter2t-01.pof $Detail distance: (0, 500, 1200, 5500) $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 0.7 $Max Velocity: 0.0, 0.0, 30.0 $Rotation time: 15.0, 15.0, 15.0 $Rear Velocity: 0.0 $Forward accel: 8.0 $Forward decel: 4.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 50.0 $Expl outer rad: 100.0 $Expl damage: 50.0 $Expl blast: 500.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 30.0 $Max Oclk Speed: 35.0 $Max Weapon Eng: 0.0 $Hitpoints: 5000 $Flags: ( "freighter" "in tech database") $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: 127 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -317 $Closeup_zoom: 0.7 $Score: 20 $Subsystem: turret01,1,1.0 $Default PBanks: ( "Standard Flak" ) $Subsystem: turret02,1,1.0 $Default PBanks: ( "Subach HL-7" ) $Subsystem: communications, 10, 0.0 $Subsystem: navigation, 5, 0.0 $Subsystem: weapons, 20, 0.0 $Subsystem: sensors, 10, 0.0 $Subsystem: engine, 30, 0.0 $Engine Wash: Default200 $Name: TC-TRI $Short name: TC-TRI $Species: Terran +Tech Description: XSTR("TC-TRI containers are made by Triton Dynamics specifically to house fragile replacement parts for TD vessels that must be repaired in the field. Once these parts have been placed in storage at a repair facility, the GTVA reuses the containers in many capacities.", 3039) $end_multi_text $POF file: cargo2t-01.pof $Detail distance: (0, 500, 1000, 3500) $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 0.2 $Max Velocity: 0.0, 0.0, 0.0 $Rotation time: 20.0, 20.0, 20.0 $Rear Velocity: 0.0 $Forward accel: 0.0 $Forward decel: 0.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 25.0 $Expl outer rad: 75.0 $Expl damage: 50.0 $Expl blast: 100.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 0.0 $Max Oclk Speed: 0.0 $Max Weapon Eng: 0.0 $Hitpoints: 300 $Flags: ( "cargo" ) $AI Class: none $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: -1 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -317 $Closeup_zoom: 0.7 $Score: 0 ;; ================================================================================== $Name: GTFR Poseidon $Short name: TFreight2 $Species: Terran +Tech Description: XSTR("The GTFr Poseidon is the smaller of the two standard Terran military freighters. Though it carries only half as much cargo as the Triton, the Poseidon is more often chosen for dangerous missions. Its greater speed gives it better survivability on the front lines, as does the fact that it has four weapon turrets, compared to the Triton's two. When Allied Command sends supplies and munitions that have to get through, a Poseidon is usually chosen to transport them.", 3040) $end_multi_text $POF file: freighter02.pof $Detail distance: (0, 140, 400, 1300) $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 0.7 $Max Velocity: 0.0, 0.0, 50.0 $Rotation time: 15.0, 15.0, 15.0 $Rear Velocity: 0.0 $Forward accel: 4.0 $Forward decel: 1.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 50.0 $Expl outer rad: 100.0 $Expl damage: 50.0 $Expl blast: 500.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 30.0 $Max Oclk Speed: 60.0 $Max Weapon Eng: 0.0 $Hitpoints: 2000 $Flags: ( "freighter" "in tech database") $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: 128 ;; Engine sound of ship $Closeup_pos: 0.0, -4.0, -75 $Closeup_zoom: 0.6 $Score: 15 $Subsystem: turret01,1,1.0 $Default PBanks: ( "Subach HL-7" ) $Subsystem: turret02,1,1.0 $Default PBanks: ( "Subach HL-7" ) $Subsystem: turret03,1,1.0 $Default PBanks: ( "Subach HL-7" ) $Subsystem: turret04,1,1.0 $Default PBanks: ( "Subach HL-7" ) $Subsystem: communication, 10, 0.0 $Subsystem: navigation, 5, 0.0 $Subsystem: weapons, 20, 0.0 $Subsystem: sensors, 10, 0.0 $Subsystem: engine, 30, 0.0 ;; Cargo doesn't move well. These cargo2's are also weaker than their cargo3 counterpart. $Name: @TC 2 $Short name: TCar2 $Species: Terran +Tech Description: XSTR(" The TC 2 is the standard issue cargo container in the GTVA for deep space cargo transport. Its thin hull will preserve Terran-standard atmospheric conditions inside, as long as the hull seal has not been comprised by weapon fire or collision. TC 2 containers are cheap to manufacture and heavily used everywhere but the front lines (where the armored TAC 1 containers are employed, when available).", 3041) $end_multi_text $POF file: cargo02.pof $Detail distance: (0, 300, 500, 1300) $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 0.2 $Max Velocity: 0.0, 0.0, 0.0 $Rotation time: 20.0, 20.0, 20.0 $Rear Velocity: 0.0 $Forward accel: 0.0 $Forward decel: 0.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 50.0 $Expl outer rad: 100.0 $Expl damage: 25.0 $Expl blast: 100.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 0.0 $Max Oclk Speed: 0.0 $Max Weapon Eng: 0.0 $Hitpoints: 300 $Flags: ( "cargo" "in tech database") $AI Class: none $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: -1 ;; Engine sound of ship $Closeup_pos: 0.0, 1.0, -63 $Closeup_zoom: 0.55 $Score: 0 $Name: TSC 2 $Short name: TCar2 $Species: Terran +Tech Description: XSTR(" The TSC 2 container is armored, providing more protection for its cargo than does the TC 2. This armor serves mainly to protect against hull breaches due to collisions, as it's not thick enough to provide much protection against enemy attacks. TSC 2s are used in busy supply depots in which collision damage is a hazard.", 3042) $end_multi_text $POF file: cargo02.pof $Detail distance: (0, 300, 500, 1300) $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 0.2 $Max Velocity: 0.0, 0.0, 0.0 $Rotation time: 20.0, 20.0, 20.0 $Rear Velocity: 0.0 $Forward accel: 0.0 $Forward decel: 0.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 50.0 $Expl outer rad: 100.0 $Expl damage: 25.0 $Expl blast: 100.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 0.0 $Max Oclk Speed: 0.0 $Max Weapon Eng: 0.0 $Hitpoints: 600 $Flags: ( "cargo" "in tech database") $AI Class: none $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: -1 ;; Engine sound of ship $Closeup_pos: 0.0, 1.0, -63 $Closeup_zoom: 0.55 $Score: 0 ;; The slightly stronger Armored Cargo is reinforced for font line operations. It can take a few more hits than 02, but it's still just ;; a sitting duck, and a popular target for the Shivans. $Name: @TAC 1 $Short name: TCar3 $Species: Terran +Tech Description: XSTR("The TAC 1 is a very heavily armored type of Terran cargo container. It is most often used to hold delicate or valuable cargoes. TAC 1s are generally found in front-line operations in which protection from enemy attacks is a primary consideration.", 3043) $end_multi_text $POF file: cargo03.pof $Detail distance: (0, 350, 800, 2000) $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 0.2 $Max Velocity: 0.0, 0.0, 0.0 $Rotation time: 20.0, 20.0, 20.0 $Rear Velocity: 0.0 $Forward accel: 0.0 $Forward decel: 0.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 50.0 $Expl outer rad: 100.0 $Expl damage: 35.0 $Expl blast: 100.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 0.0 $Max Oclk Speed: 0.0 $Max Weapon Eng: 0.0 $Hitpoints: 1200 $Flags: ( "cargo" "in tech database") $AI Class: none $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: -1 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -98 $Closeup_zoom: 0.55 $Score: 5 ;; Terran Tech Container is another container, $Name: TTC 1 $Short name: TTCar $Species: Terran +Tech Description: XSTR("The TTC 1 is a civilian cargo container modified for military use. It is a dense-hulled container originally designed to protect fragile technical and scientific equipment. The same protection is now used to guard against collision and attack damage to replacement ship subsystems and other electronic equipment intended for combat spacecraft.", 3044) $end_multi_text $POF file: cargo07.pof $Detail distance: (0, 200, 300, 900) $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 0.2 $Max Velocity: 0.0, 0.0, 0.0 $Rotation time: 20.0, 20.0, 20.0 $Rear Velocity: 0.0 $Forward accel: 0.0 $Forward decel: 0.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 50.0 $Expl outer rad: 100.0 $Expl damage: 50.0 $Expl blast: 150.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 0.0 $Max Oclk Speed: 0.0 $Max Weapon Eng: 0.0 $Hitpoints: 800 $Flags: ( "cargo" "in tech database") $AI Class: none $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: -1 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -86 $Closeup_zoom: 0.25 $Score: 5 $Name: @GTC Fenris $Short name: TCruise $Species: Terran +Tech Description: XSTR("The GTC Fenris class is the aging stalwart among the Alliance's warships. Before the Great War, the Fenris was Terran Command's only class of cruisers. During the war, Terran Command decided to build a second line of cruisers, the Leviathans, to free the Fenris from escort and guard duties. Fenris cruisers have fought in virtually every theatre of operation. These fast, versatile cruisers pack enough punch in their 260-meter-long hulls to go toe-to-toe with any enemy cruiser. The Fenris's speed and maneuverability make it a good choice for strike missions.", 3045) $end_multi_text $POF file: cruiser01.pof $Detail distance: (0, 600, 1500, 5000) $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 1.0 $Max Velocity: 0.0, 0.0, 20.0 $Rotation time: 40.0, 40.0, 40.0 $Rear Velocity: 0.0 $Forward accel: 10.0 $Forward decel: 5.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 125.0 $Expl outer rad: 650.0 $Expl damage: 200.0 $Expl blast: 3500.0 $Expl Propagates: YES ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 500.0 ;; speed shockwave expands at, 0 means no shockwave $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 90.0 $Max Oclk Speed: 25.0 $Max Weapon Eng: 100.0 $Hitpoints: 10000 $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: 100 $Subsystem: turret01, 2, 5.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret02, 3, 5.0 $Default PBanks: ( "LTerSlash" ) $Subsystem: turret03, 2, 5.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret04, 2, 5.0 $Default PBanks: ( "AAAf" ) $Subsystem: turret05, 2, 5.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret06, 2, 5.0 $Default PBanks: ( "AAAf" ) $Subsystem: turret07, 2, 5.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret08, 2, 5.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret09a-01-main, 8, 10.0 $Default SBanks: ( "Fusion Mortar" ) $Subsystem: radar01a-dish, 5, 0.0 $Subsystem: sensors, 4, 0 $Subsystem: communication, 4, 0.0 $Subsystem: navigation, 4, 0.0 $Subsystem: weapons, 4, 0.0 $Subsystem: engine, 30, 0.0 $Engine Wash: Default100 $Name: GTM Hippocrates $Short name: TMedical $Species: Terran +Tech Description: XSTR("Terrans developed the GTM Hippocrates early in the post-war Reconstruction period. With the outbreak of the NTF insurgency, the GTVA has once again called the Hippocrates into active military service. Its on-board facilities provide state-of-the-art medical care to thousands of patients. Hippocrates also help transport refugees out of contested systems into the safety of Allied-controlled regions. The unusual design of the Hippocrates enables its crew to isolate sections of the ship quickly in the event of quarantine or hull breach.", 3046) $end_multi_text $POF file: frigate2t-01.pof $Detail distance: (0, 100, 300, 4500) $ND: 251 248 167 $ND: 255 253 196 $ND: 239 234 134 $ND: 216 212 122 $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 1.0 $Max Velocity: 0.0, 0.0, 20.0 $Rotation time: 40.0, 40.0, 40.0 $Rear Velocity: 0.0 $Forward accel: 10.0 $Forward decel: 5.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 125.0 $Expl outer rad: 650.0 $Expl damage: 200.0 $Expl blast: 3500.0 $Expl Propagates: YES ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 500.0 ;; speed shockwave expands at, 0 means no shockwave $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 90.0 $Max Oclk Speed: 25.0 $Max Weapon Eng: 100.0 $Hitpoints: 10000 $Flags: ( "cruiser" "in tech database") $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: 191 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -500 $Closeup_zoom: .55 $Score: 100 $Subsystem: turret01, 1, 5.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret02, 1, 5.0 $Default PBanks: ( "LTerSlash" ) $Subsystem: turret03, 1, 5.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret04, 1, 5.0 $Default PBanks: ( "AAAf" ) $Subsystem: turret05, 1, 5.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: radar_dish, 5, 0.0 $Subsystem: sensors, 4, 0 $Subsystem: communications, 4, 0.0 $Subsystem: navigation, 4, 0.0 $Subsystem: weapons, 4, 0.0 $Subsystem: engine, 30, 0.0 $Engine Wash: Default150 $Name: GTC Leviathan $Short name: TPiranhaCruise $Species: Terran +Tech Description: XSTR("Early in the Great War, Han-Ronald engineers designed and built the Leviathan class of cruisers. The Leviathan is much heavier armed and armored than the Fenris, but also much slower and less maneuverable. Leviathan cruisers are used to guard critical installations, such as permanent jump nodes, deep-space factories, and gas-mining operations, where firepower is king and speed is of little importance. They're also well-suited to escorting slow-moving freighters or transports. The Fenris is good for fast-moving operations, but when you need some muscle, call in a Leviathan.", 3047) $end_multi_text $POF file: cruiser01.pof $Detail distance: (0, 600, 1500, 5000) $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 1.0 $Max Velocity: 0.0, 0.0, 10.0 $Rotation time: 80.0, 130.0, 100.0 $Rear Velocity: 0.0 $Forward accel: 18.0 $Forward decel: 7.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 125.0 $Expl outer rad: 675.0 $Expl damage: 250.0 $Expl blast: 3500.0 $Expl Propagates: YES ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 600.0 ;; speed shockwave expands at, 0 means no shockwave $Shockwave Count: 2 $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 90.0 $Max Oclk Speed: 10.0 $Max Weapon Eng: 100.0 $Hitpoints: 35000 $Flags: ( "cruiser" "in tech database") $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: 126 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -315 $Closeup_zoom: 0.5 $Score: 200 $Subsystem: turret01, 1, 5.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret02, 1, 5.0 $Default PBanks: ( "SGreen" ) $Subsystem: turret03, .5, 5.0 $Default PBanks: ( "AAAf" ) $Subsystem: turret04, .5, 5.0 $Default PBanks: ( "AAAf" ) $Subsystem: turret05, .5, 5.0 $Default PBanks: ( "AAAf" ) $Subsystem: turret06, .5, 5.0 $Default PBanks: ( "AAAf" ) $Subsystem: turret07, 1, 5.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret08, 1, 5.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret09a-01-main, 3, 9.0 $Default SBanks: ( "Fusion Mortar" ) $Subsystem: radar01a-dish, 5, 0.0 $Subsystem: sensors, 4, 0 $Subsystem: communication, 4, 0.0 $Subsystem: navigation, 4, 0.0 $Subsystem: weapons, 14, 0.0 $Subsystem: engine, 20, 0.0 $Engine Wash: Default100 $Name: GTSC Faustus $Short name: TSci1 $Species: Terran +Tech Description: XSTR("The GTSC Faustus is primarily a class of civilian research vessels. During times of peace, they serve as mobile laboratories for scientists in many disciplines. During wartime, however, Faustus vessels are commandeered by the military, mostly for weapons research. It was on a Faustus ship, during the Great War, that Shivan shield technology was first reverse-engineered from a captured Shivan fighter. Faustus vessels have poor armor and only a few weak turrets for defense. Only desperate circumstances find a Faustus anywhere near the front lines.", 3048) $end_multi_text $POF file: science01.pof $Detail distance: (0, 700, 1000, 3000) $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 1.0 $Max Velocity: 0.0, 0.0, 25.0 $Rotation time: 120.0, 120.0, 100.0 $Rear Velocity: 0.0 $Forward accel: 10.0 $Forward decel: 5.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 200.0 $Expl outer rad: 500.0 $Expl damage: 150.0 $Expl blast: 3000.0 $Expl Propagates: YES ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 500.0 ;; speed shockwave expands at, 0 means no shockwave $Shockwave Count: 2 $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 20.0 $Max Oclk Speed: 35.0 $Max Weapon Eng: 100.0 $Hitpoints: 3000 $Flags: ( "cruiser" "in tech database") $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: 191 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -245 $Closeup_zoom: 0.5 $Score: 50 $Subsystem: science01a-solar1, 8, 0.0 $Subsystem: turret01, 2, 1.0 $Default PBanks: ( "Terran Turret Weak" ) $Subsystem: turret02, 2, 1.0 $Default PBanks: ( "Terran Turret Weak" ) $Subsystem: turret03, 2, 1.0 $Default PBanks: ( "Terran Turret Weak" "Akheton SDG" ) $Default SBanks: ( "Tempest" "Rockeye" ) $SBank Capacity: ( 50,50 ) $Subsystem: turret04, 2, 1.0 $Default PBanks: ( "Subach HL-7" ) $Subsystem: turret05, 2, 1.0 $Default PBanks: ( "Subach HL-7" ) $Subsystem: turret06, 2, 1.0 $Default PBanks: ( "Subach HL-7" ) $Subsystem: navigation, 10, 0.0 $Subsystem: communication, 10, 0.0 $Subsystem: weapons, 10, 0.0 $Subsystem: engine, 25, 0.0 $Subsystem: sensors, 10, 0.0 $Name: GTG Zephyrus $Short name: TGas1 $Species: Terran +Tech Description: XSTR("When a fighter pilot sees a ship of the GTG Zephyrus class, one thought flashes through his or her mind: 'Thank God I don't have to fly that tub!' The Zephyrus is a gas miner designed to harvest the gases of interstellar nebulae. It's the largest non-combatant ship in the GTVA fleet. The Zephyrus's thin armor, weak weaponry, and poor speed give it a very low survival rate in combat, so these ships stay well back from the front lines. Despite these weaknesses, the Zephyrus plays a critical role in the operation of the GTVA fleet. The deuterium gathered by Zephyrus ships powers the fleet's fusion drives.", 3049) $end_multi_text $POF file: miner2t-01.pof $Detail distance: (0, 800, 1200, 2200) $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 1.0 $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: 200.0 $Expl outer rad: 500.0 $Expl damage: 150.0 $Expl blast: 2000.0 $Expl Propagates: YES ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 500.0 ;; speed shockwave expands at, 0 means no shockwave $Shockwave Count: 3 $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 30.0 $Max Oclk Speed: 35.0 $Max Weapon Eng: 100.0 $Hitpoints: 10000 $Flags: ("gas miner" ) $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: 104 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -245 $Closeup_zoom: 0.7 $Score: 50 $Subsystem: turret01, 2, 1.0 $Default PBanks: ( "Terran Turret Weak" "Terran Turret Weak" ) $Subsystem: turret02, 2, 1.0 $Default PBanks: ( "Standard Flak" "Standard Flak" ) $Subsystem: turret03, 2, 1.0 $Default PBanks: ( "Terran Turret Weak" "Terran Turret Weak" ) $Subsystem: turret04, 2, 1.0 $Default PBanks: ( "Subach HL-7" "Subach HL-7") $Subsystem: turret05, 2, 1.0 $Default PBanks: ( "Subach HL-7" ) $Subsystem: navigation, 10, 0.0 $Subsystem: communications, 10, 0.0 $Subsystem: weapons, 10, 0.0 $Subsystem: engine, 25, 0.0 $Engine Wash: Default150 $Subsystem: sensors, 10, 0.0 $Name: GTA Charybdis $Short name: TAWAC $Species: Terran +Tech Description: XSTR("Ships of the GTA Charybdis class have been packed with the latest tachyon-enabled AWACS equipment from GTVI labs. Each GTVA battle group has a squadron of Charybdis-class ships assigned to it. These ships double the range of the group's standard detection arrays. Charybdis ships' thin armor and weak defenses make them easy victims for enemy bombers. They have proven indispensable, however, in forays into the nebula beyond the Knossos portal. Charybdis-class ships are very vulnerable in this environment, as witnessed by the recent loss of the GTA Panopticon from the 3rd Battle Group.", 3050) $end_multi_text $POF file: AWACS2t-01.pof $Detail distance: (0, 500, 1000, 3500) $ND: 251 248 167 $ND: 255 253 196 $ND: 239 234 134 $ND: 216 212 122 $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 1.0 $Max Velocity: 0.0, 0.0, 20.0 $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: 200.0 $Expl outer rad: 500.0 $Expl damage: 150.0 $Expl blast: 2000.0 $Expl Propagates: YES ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 500.0 ;; speed shockwave expands at, 0 means no shockwave $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 20.0 $Max Oclk Speed: 35.0 $Max Weapon Eng: 100.0 $Hitpoints: 10000 $Flags: ( "awacs" ) $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: 104 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -245 $Closeup_zoom: 0.5 $Score: 150 $Subsystem: turret01, 2, 1.0 $Default PBanks: ( "Terran Turret Weak" "Terran Turret Weak" ) $Subsystem: turret02, 2, 1.0 $Default PBanks: ( "Terran Turret Weak" "Terran Turret Weak" ) $Subsystem: turret03, 2, 1.0 $Default PBanks: ( "Terran Turret Weak" "Akheton SDG" ) $Subsystem: turret04, 2, 1.0 $Default PBanks: ( "Subach HL-7" "Terran Turret Weak") $Subsystem: turret05, 2, 1.0 $Default PBanks: ( "Terran Turret Weak" "Terran Turret Weak" ) $Subsystem: turret06, 2, 1.0 $Default PBanks: ( "Terran Turret Weak" "Terran Turret Weak" ) $Subsystem: navigation, 5, 0.0 $Subsystem: communications, 5, 0.0 $Subsystem: weapons, 5, 0.0 $Subsystem: engine01, 8, 0.0 $Engine Wash: Default150 $Subsystem: engine02, 8, 0.0 $Engine Wash: Default150 $Subsystem: sensors01, 10, 0.0 $Subsystem: radara, 10, 0.0 $AWACS: 1.0 2500.0 ;; intensity, radius - intensity is currently ignored $Name: GTD Orion $Short name: TCap $Species: Terran +Tech Description: XSTR("For over 30 years, the GTD Orion class was the largest ship in the Terran-Vasudan armada. Over two kilometers in length, bristling with dozens of death-dealing turrets, the Orion is as awesome in repose as it is in battle. All GVTA Orions have been retrofitted with the latest anti-warship beam weapons, as well as flak and AAA turrets for dealing with fighters and bombers. The Orion's cavernous hanger bays easily accommodate more than two dozen fighter or bomber wings.", 3051) $end_multi_text $POF file: capital01.pof $Detail distance: (0, 3500, 9000, 22000) $Show damage: NO $Density: 1 $Damp: 0.2 $Rotdamp: 1.5 $Max Velocity: 0.0, 0.0, 15.0 $Rotation time: 150.0, 150.0, 150.0 $Rear Velocity: 0.0 $Forward accel: 20.0 $Forward decel: 10.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 100.0 $Expl outer rad: 2400.0 $Expl damage: 400.0 $Expl blast: 6500.0 $Expl Propagates: YES ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 600.0 ;; speed shockwave expands at, 0 means no shockwave $Shockwave Count: 4 $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 100.0 $Max Oclk Speed: 8.0 $Max Weapon Eng: 100.0 $Hitpoints: 100000 $Flags: ( "capital" "big damage" "in tech database") $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: 138 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -2820 $Closeup_zoom: 0.5 $Score: 1000 $Subsystem: Turret01a, 1.875, 3.0 $Default PBanks: ( "BGreen" ) $Subsystem: Turret02a, 1.875, 3.0 $Default PBanks: ( "Terran Huge Turret" "Terran Huge Turret" "Terran Huge Turret" ) $Subsystem: Turret03a, 1.875, 3.0 $Default PBanks: ( "Terran Huge Turret" "Terran Huge Turret" "Terran Huge Turret" ) $Subsystem: Turret04a, 1.875, 3.0 $Default PBanks: ( "Terran Huge Turret" "Terran Huge Turret" "Terran Huge Turret" ) $Subsystem: Turret05a, 1.875, 3.0 $Default PBanks: ( "Terran Huge Turret" "Terran Huge Turret" "Terran Huge Turret" ) $Subsystem: Turret06, 0.625, 2.0 $Default PBanks: ( "TerSlash" ) $Subsystem: Turret07, 0.625, 2.0 $Default PBanks: ( "TerSlash" ) $Subsystem: Turret08, 0.625, 2.0 $Default PBanks: ( "AAAf" ) $Subsystem: Turret09, 0.625, 2.0 $Default PBanks: ( "Bgreen" ) $Subsystem: Turret10, 0.625, 2.0 $Default PBanks: ( "AAAf" ) $Subsystem: Turret11, 0.625, 2.0 $Default PBanks: ( "BGreen" ) $Subsystem: Turret12, 0.625, 2.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: Turret13, 0.625, 2.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: Turret14, 0.625, 2.0 $Default PBanks: ( "TerSlash" ) $Subsystem: Turret15, 0.625, 2.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: Turret16, 0.625, 2.0 $Default PBanks: ( "AAAf" ) $Subsystem: RadarDish01, 2, 0.0 $Subsystem: RadarDish02, 2, 0.0 $Subsystem: RadarDish03, 2, 0.0 $Subsystem: navigation, 5, 0.0 $Subsystem: communication, 5, 0.0 $Subsystem: weapons, 15, 0.0 $Subsystem: sensors, 5, 0.0 $Subsystem: engines, 35, 0.0 $Engine Wash: Default900 $Subsystem: fighterbay, 0, 0.0 $Name: GTD Hecate $Short name: TCap $Species: Terran +Tech Description: XSTR("The new GTD Hecate class of destroyers is replacing the Orion class as the flagship of Terran battle groups. More heavily armed than the Orion, the Hecate also carries over 150 combat spacecraft and a crew of 10,000. The GTD Aquitaine is a superb example of this new ship class, serving as the flagship of the Capella-based 3rd Fleet.", 3052) $end_multi_text $POF file: capital2t-01.pof $Detail distance: (0, 4300, 8000, 22000) $ND: 255 253 196 $ND: 239 234 134 $ND: 251 248 167 $Show damage: NO $Density: 1 $Damp: 0.2 $Rotdamp: 1.5 $Max Velocity: 0.0, 0.0, 15.0 $Rotation time: 150.0, 150.0, 150.0 $Rear Velocity: 0.0 $Forward accel: 20.0 $Forward decel: 10.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 100.0 $Expl outer rad: 2400.0 $Expl damage: 400.0 $Expl blast: 6500.0 $Expl Propagates: YES ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 600.0 ;; speed shockwave expands at, 0 means no shockwave $Shockwave Count: 4 $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 100.0 $Max Oclk Speed: 8.0 $Max Weapon Eng: 100.0 $Hitpoints: 100000 $Flags: ( "capital" "big damage" "in tech database") $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: 138 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -2820 $Closeup_zoom: 0.5 $Score: 1300 $Subsystem: Turret01, 1.875, 3.0 $Default PBanks: ( "Heavy Flak" ) $Subsystem: Turret02, 1.875, 3.0 $Default PBanks: ( "AAAf" ) $Subsystem: Turret03, 1.875, 3.0 $Default PBanks: ( "Terran Huge Turret" ) $Subsystem: Turret04, 1.875, 3.0 $Default PBanks: ( "Long Range Flak" ) $Subsystem: Turret05, 1.875, 3.0 $Default PBanks: ( "Heavy Flak" ) $Subsystem: Turret06, 0.625, 2.0 $Default PBanks: ( "Long Range Flak" ) $Subsystem: Turret07, 0.625, 2.0 $Default PBanks: ( "Standard Flak" ) $Subsystem: Turret08, 0.625, 2.0 $Default PBanks: ( "Standard Flak" ) $Subsystem: Turret09, 0.625, 2.0 $Default PBanks: ( "AAAf" ) $Subsystem: Turret10, 0.625, 2.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: Turret11, 0.625, 2.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: Turret12, 0.625, 2.0 $Default PBanks: ( "AAAf" ) $Subsystem: Turret13, 0.625, 2.0 $Default PBanks: ( "AAAf" ) $Subsystem: Turret14, 0.625, 2.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: Turret15, 0.625, 2.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: Turret16, 0.625, 2.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: Turret17, 0.625, 2.0 $Default PBanks: ( "Standard Flak" ) $Subsystem: Turret18, 0.625, 2.0 $Default PBanks: ( "Standard Flak" ) $Subsystem: Turret19, 0.625, 2.0 $Default PBanks: ( "AAAf" ) $Subsystem: Turret20, 0.625, 2.0 $Default PBanks: ( "BGreen" ) $Subsystem: Turret21, 0.625, 2.0 $Default PBanks: ( "AAAf" ) $Subsystem: Turret22, 0.625, 2.0 $Default PBanks: ( "TerSlash" ) $Subsystem: Turret23, 0.625, 2.0 $Default PBanks: ( "Standard Flak" ) $Subsystem: Turret24, 0.625, 2.0 $Default PBanks: ( "TerSlash" ) $Subsystem: Turret25, 0.625, 2.0 $Default PBanks: ( "Standard Flak" ) $Subsystem: Turret26, 0.625, 2.0 $Default PBanks: ( "TerSlash" ) $Subsystem: Turret27, 0.625, 2.0 $Default PBanks: ( "TerSlash" ) $Subsystem: navigation, 5, 0.0 $Subsystem: communications, 5, 0.0 $Subsystem: weapons, 5, 0.0 $Subsystem: sensors, 5, 0.0 $Subsystem: engine01, 5, 0.0 $Engine Wash: Default900 $Subsystem: engine02, 5, 0.0 $Engine Wash: Default900 $Subsystem: engine03, 5, 0.0 $Engine Wash: Default100 $Subsystem: engine04, 5, 0.0 $Engine Wash: Default900 $Subsystem: fighterbay, 0, 0.0 ;; This is a duplicate of the Orion entry. Only difference is the pof file, which is modified ;; to display the Bastion logo on the side instead of Galatea. -AP 3/11/98 $Name: GTD Orion#2 (Bastion) $Short name: TCap $Species: Terran $POF file: capital01b.pof $Detail distance: (0, 3500, 9000, 22000) $Show damage: NO $Density: 1 $Damp: 0.2 $Rotdamp: 1.5 $Max Velocity: 0.0, 0.0, 15.0 $Rotation time: 150.0, 150.0, 150.0 $Rear Velocity: 0.0 $Forward accel: 20.0 $Forward decel: 10.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 100.0 $Expl outer rad: 7400.0 $Expl damage: 5400.0 $Expl blast: 8500.0 $Expl Propagates: YES ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 750.0 ;; speed shockwave expands at, 0 means no shockwave $Shockwave Count: 5 $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 100.0 $Max Oclk Speed: 15.0 $Max Weapon Eng: 100.0 $Hitpoints: 100000 $Flags: ( "capital" "big damage" ) $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: 138 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -2820 $Closeup_zoom: 0.5 $Score: 1000 $Subsystem: Turret01a, 1.875, 3.0 $Default PBanks: ( "Terran Huge Turret" "Terran Huge Turret" "Terran Huge Turret" ) $Subsystem: Turret02a, 1.875, 3.0 $Default PBanks: ( "Terran Huge Turret" "Terran Huge Turret" "Terran Huge Turret" ) $Subsystem: Turret03a, 1.875, 3.0 $Default PBanks: ( "Terran Huge Turret" "Terran Huge Turret" "Terran Huge Turret" ) $Subsystem: Turret04a, 1.875, 3.0 $Default PBanks: ( "Terran Huge Turret" "Terran Huge Turret" "Terran Huge Turret" ) $Subsystem: Turret05a, 1.875, 3.0 $Default PBanks: ( "Terran Huge Turret" "Terran Huge Turret" "Terran Huge Turret" ) $Subsystem: Turret06, 0.625, 2.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: Turret07, 0.625, 2.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: Turret08, 0.625, 2.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: Turret09, 0.625, 2.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: Turret10, 0.625, 2.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: Turret11, 0.625, 2.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: Turret12, 0.625, 2.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: Turret13, 0.625, 2.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: Turret14, 0.625, 2.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: Turret15, 0.625, 2.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: Turret16, 0.625, 2.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: RadarDish01, 2, 0.0 $Subsystem: RadarDish02, 2, 0.0 $Subsystem: RadarDish03, 2, 0.0 $Subsystem: navigation, 5, 0.0 $Subsystem: communication, 5, 0.0 $Subsystem: weapons, 15, 0.0 $Subsystem: sensors, 5, 0.0 $Subsystem: engines, 35, 0.0 $Engine Wash: Default900 $Subsystem: fighterbay, 0, 0.0 $Name: GTD Hades $Short name: THades $Species: Terran +Tech Description: XSTR("The GTD Hades was a fusion of Terran and Shivan military technologies. It was constructed by Galactic Terran Intelligence (GTI), a rogue branch of the GTA. In 2335, GTI leaders sought to overthrow the provisional GTA government established in Delta Serpentis. After the defeat of the GTI and the destruction of the Hades, the GTA classified the details of this research at level Omega. There are rumors that the Alliance has attempted to reconstruct the Hades to learn more about the GTI's activities. These reports have yet to be confirmed by government sources.", 3053) $end_multi_text $POF file: capital05.pof $Detail distance: (0, 7000, 10000, 25000) $Show damage: NO $Density: 1 $Damp: 0.2 $Rotdamp: 1.5 $Max Velocity: 0.0, 0.0, 15.0 $Rotation time: 200.0, 200.0, 200.0 $Rear Velocity: 0.0 $Forward accel: 20.0 $Forward decel: 10.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 100.0 $Expl outer rad: 4000.0 $Expl damage: 1000.0 $Expl blast: 4000.0 $Expl Propagates: YES ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 600.0 ;; speed shockwave expands at, 0 means no shockwave $Shockwave Count: 3 $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 100.0 $Max Oclk Speed: 24.0 $Max Weapon Eng: 100.0 $Hitpoints: 400000 $Flags: ( "capital" "big damage") $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 20000 $EngineSnd: 136 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -3440 $Closeup_zoom: 0.8 $Score: 1600 $Subsystem: turret01a,1.0,6.5 $Default PBanks: ( "BGreen" ) $Subsystem: turret02a,1.0,6.5 $Default PBanks: ( "BGreen" ) $Subsystem: turret03a,0.5,0.5 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret04a,0.5,0.5 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret05a,0.5,0.5 $Default SBanks: ( "FighterKiller" ) $Subsystem: turret06a,0.5,0.5 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret07a,0.5,0.5 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret08,0.25,0.5 $Default SBanks: ( "FighterKiller" ) $Subsystem: turret09,1.0,6.5 $Default SBanks: ( "Shivan Cluster" ) $Subsystem: turret10,0.25,0.5 $Default SBanks: ( "Shivan Cluster" ) $Subsystem: turret11,0.5,0.5 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret12,0.5,0.5 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret13,0.5,0.5 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret14,0.5,0.5 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret15,0.5,0.5 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret16,0.5,0.5 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret17,0.5,0.5 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret18,0.5,0.5 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret19,0.5,0.5 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret20,0.5,0.5 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret21,0.5,0.5 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret22,0.5,0.5 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: navigation, 4,0.0 $Subsystem: weapons, 1,0.0 $Subsystem: sensors, 10,0.0 $Subsystem: engine, 1,0.0 $Engine Wash: Default1100 $Subsystem: communication, 2,0.0 $Subsystem: fighterbay, 0,0.0 $Name: GTI Arcadia $Short name: TInst $Species: Terran +Tech Description: XSTR("The GTI Arcadia is a multi-purpose installation that has served the Terran fleet since the days of the Great War. Almost every major star system is host to at least one Arcadia, which is often used as a center for trade and communications. Home to scores of small ships, including repair vessels, fighters, and transports, an Arcadia installation is always a hub of intrasystem and interstellar traffic. An Arcadia is not an easy target for hostile forces, as it combines the firepower of over 20 weapon turrets with the ability to launch up to ten wings of fighters from its fighterbay.", 3054) $end_multi_text $POF file: install01.pof $Detail distance: (0, 2000, 10000, 25000) $Show damage: NO $Density: 1 $Damp: 0.2 $Rotdamp: 0.2 $Max Velocity: 0.0, 0.0, 0.0 $Rotation time: 200.0, 200.0, 200.0 $Rear Velocity: 0.0 $Forward accel: 0.0 $Forward decel: 0.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 100.0 $Expl outer rad: 2400.0 $Expl damage: 400.0 $Expl blast: 6500.0 $Expl Propagates: YES ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 600.0 ;; speed shockwave expands at, 0 means no shockwave $Shockwave Count: 3 $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 1.0 $Max Oclk Speed: 0.0 $Max Weapon Eng: 100.0 $Hitpoints: 100000 $Flags: ( "capital" "big damage" "in tech database") $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: 191 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -2762 $Closeup_zoom: 0.5 $Score: 800 $Subsystem: sensors, 5, 0 $Subsystem: weapons, 5, 0 $Subsystem: communication, 5, 0 $Subsystem: Turret01, 1,2.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: Turret02, 1,2.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: Turret03, 1,2.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: Turret04, 1,2.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: Turret05, 1,2.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: Turret06, 1,2.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: Turret07, 1,2.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: Turret08, 1,2.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: Turret09, 1,2.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: Turret10, 1,2.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: Turret11, 1,2.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: Turret12, 1,2.0 $Default SBanks: ( "FighterKiller" ) $Subsystem: Turret13, 1,3.0 $Default SBanks: ( "FighterKiller" ) $Subsystem: Turret14, 1,3.0 $Default SBanks: ( "FighterKiller" ) $Subsystem: Turret15, 1,3.0 $Default SBanks: ( "FighterKiller" ) $Subsystem: Turret16, 1,3.0 $Default SBanks: ( "FighterKiller" ) $Subsystem: Turret17, 1,2.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: Turret18, 1,2.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: Turret19, 1,2.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: Turret20, 1,2.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: Turret21, 1,2.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: Turret22, 1,2.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: Turret23, 1,2.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: Turret24, 1,2.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: RadarDish01, 2,3.0 $Subsystem: fighterbay, 0,0.0 $Name: GTVA Colossus $Short name: TSoup $Species: Terran +Tech Description: XSTR("The GTVA Colossus resulted from an endeavor unprecedented in Terran or Vasudan history. This 6-kilometer-long behemoth is the result of 20 years of joint effort from dozens of contractors of both races. The Colossus is the most powerful space-faring warship ever made, bristling with over 80 weapon turrets. It also houses 60 fighter and bomber wings and requires a crew of over 30,000. The firepower of the Colossus is greater than that of most GTVA battle groups.", 3055) $end_multi_text $POF file: TerranSuper.pof $Detail distance: (0, 4000, 25000, 40000) $Show damage: NO $Density: 1 $Damp: 0.2 $Rotdamp: 1.5 $Max Velocity: 0.0, 0.0, 25.0 $Rotation time: 200.0, 200.0, 200.0 $Rear Velocity: 0.0 $Forward accel: 20.0 $Forward decel: 10.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 500.0 $Expl outer rad: 7400.0 $Expl damage: 800.0 $Expl blast: 8500.0 $Expl Propagates: YES ; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 600.0 ;; 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: 8.0 $Max Weapon Eng: 100.0 $Hitpoints: 1000000 $Flags: ( "supercap" "big damage" ) $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 6000 $EngineSnd: 106 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -5920 $Closeup_zoom: 0.5 $Score: 10000 ;Huge dual rotation turrets $Subsystem: Turret01a, 1.0, 3.0 $Default PBanks: ( "Terran Huge Turret" "Terran Huge Turret" ) $Subsystem: Turret02a, 1.0, 3.0 $Default PBanks: ( "Terran Huge Turret" "Terran Huge Turret" ) $Subsystem: Turret03a, 1.0, 3.0 $Default PBanks: ( "Terran Huge Turret" "Terran Huge Turret" ) $Subsystem: Turret04a, 1.0, 3.0 $Default PBanks: ( "Terran Huge Turret" "Terran Huge Turret" ) $Subsystem: Turret05a, 1.0, 3.0 $Default PBanks: ( "Terran Huge Turret" "Terran Huge Turret" ) $Subsystem: Turret06a, 1.0, 3.0 $Default PBanks: ( "Terran Huge Turret" "Terran Huge Turret" ) $Subsystem: Turret07a, 1.0, 3.0 $Default PBanks: ( "Terran Huge Turret" "Terran Huge Turret" ) $Subsystem: Turret08a, 1.0, 3.0 $Default PBanks: ( "Terran Huge Turret" "Terran Huge Turret" ) $Subsystem: Turret09a, 1.0, 3.0 $Default PBanks: ( "Terran Huge Turret" "Terran Huge Turret" ) $Subsystem: Turret10a, 1.0, 3.0 $Default PBanks: ( "Terran Huge Turret" "Terran Huge Turret" ) ;Flak type turrets $Subsystem: Turret11, 1.0, 3.0 $Default PBanks: ( "Standard Flak" ) $Subsystem: Turret12, 0.3, 2.0 $Default PBanks: ( "Standard Flak" ) $Subsystem: Turret13, 0.3, 2.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: Turret14, 0.3, 2.0 $Default PBanks: ( "Standard Flak" ) $Subsystem: Turret15, 0.3, 2.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: Turret16, 0.3, 2.0 $Default PBanks: ( "Standard Flak" ) $Subsystem: Turret17, 0.3, 2.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: Turret18, 0.3, 2.0 $Default PBanks: ( "Standard Flak" ) $Subsystem: Turret19, 0.3, 2.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: Turret20, 0.3, 2.0 $Default PBanks: ( "Standard Flak" ) $Subsystem: Turret21, 0.3, 2.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: Turret22, 0.3, 2.0 $Default PBanks: ( "Standard Flak" ) $Subsystem: Turret23, 0.3, 2.0 $Default PBanks: ( "Standard Flak" ) $Subsystem: Turret24, 0.3, 2.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: Turret25, 0.3, 2.0 $Default PBanks: ( "Standard Flak" ) $Subsystem: Turret26, 0.3, 2.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: Turret27, 0.3, 2.0 $Default PBanks: ( "Standard Flak" ) $Subsystem: Turret28, 0.3, 2.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: Turret29, 0.3, 2.0 $Default PBanks: ( "Standard Flak" ) $Subsystem: Turret30, 0.3, 2.0 $Default PBanks: ( "Standard Flak" ) ;Small flat turrets (suitable for anti-fighter beams or missiles) $Subsystem: Turret31, 0.3, 2.0 $Default PBanks: ( "AAAf" ) $Subsystem: Turret32, 0.3, 2.0 $Default PBanks: ( "AAAf" ) $Subsystem: Turret33, 0.3, 2.0 $Default PBanks: ( "AAAf" ) $Subsystem: Turret34, 0.3, 2.0 $Default PBanks: ( "AAAf" ) $Subsystem: Turret35, 0.3, 2.0 $Default PBanks: ( "AAAf" ) $Subsystem: Turret36, 0.3, 2.0 $Default PBanks: ( "AAAf" ) $Subsystem: Turret37, 0.3, 2.0 $Default PBanks: ( "AAAf" ) $Subsystem: Turret38, 0.3, 2.0 $Default PBanks: ( "Piranha" ) $Subsystem: Turret39, 0.3, 2.0 $Default PBanks: ( "MX-52" ) $Subsystem: Turret40, 0.3, 2.0 $Default PBanks: ( "AAAf" ) $Subsystem: Turret41, 0.3, 2.0 $Default PBanks: ( "AAAf" ) $Subsystem: Turret42, 0.3, 2.0 $Default PBanks: ( "MX-52" ) $Subsystem: Turret43, 0.3, 2.0 $Default PBanks: ( "AAAf" ) $Subsystem: Turret44, 0.3, 2.0 $Default PBanks: ( "MX-52" ) $Subsystem: Turret45, 0.3, 2.0 $Default PBanks: ( "MX-52" ) $Subsystem: Turret46, 0.3, 2.0 $Default PBanks: ( "MX-52" ) $Subsystem: Turret47, 0.3, 2.0 $Default PBanks: ( "Piranha" ) $Subsystem: Turret48, 0.3, 2.0 $Default PBanks: ( "MX-52" ) $Subsystem: Turret49, 0.3, 2.0 $Default PBanks: ( "MX-52" ) $Subsystem: Turret50, 0.3, 2.0 $Default PBanks: ( "MX-52" ) ;Beam Turrets $Subsystem: Turret51, 0.3, 2.0 $Default PBanks: ( "TerSlash" ) $Subsystem: Turret52, 0.3, 2.0 $Default PBanks: ( "TerSlash" ) $Subsystem: Turret53, 0.3, 2.0 $Default PBanks: ( "BGreen" ) $Subsystem: Turret54, 0.3, 2.0 $Default PBanks: ( "BGreen" ) $Subsystem: Turret55, 0.3, 2.0 $Default PBanks: ( "TerSlash" ) $Subsystem: Turret56, 0.3, 2.0 $Default PBanks: ( "TerSlash" ) $Subsystem: Turret57, 0.3, 2.0 $Default PBanks: ( "BGreen" ) $Subsystem: Turret58, 0.3, 2.0 $Default PBanks: ( "BGreen" ) $Subsystem: Turret59, 0.3, 2.0 $Default PBanks: ( "BGreen" ) $Subsystem: Turret60, 0.3, 2.0 $Default PBanks: ( "BGreen" ) $Subsystem: Turret61, 0.3, 2.0 $Default PBanks: ( "TerSlash" ) $Subsystem: Turret62, 0.3, 2.0 $Default PBanks: ( "TerSlash" ) $Subsystem: Turret63, 0.3, 2.0 $Default PBanks: ( "TerSlash" ) ;these statements are old. ; 42, 43, 45, 34, 35, 73, 72, 71, 66, 69, 68, 77, 76, - AAAf ; 67, 70, 86 - BFGreen ; 73, 72, 71, 66, 69, 68, - AAAf ; 83, 82, 81, 80 79, 78 - Medium Slasher $Subsystem: RadarDish01, 1, 0.0 $Subsystem: RadarDish02, 1, 0.0 $Subsystem: RadarDish03, 1, 0.0 $Subsystem: RadarDish04, 1, 0.0 $Subsystem: RadarDish05, 1, 0.0 $Subsystem: RadarDish06, 1, 0.0 $Subsystem: navigation, 3, 0.0 $Subsystem: communication, 3, 0.0 $Subsystem: weapons, 5, 0.0 $Subsystem: sensors, 5, 0.0 $Subsystem: engines ctr, 7, 0.0 $Engine Wash: Default1500 $Subsystem: engines frt, 7, 0.0 $Engine Wash: Default1100 $Subsystem: engines main, 7, 0.0 $Engine Wash: Default1500 $Subsystem: fighterbay, 0, 0.0 $Subsystem: enginelarge01, 0, 0.0 $Subsystem: enginelarge02, 0, 0.0 $Subsystem: enginelarge03, 0, 0.0 $Name: GTCv Deimos $Short name: TCorvette $Species: Terran +Tech Description: XSTR("Deimos-class corvettes, such as the GTCv Actium and the GTCv Lysander, are the newest addition to the Terran fleet. These sleek, ultra-modern warships are the products of a new era of ship design, maximizing maneuverability and firepower. Their hulls are strengthened with collapsed-core molybdenum sheathing for better protection against beam fire, and their Vasudan-designed reactor core provides more energy per ton than any other allied ship class. As the Leviathan and Fenris cruisers of the Great War are gradually phased out, these corvettes will become the foundation of tomorrow's fleet.", 3056) $end_multi_text $POF file: corvette2t-01.pof $Detail distance: (0, 800, 3500, 10000) $ND: 251 248 167 $ND: 255 253 196 $ND: 239 234 134 $ND: 216 212 122 $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 ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 400.0 ;; speed shockwave expands at, 0 means no shockwave $Shockwave Count: 3 $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 100.0 $Max Oclk Speed: 60.0 $Max Weapon Eng: 100.0 $Hitpoints: 80000 $Flags: ( "big damage" "corvette" ) $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: 128 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -800 $Closeup_zoom: 0.5 $Score: 800 $Subsystem: turret01,0.833,1.0 $Default PBanks: ( "Terran Huge Turret" ) $Subsystem: turret02,0.833,1.0 $Default PBanks: ( "Terran Huge Turret" ) $Subsystem: turret03,0.833,1.0 $Default PBanks: ( "Terran Huge Turret" ) $Subsystem: turret04,0.833,1.0 $Default PBanks: ( "Terran Huge Turret" ) $Subsystem: turret05,0.833,1.0 $Default PBanks: ( "Standard Flak" ) $Subsystem: turret06,0.833,1.0 $Default PBanks: ( "Standard Flak" ) $Subsystem: turret07,0.833,1.0 $Default PBanks: ( "AAAf" ) $Subsystem: turret08,0.833,1.0 $Default PBanks: ( "AAAf" ) $Subsystem: turret09,0.833,1.0 $Default PBanks: ( "Standard Flak" ) $Subsystem: turret10,0.833,1.0 $Default PBanks: ( "Standard Flak" ) $Subsystem: turret11,0.833,1.0 $Default PBanks: ( "TerSlash" ) $Subsystem: turret12,0.833,1.0 $Default PBanks: ( "TerSlash" ) $Subsystem: turret13,0.833,1.0 $Default PBanks: ( "Standard Flak" ) $Subsystem: turret14,0.833,1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret15,0.833,1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret16,0.833,1.0 $Default PBanks: ( "AAAf" ) $Subsystem: turret17,0.833,1.0 $Default PBanks: ( "Standard Flak" ) $Subsystem: turret18,0.833,1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret19,0.833,1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret20,0.833,1.0 $Default PBanks: ( "AAAf" ) $Subsystem: turret21,0.833,1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret22,0.833,1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret23,0.833,1.0 $Default PBanks: ( "TerSlash" ) $Subsystem: turret24,0.833,1.0 $Default PBanks: ( "TerSlash" ) $Subsystem: turret25,0.833,1.0 $Default SBanks: ( "Piranha" ) $Subsystem: turret26,0.833,1.0 $Default SBanks: ( "Piranha" ) $Subsystem: engine01, 5,0.0 $Engine Wash: Default300 $Subsystem: engine02, 5,0.0 $Engine Wash: Default300 $Subsystem: engine03, 5,0.0 $Engine Wash: Default300 $Subsystem: communications, 5,0.0 $Subsystem: sensors, 5,0.0 $Subsystem: navigation, 5,0.0 $Subsystem: weapons, 5,0.0 $Name: GTC Aeolus $Short name: TCruiser $Species: Terran +Tech Description: XSTR("The GTC Aeolus is the first cruiser class ever produced by the RNI shipyards orbiting Laramis II. Only two dozen of these cruisers were put into service in GTVA fleets, with production ending in 2365. Allied Command assigns Aeolus-class ships primarily to guard slow-moving convoys against fighter and bomber wings, as these cruisers are severely out-gunned by most capital ships in service today. Their flak and AAA turrets serve as marvelous deterrents to smaller craft, however.", 3057) $end_multi_text $POF file: cruiser2t-01.pof $Detail distance: (0, 850, 1500, 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 ;; If set to Yes, then when the ship dies, the explosion propagates through it. $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: 38000 $Flags: ( "cruiser" ) $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: ( "Terran Huge Turret" ) $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: ( "Terran Huge Turret" ) $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: ( "AAAf" ) $Subsystem: turret08,2.0,1.0 $Default PBanks: ( "Standard Flak" ) $Subsystem: turret09,2.0,1.0 $Default PBanks: ( "AAAf" ) $Subsystem: turret10,2.0,1.0 $Default PBanks: ( "Standard Flak" ) $Subsystem: turret11,2.0,1.0 $Default PBanks: ( "SGreen" ) $Subsystem: turret12,2.0,1.0 $Default PBanks: ( "SGreen" ) $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 $Name: NTF Iceni $Short name: RCorvette $Species: Terran +Tech Description: XSTR("The Iceni is the NTF command frigate, built under Admiral Bosch's direction at the Freedom shipyards in Polaris, captured by the Neo-Terran Front at the start of their rebellion. With over two dozen turrets and a sheath of ultra-dense depleted uranium shielding around its subsystems, the Iceni is an extremely tough nut to crack. With Bosch on board, providing tactical guidance, the Iceni is the equal of any GTVA battle group. Intelligence believes the ship was custom-designed for a secret NTF project.", 3058) $end_multi_text $POF file: corvette2r-01.pof $Detail distance: (0, 2000, 8000, 20000) $ND: 251 248 167 $ND: 255 253 196 $ND: 239 234 134 $ND: 216 212 122 $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 2.0 $Max Velocity: 0.0, 0.0, 35.0 $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: 12500.0 $Expl Propagates: YES ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 400.0 ;; speed shockwave expands at, 0 means no shockwave $Shockwave Count: 3 $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 100.0 $Max Oclk Speed: 60.0 $Max Weapon Eng: 100.0 $Hitpoints: 90000 $Flags: ( "corvette" "big damage" ) $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: 128 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -1300 $Closeup_zoom: 0.5 $Score: 300 $Subsystem: turret01a,0.833,1.0 $Default PBanks: ( "Terran Huge Turret" ) $Subsystem: turret02,0.833,1.0 $Default PBanks: ( "BGreen" ) $Subsystem: turret03,0.833,1.0 $Default PBanks: ( "Terran Huge Turret" ) $Subsystem: turret04,0.833,1.0 $Default PBanks: ( "Terran Huge Turret" ) $Subsystem: turret05,0.833,1.0 $Default PBanks: ( "Terran Huge Turret" ) $Subsystem: turret06,0.833,1.0 $Default PBanks: ( "Standard Flak" ) $Subsystem: turret07,0.833,1.0 $Default PBanks: ( "Terran Huge Turret" ) $Subsystem: turret08,0.833,1.0 $Default PBanks: ( "BGreen" ) $Subsystem: turret09,0.833,1.0 $Default PBanks: ( "Terran Huge Turret" ) $Subsystem: turret10,0.833,1.0 $Default PBanks: ( "Standard Flak" ) $Subsystem: turret11a,0.833,1.0 $Default PBanks: ( "Terran Huge Turret" ) $Subsystem: turret12,0.833,1.0 $Default PBanks: ( "BGreen" ) $Subsystem: turret13,0.833,1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret14,0.833,1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret15,0.833,1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret16,0.833,1.0 $Default SBanks: ( "Piranha" ) $Subsystem: turret17,0.833,1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret18,0.833,1.0 $Default SBanks: ( "MX-52" ) $Subsystem: turret19,0.833,1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret20,0.833,1.0 $Default SBanks: ( "Piranha" ) $Subsystem: turret21a,0.833,1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret22a,0.833,1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret23a,0.833,1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret24a,0.833,1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret25a,0.833,1.0 $Default SBanks: ( "MX-52" ) $Subsystem: engine01, 5,0.0 $Engine Wash: Default500 $Subsystem: engine02, 5,0.0 $Engine Wash: Default500 $Subsystem: engine03, 5,0.0 $Engine Wash: Default500 $Subsystem: communications, 5,0.0 $Subsystem: sensors, 5,0.0 $Subsystem: navigation, 5,0.0 $Subsystem: weapons, 5,0.0 $Name: NTF Boadicea $Short name: RBase $Species: Terran +Tech Description: XSTR("Hidden NTF asteroid base.", 3059) $end_multi_text $POF file: Base2r-01.pof $Detail distance: (0, 2500, 6000, 14000) $ND: 251 248 167 $ND: 255 253 196 $ND: 239 234 134 $ND: 216 212 122 $ND: 111 245 255 $ND: 251 248 167 $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 2.0 $Max Velocity: 0.0, 0.0, 35.0 $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: 12500.0 $Expl Propagates: YES ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 400.0 ;; speed shockwave expands at, 0 means no shockwave $Shockwave Count: 3 $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 100.0 $Max Oclk Speed: 60.0 $Max Weapon Eng: 100.0 $Hitpoints: 180000 $Flags: ( "cruiser" "big damage") $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: 191 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -3440 $Closeup_zoom: 0.37 $Score: 100 $Subsystem: turret01,0.833,1.0 $Default PBanks: ( "Terran Huge Turret" ) $Subsystem: turret02,0.833,1.0 $Default PBanks: ( "BGreen" ) $Subsystem: turret03,0.833,1.0 $Default PBanks: ( "Terran Huge Turret" ) $Subsystem: turret04,0.833,1.0 $Default PBanks: ( "Terran Huge Turret" ) $Subsystem: turret05,0.833,1.0 $Default PBanks: ( "Terran Huge Turret" ) $Subsystem: turret06,0.833,1.0 $Default PBanks: ( "Standard Flak" ) $Subsystem: turret07,0.833,1.0 $Default PBanks: ( "Terran Huge Turret" ) $Subsystem: turret08,0.833,1.0 $Default PBanks: ( "BGreen" ) $Subsystem: turret09,0.833,1.0 $Default PBanks: ( "Terran Huge Turret" ) $Subsystem: turret10,0.833,1.0 $Default PBanks: ( "Standard Flak" ) $Subsystem: turret11,0.833,1.0 $Default PBanks: ( "Terran Huge Turret" ) $Subsystem: turret12,0.833,1.0 $Default PBanks: ( "BGreen" ) $Subsystem: turret13,0.833,1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret14,0.833,1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret15,0.833,1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret16,0.833,1.0 $Default SBanks: ( "Piranha" ) $Subsystem: turret17,0.833,1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret18,0.833,1.0 $Default SBanks: ( "MX-52" ) $Subsystem: turret19,0.833,1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret20,0.833,1.0 $Default SBanks: ( "Piranha" ) $Subsystem: turret21a,0.833,1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret22a,0.833,1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret23a,0.833,1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret24a,0.833,1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret25a,0.833,1.0 $Default SBanks: ( "MX-52" ) $Subsystem: turret26a,0.833,1.0 $Default SBanks: ( "MX-52" ) $Subsystem: turret27a,0.833,1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret28,0.833,1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret29,0.833,1.0 $Default SBanks: ( "Piranha" ) $Subsystem: turret30,0.833,1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret31,0.833,1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret32,0.833,1.0 $Default SBanks: ( "Piranha" ) $Subsystem: turret33,0.833,1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret34,0.833,1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret35,0.833,1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret36,0.833,1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret37,0.833,1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret38,0.833,1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret39,0.833,1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret40,0.833,1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: engine01a, 1.5,0.0 $Subsystem: engine02a, 1.5,0.0 $Subsystem: engine03, 2,0.0 $Subsystem: engine04, 2,0.0 $Subsystem: engine05, 2,0.0 $Subsystem: communications, 2,0.0 $Subsystem: sensors, 2,0.0 $Subsystem: navigation, 1.5,0.0 $Subsystem: weapons, 2,0.0 $Subsystem: fighterbaya, 2,0.0 $Subsystem: comtowera, 1.5,0.0 $Subsystem: Asteroid01a, 10,0.0 $Subsystem: Asteroid02a, 3,0.0 $Subsystem: bunker01a, 1.5,0.0 $Subsystem: bunker02a, 1.5,0.0 $Name: @GTT Elysium $Short name: TTran $Species: Terran +Tech Description: XSTR("The GTT Elysium class of transports has been in service for over 40 years. Its mission hasn't changed from the time of the Great War - to transport civilian and military personnel from one star system to another. The Elysium is very poorly armed, with a single Subach HL-7 cannon, and also suffers from thin armor plating. Only desperate circumstances find Elysiums anywhere near the front lines. Assaults and dangerous transport missions handled almost exclusively by the much tougher GTT Argo class.", 3060) $end_multi_text $POF file: transport01.pof $Detail distance: (0, 200, 450, 1000) $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 0.6 $Max Velocity: 0.0, 0.0, 40.0 $Rotation time: 4.0, 7.0, 6.0 $Rear Velocity: 0.0 $Forward accel: 6.0 $Forward decel: 1.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 50.0 $Expl outer rad: 200.0 $Expl damage: 200.0 $Expl blast: 500.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 8.0 $Max Oclk Speed: 55.0 $Max Weapon Eng: 0.0 $Hitpoints: 3500 $Flags: ( "transport" "in tech database") $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: 128 ;; Engine sound of ship $Closeup_pos: 0.0, 3.0, -60 $Closeup_zoom: 0.5 $Score: 10 $Subsystem: engine, 25, 0 $Subsystem: navigation, 15, 0 $Subsystem: communication, 5, 0 $Subsystem: sensors, 10, 0 $Subsystem: weapons, 10, 0 $Subsystem: turret01, 5, 20.0 $Default PBanks: ( "Subach HL-7" ) $Name: @GTT Argo $Short name: TTran $Species: Terran +Tech Description: XSTR("The GTT Argo has become the standard military transport vehicle for the Terran fleet. Argos sometimes carry new weapon and combat craft prototypes to and from testing grounds or to front-line deployment positions. Military VIPs occasionally commandeer Argos to travel from star system to star system in some semblance of comfort. Argos are most often used as assault transports, carrying squads of Marines through heavy flak to board enemy vessels that Command has decided to capture rather than destroy.", 3061) $end_multi_text $POF file: transport2t-01.pof $Detail distance: (0, 850, 2000, 5500) $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 0.6 $Max Velocity: 0.0, 0.0, 30.0 $Rotation time: 4.0, 7.0, 6.0 $Rear Velocity: 0.0 $Forward accel: 2.0 $Forward decel: 1.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 50.0 $Expl outer rad: 500.0 $Expl damage: 500.0 $Expl blast: 1300.0 $Expl Propagates: yes ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 140.0 ;; speed shockwave expands at, 0 means no shockwave $Shockwave Count: 2 $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 38.0 $Max Oclk Speed: 35.0 $Max Weapon Eng: 0.0 $Hitpoints: 13500 $Flags: ( "transport" "in tech database") $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: 128 ;; Engine sound of ship $Closeup_pos: 0.0, 3.0, -315 $Closeup_zoom: 0.4 $Score: 40 $Subsystem: engine, 25, 0 $Subsystem: navigation, 15, 0 $Subsystem: communications, 5, 0 $Subsystem: sensors, 10, 0 $Subsystem: weapons, 10, 0 $Subsystem: turret01, 5, 20.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret02, 5, 20.0 $Default PBanks: ( "Terran Turret" ) ;; They mark things. $Name: GTNB Pharos $Short name: JBuoy $Species: Terran $POF file: navbuoy.pof $Detail distance: (0, 100) $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 0.2 $Max Velocity: 0.0, 0.0, 0.0 $Rotation time: 20.0, 20.0, 20.0 $Rear Velocity: 0.0 $Forward accel: 0.0 $Forward decel: 0.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 0.0 $Expl outer rad: 0.0 $Expl damage: 0.0 $Expl blast: 0.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 0.0 $Max Oclk Speed: 0.0 $Max Weapon Eng: 0.0 $Hitpoints: 100 $Flags: ("no_collide" "navbuoy") $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: 135 ;; Engine sound of ship $Closeup_pos: 0.0, 1.0, -28 $Closeup_zoom: 0.5 $Name: GTI Ganymede $Short name: TInst2 $Species: Terran +Tech Description: XSTR("The GTI Ganymede is the Alliance's newest repair and resupply facility. Ganymede installations are currently deployed behind the front lines in the Vega, Vasuda, and Capella systems. Each Ganymede can service up to five warships simultaneously. Repairs of any type or degree can be made here, on any ship in the GTVA fleet. Ganymedes also provide retrofitting services, enabling Allied Command to extend the lifetime of aging ships by upgrading weaponry, systems, and engines.", 3062) $end_multi_text $POF file: drydock2t-01.pof $Detail distance: (0, 2000, 10000, 18000) $Show damage: NO $Density: 1 $Damp: 0.2 $Rotdamp: 0.2 $Max Velocity: 0.0, 0.0, 0.0 $Rotation time: 200.0, 200.0, 200.0 $Rear Velocity: 0.0 $Forward accel: 0.0 $Forward decel: 0.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 100.0 $Expl outer rad: 2400.0 $Expl damage: 400.0 $Expl blast: 6500.0 $Expl Propagates: YES ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 600.0 ;; speed shockwave expands at, 0 means no shockwave $Shockwave Count: 3 $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 1.0 $Max Oclk Speed: 0.0 $Max Weapon Eng: 100.0 $Hitpoints: 90000 $Flags: ( "drydock" "dont collide invisible" "capital" "big damage") $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: 191 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -2062 $Closeup_zoom: 0.5 $Score: 900 $Subsystem: navigation, 5, 0 $Subsystem: sensors01, 5, 0 $Subsystem: communications, 5, 0 $Subsystem: sensors02, 5, 0 $Subsystem: storage, 5, 0 $Subsystem: piece1A, 14, 0.0 $Subsystem: piece2A, 14, 0.0 $Subsystem: piece3A, 15, 0.0 $Subsystem: piece4A, 15, 0.0 $Subsystem: hose01, 4, 0.0 $Subsystem: hose02, 4, 0.0 $Subsystem: hose03, 4, 0.0 $Subsystem: hose04, 4, 0.0 $Name: Knossos $Short name: JumpGate $Species: Terran +Tech Description: XSTR("The subspace portal was discovered in the Gamma Draconis system in 2367. The interlocking circular motions of its components apparently create a subspace vortex that connects the Gamma Draconis system to another part of our universe. Dr. Hargrove's team continues to study the device, though their findings are highly classified.", 3063) $end_multi_text $POF file: Gate2a-01.pof $Detail distance: (0, 2000, 6500, 18000) $ND: 13 238 238 $ND: 250 252 252 $Show damage: NO $Density: 1 $Damp: 0.2 $Rotdamp: 0.2 $Max Velocity: 0.0, 0.0, 0.0 $Rotation time: 200.0, 200.0, 200.0 $Rear Velocity: 0.0 $Forward accel: 0.0 $Forward decel: 0.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 100.0 $Expl outer rad: 2400.0 $Expl damage: 400.0 $Expl blast: 6500.0 $Expl Propagates: YES ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 600.0 ;; speed shockwave expands at, 0 means no shockwave $Shockwave Count: 1 $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 1.0 $Max Oclk Speed: 0.0 $Max Weapon Eng: 100.0 $Hitpoints: 1000000 $Flags: ( "dont collide invisible" "big damage" "knossos") $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: 190 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -6800 $Closeup_zoom: 0.5 $Score: 0 $Subsystem: jump2A, 49, 35 $Subsystem: jump1A, 49, 80 $Name: Asteroid $Short name: Asteroid $Species: Terran $POF file: asteroid01.pof $Detail distance: (0, 400, 1200) $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 0.2 $Max Velocity: 0.0, 0.0, 0.0 $Rotation time: 20.0, 20.0, 20.0 $Rear Velocity: 0.0 $Forward accel: 0.0 $Forward decel: 0.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 0.0 $Expl outer rad: 0.0 $Expl damage: 0.0 $Expl blast: 0.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 0.0 $Max Oclk Speed: 0.0 $Max Weapon Eng: 0.0 $Hitpoints: 100 $Flags: ("no_collide" "navbuoy") $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: -1 ;; Engine sound of ship $Closeup_pos: 0.0, 1.0, -14 $Closeup_zoom: 0.5 $Name: GTSG Watchdog $Short name: TSGun $Species: Terran +Tech Description: XSTR("The GTSG Watchdog was the first generation of Terran sentry platform, the distant precursor to the Cerberus and Alastor platforms. Seriously underpowered by today's standards, the Watchdog also suffers from paper-thin armor. Many Watchdogs are Great War relics left active and in place because it wasn't worthwhile removing or deactivating them. The NTF occasionally uses stolen Watchdogs to guard supply depots or minor installations.", 3064) $end_multi_text $POF file: GunPlatform01.pof $Detail distance: (0, 100, 500) $Show damage: NO $Density: 1 $Damp: 0.2 $Rotdamp: 0.2 $Max Velocity: 0.0, 0.0, 0.0 $Rotation time: 20.0, 20.0, 20.0 $Rear Velocity: 0.0 $Forward accel: 0.0 $Forward decel: 0.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 0.0 $Expl outer rad: 0.0 $Expl damage: 0.0 $Expl blast: 0.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 0.0 $Max Oclk Speed: 0.0 $Max Weapon Eng: 0.0 $Hitpoints: 20 $Flags: ("sentrygun" "in tech database") $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: -1 ;; Engine sound of ship $Closeup_pos: 0.0, 0.5, -14 $Closeup_zoom: 0.5 $Score: 1 $Subsystem: turret01a, 20, 1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret02a, 20, 1.0 $Default PBanks: ( "Terran Turret" ) $Name: GTSG Cerberus $Short name: TSGun2 $Species: Terran +Tech Description: XSTR("Until the advent of the GTSG Alastor, the GTSG Cerberus was the most advanced sentry gun emplacement available to Terran forces. They were vital to Terran defenses during the Great War, racking up over 100 kills of Vasudan and Shivan combat craft. But the current conflict has found them primarily in back-line roles, guarding installations deemed relatively safe from attack. With no mobility and only two Subach HL-7 turrets, they serve as more of a distraction than a viable threat to modern combat craft.", 3065) $end_multi_text $POF file: GunPlatform01.pof $Detail distance: (0, 100, 500) $Show damage: NO $Density: 1 $Damp: 0.2 $Rotdamp: 0.2 $Max Velocity: 0.0, 0.0, 0.0 $Rotation time: 20.0, 20.0, 20.0 $Rear Velocity: 0.0 $Forward accel: 0.0 $Forward decel: 0.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 0.0 $Expl outer rad: 0.0 $Expl damage: 0.0 $Expl blast: 0.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 0.0 $Max Oclk Speed: 0.0 $Max Weapon Eng: 0.0 $Hitpoints: 150 $Flags: ("sentrygun" "in tech database") $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: -1 ;; Engine sound of ship $Closeup_pos: 0.0, 0.5, -14 $Closeup_zoom: 0.5 $Score: 6 $Subsystem: turret01a, 20, 1.0 $Default PBanks: ( "Subach HL-7" ) $Subsystem: turret02a, 20, 1.0 $Default PBanks: ( "Subach HL-7" ) $Name: GTSG Alastor $Short name: TSGun3 $Species: Terran +Tech Description: XSTR("GTSG Alastor sentry gun platforms can be dropped by warships to cover a retreat, or they can be used to strengthen firepower around strategic locations. While Alastors alone cannot hold a position against more than a few fighters, complementing them with a warship and several wings of fighters presents an exemplary defense against all but the most determined foes. Two Bessmer-Kohn cannon turrets on opposing sides of the platform give the Alastor a full field of fire. The turrets are controlled by the latest neural-net cyber-AI to track multiple targets simultaneously.", 3066) $end_multi_text $POF file: Platform2T-01.pof $Detail distance: (0, 250, 500) $Show damage: NO $Density: 1 $Damp: 0.2 $Rotdamp: 0.2 $Max Velocity: 0.0, 0.0, 0.0 $Rotation time: 20.0, 20.0, 20.0 $Rear Velocity: 0.0 $Forward accel: 0.0 $Forward decel: 0.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 0.0 $Expl outer rad: 0.0 $Expl damage: 0.0 $Expl blast: 0.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 0.0 $Max Oclk Speed: 0.0 $Max Weapon Eng: 0.0 $Hitpoints: 250 $Flags: ("sentrygun" "in tech database") $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: -1 ;; Engine sound of ship $Closeup_pos: 0.0, 0.5, -14 $Closeup_zoom: 0.85 $Score: 9 $Subsystem: turret01a, 20, 1.0 $Default PBanks: ( "Subach HL-7" ) $Subsystem: turret02a, 20, 1.0 $Default PBanks: ( "Subach HL-7" ) ;; They are used for escaping. Not too fast, not too strong. Easy targets if there are no fighters in the area to protect them. $Name: GTEP Hermes $Short name: TPod $Species: Terran +Tech Description: XSTR("The GTEP Hermes escape pod is now standard equipment on every GTVA warship of cruiser size or larger. Each ship has several escape pods magnetically coupled to airlocks scattered around the ship's outer hull. Not intended for whole-crew evacuations, the Hermes has space for up to 20 crew members. Each pod is propelled by a small fusion engine, enough to remove the pod from the immediate vicinity of an exploding warship. It is also capable of subspace jumps.", 3067) $end_multi_text $POF file: escapepod01.pof $Detail distance: (0, 80, 300, 500) $Show damage: YES $Density: 1 $Damp: 0.1 $Rotdamp: 0.35 $Max Velocity: 0.0, 0.0, 40.0 ;; in x/y/z -- z only specified forward. use special tokens for backward movement $Rotation time: 4.0, 4.0, 4.0 $Rear Velocity: 0.0 $Forward accel: 2.0 $Forward decel: 1.5 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 25.0 $Expl outer rad: 75.0 $Expl damage: 50.0 $Expl blast: 500.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Allowed PBanks: ( ) $Default PBanks: ( ) $Allowed SBanks: ( ) $Default SBanks: ( ) $SBank Capacity: ( ) $Shields: 100 $Shield Color: 100 100 255 $Power Output: 2.0 $Max Oclk Speed: 55.0 $Max Weapon Eng: 50.0 $Hitpoints: 200 $Flags: ( "escapepod" "in tech database") $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: 119 ;; Engine sound of ship $Closeup_pos: 0.0, 1.0, -22 $Closeup_zoom: 0.5 $Score: 5 $Subsystem: engine, 50, 0 $Name: TC-Meson Bomb $Short name: TC-MB $Species: Terran +Tech Description: XSTR("The TC-Meson Bomb is used solely as a container for Meson Bomb deployments. Each is custom built specifically to hold a Meson Bomb. The container is permanently sealed once the bomb is safely housed within it.", 3068) $end_multi_text $POF file: Bomb2t-01.pof $Detail distance: (0, 2500, 4000, 10000) $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 0.2 $Max Velocity: 0.0, 0.0, 0.0 $Rotation time: 20.0, 20.0, 20.0 $Rear Velocity: 0.0 $Forward accel: 0.0 $Forward decel: 0.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 2350.0 $Expl outer rad: 3200.0 $Expl damage: 50000.0 $Expl blast: 300.0 $Expl Propagates: YES ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 100.0 ;; speed shockwave expands at, 0 means no shockwave $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 0.0 $Max Oclk Speed: 0.0 $Max Weapon Eng: 0.0 $Hitpoints: 400 $Flags: ( "cargo" ) $AI Class: none $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: -1 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -317 $Closeup_zoom: .8 $Score: 4 ;=====>> VASUDANS <<======= $Name: GVF Seth $Short name: VFight7 $Species: Vasudan +Type: XSTR("Heavy Fighter", 3069) +Maneuverability: XSTR("Poor", 3070) +Armor: XSTR("Heavy", 3071) +Manufacturer: XSTR("Mekhu Enterprises", 3072) +Description: XSTR(" ", 3073) $end_multi_text +Tech Description: XSTR( "The solidly built GVF Seth is a versatile Great War-era fighter that still performs dual roles as bomber escort and bomber interceptor. The Seth's relatively slow cruising speed is deceptive, as its Mekhu-Sahr plasma powerplant can give it an incredible afterburner boost, more than doubling its velocity. A total of six weapon banks and a wide variety of loadouts give the Seth the needed punch to eliminate incoming bombers quickly.", 3074) $end_multi_text +Length: 16 Meters +Gun Mounts: 4 +Missile Banks: 2 $POF file: fighter07.pof $Detail distance: (0, 70, 200, 700) $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 0.4 $Max Velocity: 0.0, 0.0, 55.0 $Rotation time: 4.0, 5.0, 5.0 $Rear Velocity: 0.0 $Forward accel: 3.0 $Forward decel: 1.5 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 25.0 $Expl outer rad: 65.0 $Expl damage: 15.0 $Expl blast: 1200.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Allowed PBanks: ( "Mekhu HL-7" "Akheton SDG" "Morning Star" "Prometheus S" "Prometheus R" "UD-8 Kayser" "Circe" "Lamprey") $Allowed Dogfight PBanks: ( "Mekhu HL-7D" "MorningStar D" "Prometheus D" "Circe" ) $Default PBanks: ( "Mekhu HL-7" "Mekhu HL-7" ) $Allowed SBanks: ( "Rockeye" "Tempest" "Harpoon" "TAG-B" "Trebuchet" "Hornet" "Tornado" "Hornet#Weak" "Stiletto II" "EMP Adv." "Infyrno" ) $Allowed Dogfight SBanks: ( "Rockeye D" "Tornado D" "Infyrno D" "Piranha" ) $Default SBanks: ( "Rockeye" "Stiletto II" ) $SBank Capacity: ( 40, 80 ) $Shields: 580 $Shield Color: 100 255 100 $Power Output: 3.0 $Max Oclk Speed: 72.0 $Max Weapon Eng: 100.0 $Hitpoints: 280 $Flags: ( "player_ship" "fighter" "in tech database") $AI Class: Captain $Afterburner: YES +Aburn Max Vel: 0.0, 0.0, 130.0 +Aburn For accel: 0.7 +Aburn Fuel: 300.0 +Aburn Burn Rate: 50.0 +Aburn Rec Rate: 25.0 $Countermeasures: 40 $Scan time: 2000 $EngineSnd: 129 ;; Engine sound of ship $Closeup_pos: 0.0, 0.5, -27 $Closeup_zoom: 0.5 $Shield_icon: shield-f07 $Ship_icon: iconfighter07 $Ship_anim: ssfighter07 $Ship_overhead: loadfightV07 $Score: 12 $Trail: +Offset: 4.95 -.40 -7.46 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: -4.95 -.40 -7.46 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Subsystem: engine 1, 35,0.0 $Subsystem: weapons, 15,0.0 $Subsystem: navigation, 5,0.0 $Subsystem: sensors, 5,0.0 $Subsystem: communications, 5,0.0 $Name: GVF Horus $Short name: VFight8 $Species: Vasudan +Type: XSTR("Interceptor", 3075) +Maneuverability: XSTR("Good", 3076) +Armor: XSTR("Light", 3077) +Manufacturer: XSTR("Akheton Corporation", 3078) +Description: XSTR(" ", 3079) $end_multi_text +Tech Description: XSTR( "The GVF Horus was the fastest fighter class during the Great War and it's still the fastest fighter in the GTVA fleet. Its weapon capacity is average for a fighter, with four primary banks and two missile bays. The Horus pays for its speed and maneuverability with thin armor and relatively weak shields. The Horus shines as a bomber interceptor, a role Allied Command puts it in as often as possible. For offensive operations against well-defended targets, however, the Horus is a poor choice.", 3080) $end_multi_text +Length: 19 Meters +Gun Mounts: 4 +Missile Banks: 2 $POF file: fighter08.pof $Detail distance: (0, 70, 300, 800) $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 0.4 $Max Velocity: 0.0, 0.0, 90.0 $Rotation time: 3.4, 3.9, 3.6 $Rear Velocity: 0.0 $Forward accel: 3.0 $Forward decel: 1.5 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 25.0 $Expl outer rad: 65.0 $Expl damage: 20.0 $Expl blast: 1000.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Allowed PBanks: ( "Mekhu HL-7" "Morning Star" "Prometheus S" "Prometheus R" "UD-8 Kayser" "Circe" "Lamprey") $Allowed Dogfight PBanks: ( "Mekhu HL-7D" "Prometheus D" ) $Default PBanks: ( "Mekhu HL-7" "Morning Star" ) $Allowed SBanks: ( "Rockeye" "Tempest" "TAG-B" "Harpoon" "Trebuchet" "Hornet" "Tornado" "Hornet#Weak" "EMP Adv." ) $Allowed Dogfight SBanks: ( "Rockeye D" "Tempest D" "Harpoon D" "Hornet D" ) $Default SBanks: ( "Rockeye" "Trebuchet" ) $SBank Capacity: ( 40, 40 ) $Shields: 230 $Shield Color: 100 255 100 $Power Output: 2.2 $Max Oclk Speed: 110.0 $Max Weapon Eng: 100.0 $Hitpoints: 170 $Flags: ( "player_ship" "fighter" "in tech database") $AI Class: Captain $Afterburner: YES +Aburn Max Vel: 0.0, 0.0, 170.0 +Aburn For accel: 0.7 +Aburn Fuel: 300.0 +Aburn Burn Rate: 50.0 +Aburn Rec Rate: 25.0 $Countermeasures: 25 $Scan time: 2000 $EngineSnd: 129 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -31 $Closeup_zoom: 0.5 $Shield_icon: shield-f08 $Ship_icon: iconfighter08 $Ship_anim: ssfighter08 $Ship_overhead: loadfightV08 $Score: 10 $Trail: +Offset: -7.78 -0.9 -5.75 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: 7.78 -0.9 -5.75 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Subsystem: weapons, 15,0.0 $Subsystem: communications, 5,0.0 $Subsystem: navigation, 5,0.0 $Subsystem: sensors, 5,0.0 $Subsystem: engine, 35,0.0 $Name: GVF Thoth $Short name: VFight9 $Species: Vasudan +Type: XSTR("Space Superiority", 3081) +Maneuverability: XSTR("Excellent", 3082) +Armor: XSTR("Light", 3083) +Manufacturer: XSTR("Sahr Corporation", 3084) +Description: XSTR(" ", 3085) $end_multi_text +Tech Description: XSTR( "The GVF Thoth has been manufactured exclusively in the Sahr Corp.'s shipyards at Altair for over 40 years. During the heyday of the Hammer of Light, the HoL captured these yards and the Thoth became a primary fighter among HoL forces. When these shipyards were recaptured, the Thoth once again became an important component of the Vasudan navy. In the hands of a skilled pilot, the Thoth's maneuverability and small size make it a hard target to hit. A single missile bank means that a Thoth pilot relies on his primary weapons to make most kills.", 3086) $end_multi_text +Length: 17 Meters +Gun Mounts: 4 +Missile Banks: 1 $POF file: fighter09.pof $Detail distance: (0, 70, 300, 700) $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 0.4 $Max Velocity: 0.0, 0.0, 65.0 $Rotation time: 2.7, 2.7, 3.0 $Rear Velocity: 0.0 $Forward accel: 3.0 $Forward decel: 1.5 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 25.0 $Expl outer rad: 55.0 $Expl damage: 15.0 $Expl blast: 1000.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Allowed PBanks: ( "Mekhu HL-7" "Akheton SDG" "Morning Star" "Prometheus S" "Prometheus R" "Circe" "Lamprey") $Allowed Dogfight PBanks: ( "Mekhu HL-7D" "Prometheus D" ) $Default PBanks: ( "Prometheus R" ) $Allowed SBanks: ( "Rockeye" "Tempest" "Harpoon" "Hornet" "TAG-B" "Tornado" "Hornet#Weak" "EMP Adv." ) $Allowed Dogfight SBanks: ( "Tempest D" "Hornet D" ) $Default SBanks: ( "Harpoon" ) $SBank Capacity: ( 80 ) $Shields: 200 $Shield Color: 100 255 100 $Power Output: 2.5 $Max Oclk Speed: 78.0 $Max Weapon Eng: 150.0 $Hitpoints: 200 $Flags: ( "player_ship" "fighter" "in tech database") $AI Class: Captain $Afterburner: YES +Aburn Max Vel: 0.0, 0.0, 130.0 +Aburn For accel: 0.7 +Aburn Fuel: 300.0 +Aburn Burn Rate: 50.0 +Aburn Rec Rate: 25.0 $Countermeasures: 20 $Scan time: 2000 $EngineSnd: 129 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -27 $Closeup_zoom: 0.5 $Shield_icon: shield-f09 $Ship_icon: iconfighter09 $Ship_anim: ssfighter09 $Ship_overhead: loadfightV09 $Score: 10 $Trail: +Offset: -6.2 .20 -2.18 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: 6.2 .20 -2.18 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Subsystem: weapons, 15,0.0 $Subsystem: sensors, 5,0.0 $Subsystem: communications, 5,0.0 $Subsystem: navigation, 5,0.0 $Subsystem: engine, 35,0.0 $Name: GVF Serapis $Short name: VFight21 $Species: Vasudan +Type: XSTR("Advanced Interceptor", 3087) +Maneuverability: XSTR("Excellent", 3088) +Armor: XSTR("Light", 3089) +Manufacturer: XSTR("Akheton Corporation", 3090) +Description: XSTR(" ", 3091) $end_multi_text +Tech Description: XSTR( "Fast and highly maneuverable, the GVF Serapis is primarily used as a bomber interceptor. Its thin armor and weak shields give it a low survival rate in dogfights against more heavily armored fighters. Despite having only two primary and secondary weapon banks, the Serapis has been retrofitted to accommodate almost any loadout in the GTVA arsenal. Veteran Vasudan pilots love the Serapis for its agility and loadout options. Some Terran pilots who've been privileged enough to fly it claim to prefer it to any Terran fighter.", 3092) $end_multi_text +Length: 14 Meters +Gun Mounts: 2 +Missile Banks: 2 $POF file: fighter2v-01.pof $Detail distance: (0, 70, 200, 700) $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 0.4 $Max Velocity: 0.0, 0.0, 75.0 $Rotation time: 2.6, 2.2, 2.8 $Rear Velocity: 0.0 $Forward accel: 3.0 $Forward decel: 1.5 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 25.0 $Expl outer rad: 55.0 $Expl damage: 15.0 $Expl blast: 1000.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Allowed PBanks: ( "Mekhu HL-7" "Akheton SDG" "Morning Star" "Prometheus S" "Prometheus R" "Circe" "Lamprey" "Maxim") $Allowed Dogfight PBanks: ( "MorningStar D" "Prometheus D" "Maxim D" "Circe" ) $Default PBanks: ( "Prometheus R" "Akheton SDG" ) $Allowed SBanks: ( "Rockeye" "Tempest" "Harpoon" "Hornet" "TAG-B" "Tornado" "Hornet#Weak" "EMP Adv." ) $Allowed Dogfight SBanks: ( "Tempest D" "Harpoon D" "Tornado D" ) $Default SBanks: ( "Harpoon" "Harpoon") $SBank Capacity: ( 60, 30 ) $Shields: 200 $Shield Color: 100 255 100 $Power Output: 3.4 $Max Oclk Speed: 78.0 $Max Weapon Eng: 150.0 $Hitpoints: 220 $Flags: ( "player_ship" "fighter" ) $AI Class: Captain $Afterburner: YES +Aburn Max Vel: 0.0, 0.0, 135.0 +Aburn For accel: 0.7 +Aburn Fuel: 300.0 +Aburn Burn Rate: 50.0 +Aburn Rec Rate: 25.0 $Countermeasures: 20 $Scan time: 2000 $EngineSnd: 129 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -27 $Closeup_zoom: 0.5 $Shield_icon: shieldfv-01 $Ship_icon: iconfighter2v-01 $Ship_anim: ssfighter2v-01 $Ship_overhead: loadfighter2v-01 $Score: 12 $Trail: +Offset: 9.9 -0.2 2 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: -9.9 -0.2 2 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Subsystem: weapons, 15,0.0 $Subsystem: sensors, 5,0.0 $Subsystem: communications, 5,0.0 $Subsystem: navigation, 5,0.0 $Subsystem: engine, 35,0.0 $Name: GVF Tauret $Short name: VFight22 $Species: Vasudan +Type: XSTR("Heavy Fighter", 3093) +Maneuverability: XSTR("Poor", 3094) +Armor: XSTR("Medium", 3095) +Manufacturer: XSTR("Sahr Corporation", 3096) +Description: XSTR(" ", 3097) $end_multi_text +Tech Description: XSTR( "The GVF Tauret is replacing the Seth as the Vasudans' heavy assault fighter. While integrating cutting-edge technology developed in collaboration with the Terrans, the Tauret boasts a distinctly Vasudan design. Its unusual configuration was inspired by the Apsu-Hek, a creature that once inhabited the deserts of Vasuda Prime. The Apsu-Hek has become an emblem of the Vasudan diaspora, and the Tauret continues the tradition of symbolic design. Armed with four gun mounts and two missile banks, the Tauret has the speed and firepower to challenge both fighters and warships.", 3098) $end_multi_text +Length: 17.5 Meters +Gun Mounts: 4 +Missile Banks: 2 $POF file: fighter2v-02.pof $Detail distance: (0, 200, 350, 700) $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 0.4 $Max Velocity: 0.0, 0.0, 65.0 $Rotation time: 4.1, 4.8, 4.8 $Rear Velocity: 0.0 $Forward accel: 3.0 $Forward decel: 1.5 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 25.0 $Expl outer rad: 65.0 $Expl damage: 15.0 $Expl blast: 1200.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Allowed PBanks: ( "Mekhu HL-7" "Akheton SDG" "Morning Star" "Prometheus S" "Prometheus R" "UD-8 Kayser" "Circe" "Lamprey") $Allowed Dogfight PBanks: ( "MorningStar D" "UD-D Kayser" "Circe" "Lamprey" "Maxim D" ) $Default PBanks: ( "Mekhu HL-7" "Mekhu HL-7" ) $Allowed SBanks: ( "Rockeye" "Tempest" "TAG-B" "Harpoon" "Trebuchet" "Hornet" "Tornado" "Hornet#Weak" "Stiletto II" "EMP Adv." "Infyrno" ) $Allowed Dogfight SBanks: ( "Harpoon D" "Tornado D" ) $Default SBanks: ( "Rockeye" "Rockeye") $SBank Capacity: ( 100, 100 ) $Shields: 530 $Shield Color: 100 255 100 $Power Output: 3.0 $Max Oclk Speed: 75.0 $Max Weapon Eng: 100.0 $Hitpoints: 300 $Flags: ( "player_ship" "fighter" ) $AI Class: Captain $Afterburner: YES +Aburn Max Vel: 0.0, 0.0, 135.0 +Aburn For accel: 0.7 +Aburn Fuel: 360.0 +Aburn Burn Rate: 50.0 +Aburn Rec Rate: 21.0 $Countermeasures: 45 $Scan time: 2000 $EngineSnd: 129 ;; Engine sound of ship $Closeup_pos: 0.0, 0.5, -27 $Closeup_zoom: 0.7 $Shield_icon: shieldfv-02 $Ship_icon: iconfighter2v-02 $Ship_anim: ssfighter2v-02 $Ship_overhead: loadfighter2v-02 $Score: 10 $Trail: +Offset: 8.70 -2.14 7.3 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: -8.70 -2.14 7.3 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: 2.58 1.79 -6.48 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: -2.58 1.79 -6.48 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Subsystem: engine, 35,0.0 $Subsystem: weapons, 15,0.0 $Subsystem: navigation, 5,0.0 $Subsystem: sensors, 5,0.0 $Subsystem: communications, 5,0.0 $Name: GVB Sekhmet $Short name: VBomb21 $Species: Vasudan +Type: XSTR("Bomber", 3099) +Maneuverability: XSTR("Average", 3100) +Armor: XSTR("Heavy", 3101) +Manufacturer: XSTR("Mekhu Enterprises", 3102) +Description: XSTR(" ", 3103) $end_multi_text +Tech Description: XSTR( "The GVB Sekhmet is a Shivan design that was initially adapted to Vasudan needs by Hammer of Light engineers. The version currently in use was further modified by technicians at Mekhu Enterprises. Sporting four primary weapon banks and three missile/bomb bays, the Sekhmet packs a massive punch. Add in a top speed that surpasses that of some fighters and an ultra-dense molybdenum armor plating, and it's easy to see why the Sekhmet is the favorite bomber among Vasudan pilots.", 3104) $end_multi_text +Length: 23 Meters +Gun Mounts: 4 +Missile Banks: 3 $POF file: bomber2v-02.pof $Detail distance: (0, 100, 300, 900) $ND: 124 225 125 $ND: 99 223 102 $ND: 70 215 72 $ND: 23 188 26 $ND: 51 151 50 $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 0.55 $Max Velocity: 0.0, 0.0, 60.0 $Rotation time: 4.0, 4.0, 4.0 $Rear Velocity: 0.0 $Forward accel: 5.0 $Forward decel: 2.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 55.0 $Expl outer rad: 105.0 $Expl damage: 20.0 $Expl blast: 1500.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Allowed PBanks: ( "Mekhu HL-7" "Akheton SDG" "Morning Star" "Prometheus S" "Prometheus R" "Lamprey" "Circe" "Maxim") $Allowed Dogfight PBanks: ( "Mekhu HL-7" "Akheton SDG" "Morning Star" "Prometheus S" "Prometheus R" "Lamprey" "Circe" "Maxim") $Default PBanks: ( "Prometheus R" ) $Allowed SBanks: ( "Rockeye" "Tempest" "Harpoon" "Hornet" "Tornado" "Trebuchet" "Piranha" "Stiletto II" "Cyclops" "Cyclops#short" "Helios" "EMP Adv." "Infyrno" ) $Allowed Dogfight SBanks: ( "Rockeye" "Tempest" "Harpoon" "Hornet" "Tornado" "Trebuchet" "Piranha" "Stiletto II" "Cyclops" "Cyclops#short" "Helios" "EMP Adv." "Infyrno" ) $Default SBanks: ( "Hornet" "Piranha" "Cyclops#short" ) $SBank Capacity: ( 80, 80, 80 ) $Shields: 850 $Shield Color: 100 255 100 $Power Output: 3.0 $Max Oclk Speed: 64.0 $Max Weapon Eng: 100.0 $Hitpoints: 500 $Flags: ( "player_ship" "bomber" ) $AI Class: Captain $Afterburner: YES +Aburn Max Vel: 0.0, 0.0, 100.0 +Aburn For accel: 0.7 +Aburn Fuel: 300.0 +Aburn Burn Rate: 50.0 +Aburn Rec Rate: 25.0 $Countermeasures: 35 $Scan time: 2000 $EngineSnd: 130 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -33 $Closeup_zoom: 0.5 $Shield_icon: shieldbv-02 $Ship_icon: iconbomber2v-02 $Ship_anim: ssbomber2v-02 $Ship_overhead: loadbomber2v-02 $Score: 10 $Trail: +Offset: 0 6.65 -4.2 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 60 +Bitmap: Contrail01 $Trail: +Offset: 0 -7.8 .45 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 60 +Bitmap: Contrail01 $Trail: +Offset: 6.74 6.4 .73 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 60 +Bitmap: Contrail01 $Trail: +Offset: -6.74 6.4 .73 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 60 +Bitmap: Contrail01 $Trail: +Offset: 6.57 -6.4 -2.92 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 60 +Bitmap: Contrail01 $Trail: +Offset: -6.57 -6.4 -2.92 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 60 +Bitmap: Contrail01 $Subsystem: weapons, 8,0.0 $Subsystem: sensors, 5,0.0 $Subsystem: navigation, 5,0.0 $Subsystem: communications, 5,0.0 $Subsystem: engine, 35,0.0 $Name: GVB Osiris $Short name: VBomb6 $Species: Vasudan +Type: XSTR("Reserve Bomber", 3105) +Maneuverability: XSTR("Very Poor", 3106) +Armor: XSTR("Heavy", 3107) +Manufacturer: XSTR("Akheton Corporation", 3108) +Description: XSTR(" ", 3109) $end_multi_text +Tech Description: XSTR( "The GVB Osiris was the primary bomber of the PVN during the Great War. It is showing its age during the current conflict, as the more advanced Bakha and Sekhmet bombers have replaced it on the front lines in most theatres of conflict. Osiris bombers still in service have been retrofitted to make them compatible with most GTVA missiles and bombs. If well-protected by fighter escorts, a wing of Osiris bombers can still wreak havoc on enemy cruisers and corvettes.", 3110) $end_multi_text +Length: 40 Meters +Gun Mounts: 2 +Missile Banks: 3 $POF file: bomber06.pof $Detail distance: (0, 300, 500, 900) $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 0.55 $Max Velocity: 0.0, 0.0, 50.0 $Rotation time: 5.0, 5.0, 5.0 $Rear Velocity: 0.0 $Forward accel: 4.0 $Forward decel: 2.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 75.0 $Expl outer rad: 125.0 $Expl damage: 20.0 $Expl blast: 1500.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Allowed PBanks: ( "Mekhu HL-7" "Akheton SDG" "Morning Star" "Prometheus S" "Prometheus R" "UD-8 Kayser" "Circe" "Lamprey") $Allowed Dogfight PBanks: ( "Mekhu HL-7" "Akheton SDG" "Morning Star" "Prometheus S" "Prometheus R" "UD-8 Kayser" "Circe" "Lamprey") $Default PBanks: ( "Mekhu HL-7" ) $Allowed SBanks: ( "Rockeye" "Tempest" "Harpoon" "Trebuchet" "Stiletto II" "Cyclops" "Cyclops#short" "EMP Adv." "Infyrno") $Allowed Dogfight SBanks: ( "Rockeye" "Tempest" "Harpoon" "Trebuchet" "Stiletto II" "Cyclops" "Cyclops#short" "EMP Adv." "Infyrno") $Default SBanks: ( "Piranha" "Stiletto II" "Trebuchet" ) $SBank Capacity: ( 40, 40, 20 ) $Shields: 600 $Shield Color: 100 255 100 $Power Output: 3.0 $Max Oclk Speed: 64.0 $Max Weapon Eng: 100.0 $Hitpoints: 600 $Flags: ( "player_ship" "bomber" "in tech database") $AI Class: Captain $Afterburner: YES +Aburn Max Vel: 0.0, 0.0, 100.0 +Aburn For accel: 0.7 +Aburn Fuel: 300.0 +Aburn Burn Rate: 50.0 +Aburn Rec Rate: 25.0 $Countermeasures: 35 $Scan time: 2000 $EngineSnd: 130 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -64 $Closeup_zoom: 0.5 $Shield_icon: shield-b06 $Ship_icon: iconBomber06 $Ship_anim: ssbomber06 $Ship_overhead: loadbombV06 $Score: 8 $Trail: +Offset: 12.23 -7.32 -10.66 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: -12.23 -7.32 -10.66 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Subsystem: Turret01,1,1.0 $Default PBanks: ( "Prometheus R" ) $Subsystem: Turret02,1,1.0 $Default PBanks: ( "Prometheus R" ) $Subsystem: weapons, 15,0.0 $Subsystem: sensors, 5,0.0 $Subsystem: navigation, 5,0.0 $Subsystem: communication, 5,0.0 $Subsystem: engine, 35,0.0 $Name: GVB Bakha $Short name: VBomb21 $Species: Vasudan +Type: XSTR("Advanced Bomber", 3111) +Maneuverability: XSTR("Good", 3112) +Armor: XSTR("Heavy", 3113) +Manufacturer: XSTR("Akheton Corporation", 3114) +Description: XSTR(" ", 3115) $end_multi_text +Tech Description: XSTR( "Learning a lesson from the bomber losses of the Great War, Vasudan defense contractor Akheton designed the GVB Bakha, a fast, agile bomber that could still deliver a warship-shattering payload. The Bakha's dual Akh-12 engines are baffled and masked, giving it a small profile for heat-seeking missiles. The bomber's speed and maneuverability make it the craft of choice for taking out destroyers and corvettes with multiple flak, AAA, and anti-ship beam turrets. Over 6,000 Bakhas have been produced in the orbiting shipyards around Vasuda Prime.", 3116) ;; ADD that it holds Terbuchet $end_multi_text +Length: 18 Meters +Gun Mounts: 2 +Missile Banks: 2 $POF file: fighter2v-03.pof $Detail distance: (0, 100, 300, 900) $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 0.55 $Max Velocity: 0.0, 0.0, 65.0 $Rotation time: 4.2, 4.6, 4.0 $Rear Velocity: 0.0 $Forward accel: 5.0 $Forward decel: 2.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 55.0 $Expl outer rad: 105.0 $Expl damage: 20.0 $Expl blast: 1500.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Allowed PBanks: ( "Mekhu HL-7" "Akheton SDG" "Prometheus R" "Prometheus S" "Circe" "Lamprey" "Helios") $Allowed Dogfight PBanks: ( "Mekhu HL-7" "Akheton SDG" "Prometheus R" "Prometheus S" "Circe" "Lamprey" "Helios") $Default PBanks: ( "Mekhu HL-7" "Mekhu HL-7" ) $Allowed SBanks: ( "Rockeye" "Harpoon" "Stiletto II" "Cyclops" "Cyclops#short" "EMP Adv." "Infyrno" "Trebuchet" "TAG-B") $Allowed Dogfight SBanks: ( "Rockeye" "Harpoon" "Stiletto II" "Cyclops" "Cyclops#short" "EMP Adv." "Infyrno" "Trebuchet" "TAG-B") $Default SBanks: ( "Piranha" "Stiletto II" ) $SBank Capacity: ( 80, 100 ) $Shields: 620 $Shield Color: 100 255 100 $Power Output: 4.3 $Max Oclk Speed: 65.0 $Max Weapon Eng: 100.0 $Hitpoints: 440 $Flags: ( "player_ship" "bomber" ) $AI Class: Captain $Afterburner: YES +Aburn Max Vel: 0.0, 0.0, 105.0 +Aburn For accel: 0.7 +Aburn Fuel: 320.0 +Aburn Burn Rate: 45.0 +Aburn Rec Rate: 23.0 $Countermeasures: 35 $Scan time: 2000 $EngineSnd: 130 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -27 $Closeup_zoom: 0.5 $Shield_icon: shieldbv-01 $Ship_icon: iconfighter2v-03 $Ship_anim: ssbomber2v-03 $Ship_overhead: loadbomber2v-01 $Score: 13 $Trail: +Offset: 3.24 1.6 -8.14 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: -3.24 1.6 -8.14 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: 0 -7 0 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: 0 7 -6 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Subsystem: weapons01, 8,0.0 $Subsystem: weapons02, 8,0.0 $Subsystem: sensors, 5,0.0 $Subsystem: navigation, 5,0.0 $Subsystem: communications, 5,0.0 $Subsystem: engine, 35,0.0 $Name: GVF Ptah $Short name: Vfight22 $Species: Vasudan +Type: XSTR("Stealth Recon", 3117) +Maneuverability: XSTR("Excellent", 3118) +Armor: XSTR("Light", 3119) +Manufacturer: XSTR("Akheton Corporation", 3120) +Description: XSTR(" ", 3121) $end_multi_text +Tech Description: XSTR("The stealth prototype GVF Ptah was a top-secret development project assigned to Vasudan conglomerate Akheton Corp. Designed to be invisible to standard detection arrays mounted on combat craft, Ptahs have performed admirably during their OpEval period. The masking materials and blending technologies used across their outer surfaces seem to confuse Shivan detection systems as well. The Ptah is currently available only to select fighter units in the Vasudan navy, with no word on when they will be more widely distributed.", 3122) $end_multi_text +Length: 17 m +Gun Mounts: 1 +Missile Banks: 2 $POF file: fighter2v-04.pof $Detail distance: (0, 180, 300, 1100) $ND: 211 206 245 $ND: 245 247 255 $ND: 174 168 209 $ND: 247 244 255 $ND: 149 146 167 $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 0.35 $Max Velocity: 0.0, 0.0, 90.0 ;; in x/y/z -- z only specified forward. use special tokens for backward movement $Rotation time: 2.5, 2.6, 2.0 $Rear Velocity: 0.0 $Forward accel: 2.0 $Forward decel: 1.5 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 25.0 $Expl outer rad: 75.0 $Expl damage: 25.0 $Expl blast: 1000.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Allowed PBanks: ( "Mekhu HL-7" "Akheton SDG" "Morning Star" "Prometheus R" "Prometheus S" ) $Allowed Dogfight PBanks: ( "Mekhu HL-7" "Akheton SDG" "Morning Star" "Prometheus R" "Prometheus S" ) $Default PBanks: ( "Mekhu HL-7" ) $Allowed SBanks: ( "Rockeye" "Tempest" "TAG-A" "TAG-B" "Harpoon" "Trebuchet" "Hornet" "Tornado" "Hornet#Weak" "EMP Adv." ) $Allowed Dogfight SBanks: ( "Rockeye" "Tempest" "TAG-A" "TAG-B" "Harpoon" "Trebuchet" "Hornet" "Tornado" "Hornet#Weak" "EMP Adv." ) $Default SBanks: ( "Harpoon" "Hornet" ) $SBank Capacity: ( 20, 10 ) $Shields: 330 $Shield Color: 100 255 100 $Power Output: 3.0 $Max Oclk Speed: 110.0 $Max Weapon Eng: 150.0 $Hitpoints: 220 $Flags: ( "player_ship" "default_player_ship" "fighter" ) $AI Class: Captain $Afterburner: YES +Aburn Max Vel: 0.0, 0.0, 160.0 +Aburn For accel: 0.7 +Aburn Fuel: 300.0 +Aburn Burn Rate: 60.0 +Aburn Rec Rate: 25.0 $Countermeasures: 40 $Scan time: 2000 $EngineSnd: 126 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -30 $Closeup_zoom: 0.5 $Shield_icon: shieldfv-04 $Ship_icon: iconfighter2v-04 $Ship_anim: ssfighter2v-03 $Ship_overhead: loadfighter2v-04 $Score: 16 $Stealth: $Trail: +Offset: -3.2 2.18 -8.21 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: 3.2 2.18 -8.21 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: 0 -5.03 2.23 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: 0 5 -5.4 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Subsystem: sensors, 10,0.0 $Subsystem: communications, 10,0.0 $Subsystem: weapons, 10,0.0 $Subsystem: navigation, 10,0.0 $Subsystem: engine, 35,0.0 $Name: GVS Nephthys $Short name: VSup $Species: Vasudan +Tech Description: XSTR("The GVS Nephtys is the Vasudans' new support ship. It is fast and maneuverable, a necessity when trying to dock with fighters in the heat of battle. Mekhu Enterprises built a cargo bay into the rear of the ship, enabling it to carry extra supplies and munitions during emergencies. Mekhu enterprises licensed the GTS Hygeia's magnetic-stasis delivery system from Triton Dynamics, so both ships are equally adept at re-supplying combat craft with missiles and bombs. The high number of warheads carried by the Nephtys makes it a dangerous ship to be near when it blows up.", 3123) $end_multi_text $POF file: support2v-01.pof $Detail distance: (0, 130, 250, 800) $ND: 74 241 82 $ND: 41 202 46 $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 0.3 $Max Velocity: 0.0, 0.0, 70.0 ;; We agreed on 60, but we also agreed to decrease 40%. I lowered from 120 to 70. $Rotation time: 3.0, 3.0, 3.0 $Rear Velocity: 0.0 $Forward accel: 2.0 $Forward decel: 0.25 ;; lower numbers mean faster acceleration. $Slide accel: 0.0 $Slide decel: 0.0 ;; Lots of weapons onboard means big explosion $Expl inner rad: 100.0 $Expl outer rad: 200.0 $Expl damage: 100.0 $Expl blast: 4000.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 500 $Shield Color: 100 255 100 $Power Output: 1.0 $Max Oclk Speed: 100.0 $Max Weapon Eng: 0.0 $Hitpoints: 500 $Flags: ( "repair_rearm" "in tech database") $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: 137 ;; Engine sound of ship $Closeup_pos: 0.0, 1.0, -37 $Closeup_zoom: 0.5 $Score: 10 $Subsystem: communications, 10, 0.0 $Subsystem: navigation, 10, 0.0 $Subsystem: engine, 30, 0.0 $Subsystem: sensors, 10, 0.0 $Name: GVT Isis $Short name: VTran $Species: Vasudan +Tech Description: XSTR("The GVT Isis is most often used as a military personnel transport but also occasionally serves as a repair ship or even a tugboat, helping to maneuver large vessels into docking bays. Two cannon turrets and thick molybdenum plating serve to protect its cargo. Magnetic cargo locks located on the Isis's undercarriage enable it to transport small cargo containers of supplies and munitions in emergencies.", 3124) $end_multi_text $POF file: transport02.pof $Detail distance: (0, 100, 250, 800) $Show damage: YES $Density: 2 $Damp: 0.2 $Rotdamp: 0.6 $Max Velocity: 0.0, 0.0, 35.0 $Rotation time: 4.0, 7.0, 10.0 $Rear Velocity: 0.0 $Forward accel: 6.0 $Forward decel: 1.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 25.0 $Expl outer rad: 75.0 $Expl damage: 50.0 $Expl blast: 1000.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 2.0 $Max Oclk Speed: 42.0 $Max Weapon Eng: 0.0 $Hitpoints: 5000 $Flags: ( "transport" "in tech database") $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: 131 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -30 $Closeup_zoom: 0.5 $Score: 15 $Subsystem: turret01,1,1.0 $Default PBanks: ( "Mekhu HL-7" ) $Subsystem: turret02,1,1.0 $Default PBanks: ( "Mekhu HL-7" ) $Subsystem: communication, 5,0.0 $Subsystem: engine, 25,0.0 $Subsystem: navigation, 5,0.0 $Subsystem: sensors, 5,0.0 $Subsystem: weapons, 15,0.0 $Name: @PVFR Ma'at $Short name: VFreight5 $Species: Vasudan +Tech Description: XSTR("The Ma'at freighter class has served the Vasudan navy for over 50 years. More than 200 of these vessels still serve the GTVA, carrying desperately needed supplies, foodstuffs, and munitions to every theatre of the war. With only three weapon turrets, a lone Ma'at is easy prey for a wing of enemy bombers. Thus Ma'ats usually travel in mixed convoys with other freighters, guarded by cruisers and fighter wings.", 3125) $end_multi_text $POF file: freighter05.pof $Detail distance: (0, 300, 550, 1000) $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 0.7 $Max Velocity: 0.0, 0.0, 50.0 $Rotation time: 25.0, 25.0, 25.0 $Rear Velocity: 0.0 $Forward accel: 7.0 $Forward decel: 1.5 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 100.0 $Expl outer rad: 200.0 $Expl damage: 200.0 $Expl blast: 1800.0 $Expl Propagates: YES ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Default PBanks: () $Default SBanks: () $SBank Capacity: () ;$Shields: 0 $Shields: 0 $Power Output: 1.0 $Max Oclk Speed: 60.0 $Max Weapon Eng: 0.0 $Hitpoints: 4500 $Flags: ( "freighter" "in tech database") $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: 130 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -71 $Closeup_zoom: 0.5 $Score: 14 $Subsystem: turret01, 3,1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret02, 3,1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: communication, 5,0.0 $Subsystem: engine, 25,0.0 $Subsystem: navigation, 5,0.0 $Subsystem: sensors, 5,0.0 $Subsystem: weapons, 15,0.0 $Subsystem: turret03, 3,1.0 $Default PBanks: ( "Mekhu HL-7" ) $Name: GVFr Bes $Short name: VFreight5 $Species: Vasudan +Tech Description: XSTR("For the past 20 years, the GVFr Bes has been the mainstay of Vasudan shipping fleets. While some Terran systems languished in the post-war era, the Vasudans experienced an economic recovery that was miraculous, given the annihilation of their home planet. Experts credit the policies of the restored Imperial government that emerged following Khonsu II's dissolution of the Vasudan parliament. As commerce among the Vasudan systems resumed and expanded into Terran worlds, a new generation of space-faring cargo vessels was required to meet the needs of this burgeoning economy.", 3126) $end_multi_text $POF file: freighter2v-01.pof $Detail distance: (0, 200, 400, 1000) $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 0.7 $Max Velocity: 0.0, 0.0, 50.0 $Rotation time: 25.0, 25.0, 25.0 $Rear Velocity: 0.0 $Forward accel: 7.0 $Forward decel: 1.5 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 100.0 $Expl outer rad: 200.0 $Expl damage: 200.0 $Expl blast: 1800.0 $Expl Propagates: YES ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Default PBanks: () $Default SBanks: () $SBank Capacity: () ;$Shields: 0 $Shields: 0 $Power Output: 1.0 $Max Oclk Speed: 60.0 $Max Weapon Eng: 0.0 $Hitpoints: 4500 $Flags: ( "freighter" "in tech database") $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: 130 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -317 $Closeup_zoom: 0.1 $Score: 13 $Subsystem: turret01, 3,1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret02, 3,1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: communications, 5,0.0 $Subsystem: engine lt, 25,0.0 $Subsystem: engine rt, 25,0.0 $Subsystem: navigation, 5,0.0 $Subsystem: sensors, 5,0.0 $Subsystem: weapons, 15,0.0 $Name: VAC 5 $Short name: VCar5 $Species: Vasudan +Tech Description: XSTR("The Vasudan VAC 5 is an armored cargo container that is used to transport fragile or valuable equipment to front-line bases. These containers are better protected than most combat spacecraft, giving their cargoes an excellent chance to survive collisions and stray energy blasts.", 3127) $end_multi_text $POF file: cargo2v-01.pof $Detail distance: (0, 400, 600, 800) $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 0.2 $Max Velocity: 0.0, 0.0, 0.0 $Rotation time: 20.0, 20.0, 20.0 $Rear Velocity: 0.0 $Forward accel: 0.0 $Forward decel: 0.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 25.0 $Expl outer rad: 75.0 $Expl damage: 50.0 $Expl blast: 100.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 0.0 $Max Oclk Speed: 0.0 $Max Weapon Eng: 0.0 $Hitpoints: 1200 $Flags: ( "cargo" "in tech database") $AI Class: none $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: -1 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -317 $Closeup_zoom: 0.1 $Score: 3 $Name: @VAC 4 $Short name: VCar5 $Species: Vasudan +Tech Description: XSTR("The Vasudan VAC 4 is an armored cargo container that is used to transport fragile or valuable equipment to front-line bases. These containers are better protected than most combat spacecraft, giving their cargoes an excellent chance to survive collisions and stray energy blasts.", 3128) $end_multi_text $POF file: cargo04.pof $Detail distance: (0, 200, 550, 800) $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 0.2 $Max Velocity: 0.0, 0.0, 0.0 $Rotation time: 20.0, 20.0, 20.0 $Rear Velocity: 0.0 $Forward accel: 0.0 $Forward decel: 0.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 25.0 $Expl outer rad: 75.0 $Expl damage: 50.0 $Expl blast: 100.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 0.0 $Max Oclk Speed: 0.0 $Max Weapon Eng: 0.0 $Hitpoints: 1200 $Flags: ( "cargo" "in tech database") $AI Class: none $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: -1 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -41 $Closeup_zoom: 0.6 $Score: 3 $Name: GVFr Satis $Short name: VFreight4 $Species: Vasudan +Tech Description: XSTR( "When the first Satis-class freighter was encountered by Terran forces during the Terran-Vasudan War, its firepower led Terran Command to classify it as a light cruiser. Only after a disabled Satis was captured did its true nature become known. Now designated the GVFr Satis class, these freighters still serve as an iron fist within the velvet glove of a freighter convoy. Few enemy fighters who mistake a Satis for a Ma'at or Bes live to regret their error.", 3129) $end_multi_text $POF file: freighter04.pof $Detail distance: (0, 300, 900, 1800) $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 0.7 $Max Velocity: 0.0, 0.0, 50.0 $Rotation time: 25.0, 25.0, 25.0 $Rear Velocity: 0.0 $Forward accel: 7.0 $Forward decel: 4.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 100.0 $Expl outer rad: 300.0 $Expl damage: 100.0 $Expl blast: 2000.0 $Expl Propagates: YES ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 ;$Shields: 250 $Power Output: 1.0 $Max Oclk Speed: 60.0 $Max Weapon Eng: 0.0 $Hitpoints: 5000 $Flags: ( "freighter" "in tech database") $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: 130 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -175 $Closeup_zoom: 0.4 $Score: 16 $Subsystem: Turret01-main,3,2.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: Turret02,3,2.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: Turret03,3,2.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: Turret04,3,2.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: Turret05,3,2.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: communication, 5,0.0 $Subsystem: engine, 25,0.0 $Subsystem: navigation, 5,0.0 $Subsystem: sensors, 5,0.0 $Subsystem: weapons, 15,0.0 $Name: GVG Anuket $Short name: VGas1 $Species: Vasudan +Tech Description: XSTR("The GVG Anuket was originally designed for resource extraction in the volatile environment of gas giants. More recently, the Anuket has been modified for nebular operations. The Anuket has the most sophisticated sensor array available, enabling it to navigate the intense EM maelstroms of supernova remnants. In the nebula, the Anuket plays two important roles. First, the miner collects samples for scientific analysis and serves as a laboratory for field experiments. Second, the Anuket gathers deuterium-rich gas for use in the fusion drives that power the allied fleet.", 3130) $end_multi_text $POF file: miner2v-01.pof $Detail distance: (0, 750, 1600, 3500) $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 1.0 $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: 200.0 $Expl outer rad: 500.0 $Expl damage: 150.0 $Expl blast: 2000.0 $Expl Propagates: YES ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 500.0 ;; speed shockwave expands at, 0 means no shockwave $Shockwave Count: 2 $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 30.0 $Max Oclk Speed: 35.0 $Max Weapon Eng: 100.0 $Hitpoints: 4000 $Flags: ( "gas miner" ) $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: 104 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -500 $Closeup_zoom: .3 $Score: 50 $Subsystem: turret01, 2, 1.0 $Default PBanks: ( "Terran Turret Weak" "Terran Turret Weak" ) $Subsystem: turret02, 2, 1.0 $Default PBanks: ( "Standard Flak" "Standard Flak" ) $Subsystem: turret03, 2, 1.0 $Default PBanks: ( "Terran Turret Weak" "Akheton SDG" ) $Subsystem: turret04, 2, 1.0 $Default PBanks: ( "Subach HL-7" "Terran Turret Weak") $Subsystem: turret05, 2, 1.0 $Default PBanks: ( "Subach HL-7" ) $Subsystem: navigation, 8, 0.0 $Subsystem: communications, 8, 0.0 $Subsystem: weapons, 8, 0.0 $Subsystem: engine, 18, 0.0 $Engine Wash: Default200 $Subsystem: sensors, 8, 0.0 $Subsystem: miner02va-claw1, 25, 0.0 $Name: GVC Aten $Short name: VCruise2 $Species: Vasudan +Tech Description: XSTR( "The GVC Aten is among the smallest of the GTVA's cruiser classes, with thin armor and only a few, relatively weak turrets. Terran fighters and bombers exploited these weaknesses during the early years of the Great War, when the Terrans and Vasudans were still enemies. The Aten is most often seen in the current conflict as a rear-guard defense for convoys or installations, backing up wings of fighters and bombers.", 3131) $end_multi_text $POF file: cruiser02.pof $Detail distance: (0, 800, 1600, 6000) $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 1.0 $Max Velocity: 0.0, 0.0, 25.0 $Rotation time: 110.0, 110.0, 75.0 $Rear Velocity: 0.0 $Forward accel: 10.0 $Forward decel: 5.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 150.0 $Expl outer rad: 650.0 $Expl damage: 200.0 $Expl blast: 10000.0 $Expl Propagates: YES ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 500.0 ;; speed shockwave expands at, 0 means no shockwave $Shockwave Count: 2 $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 90.0 $Max Oclk Speed: 55.0 $Max Weapon Eng: 100.0 $Hitpoints: 18000 $Flags: ( "cruiser" "in tech database") $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: 137 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -317 $Closeup_zoom: 0.5 $Score: 90 $Subsystem: turret01a,0.833,1.0 $Default PBanks: ( "Subach HL-7" ) $Subsystem: turret02a,0.833,1.0 $Default PBanks: ( "Subach HL-7" ) $Subsystem: turret03,0.833,1.0 $Default PBanks: ( "AAAf" ) $Subsystem: turret04,0.833,1.0 $Default PBanks: ( "AAAf" ) $Subsystem: turret05,0.833,1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret06,0.833,1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: engine, 15,0.0 $Engine Wash: Default100 $Subsystem: communications, 5,0.0 $Subsystem: sensors, 5,0.0 $Subsystem: navigation, 5,0.0 $Subsystem: weapons, 5,0.0 $Name: GVC Mentu $Short name: VCruise21 $Species: Vasudan +Tech Description: XSTR( "The GVC Mentu cruiser is the lightest of the new Vasudan warships. Following the Great War, allied scientists developed the beam cannons that now serve as the primary armaments of today's GTVA warships. Rather than modify existing ships, the Vasudans developed new designs to mount these weapons. The Mentu's 16 turrets include heavy beam cannons for duking it out with other warships, as well as AAA and flak turrets to fend off smaller craft. The GVC Somtus and the GVC Mycerinus recently demonstrated the strength of the Mentu against NTF forces in Epsilon Pegasi.", 3132) $end_multi_text $POF file: cruiser2V-01.pof $Detail distance: (0, 1000, 1600, 11000) $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 1.0 $Max Velocity: 0.0, 0.0, 35.0 $Rotation time: 100.0, 100.0, 65.0 $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: 650.0 $Expl damage: 200.0 $Expl blast: 10000.0 $Expl Propagates: YES ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 500.0 ;; 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: 60.0 $Max Weapon Eng: 100.0 $Hitpoints: 60000 $Flags: ( "cruiser" "in tech database") $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: 137 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -317 $Closeup_zoom: 0.75 $Score: 100 $Subsystem: turret01,0.833,1.0 $Default PBanks: ( "Terran Huge Turret" ) $Subsystem: turret02,0.833,1.0 $Default PBanks: ( "Terran Huge Turret" ) $Subsystem: turret03,0.833,1.0 $Default PBanks: ( "AAAf" ) $Subsystem: turret04,0.833,1.0 $Default PBanks: ( "AAAf" ) $Subsystem: turret05,0.833,1.0 $Default PBanks: ( "AAAf" ) $Subsystem: turret06,0.833,1.0 $Default PBanks: ( "Standard Flak" ) $Subsystem: turret07,0.833,1.0 $Default PBanks: ( "Standard Flak" ) $Subsystem: turret08,0.833,1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret09,0.833,1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret10,0.833,1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret11,0.833,1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret12,0.833,1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret13,0.833,1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret14,0.833,1.0 $Default PBanks: ( "Standard Flak" ) $Subsystem: turret15,0.833,1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret16,0.833,1.0 $Default PBanks: ( "Subach HL-7" ) $Subsystem: engine, 15, 0.0 $Engine Wash: Default150 $Subsystem: communications, 5,0.0 $Subsystem: sensors, 5,0.0 $Subsystem: navigation, 5,0.0 $Subsystem: weapons, 5,0.0 $Name: GVCv Sobek $Short name: VCorvette $Species: Vasudan +Tech Description: XSTR("Design of the corvette class GVCv Sobek began in the dark days after the destruction of Vasuda Prime by the Shivans in the Great War. The Vasudan navy wanted a vessel that could single-handedly counter powerful Shivan cruisers and provide critical support to Vasudan destroyers in battles against Shivan capital ships. The Sobek class fills those requirements admirably. Bristling with almost two dozen turrets, these corvettes are a terror to all vessels of cruiser size and below, while presenting a dire threat even to ships far larger than themselves.", 3133) $end_multi_text $POF file: corvette2v-01.pof $Detail distance: (0, 1200, 2400, 5500) $ND: 244 243 243 $ND: 212 212 212 $ND: 229 229 226 $ND: 207 206 204 $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 1.0 $Max Velocity: 0.0, 0.0, 30.0 $Rotation time: 100.0, 100.0, 70.0 $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 ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 450.0 ;; speed shockwave expands at, 0 means no shockwave $Shockwave Count: 3 $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 100.0 $Max Oclk Speed: 60.0 $Max Weapon Eng: 100.0 $Hitpoints: 80000 $Flags: ( "big damage" "corvette" ) $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: 131 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -725 $Closeup_zoom: 0.5 $Score: 400 $Subsystem: turret01,0.833,1.0 $Default PBanks: ( "Terran Huge Turret" ) $Subsystem: turret02,0.833,1.0 $Default PBanks: ( "Terran Huge Turret" ) $Subsystem: turret03,0.833,1.0 $Default PBanks: ( "Standard Flak" ) $Subsystem: turret04,0.833,1.0 $Default PBanks: ( "Standard Flak" ) $Subsystem: turret05,0.833,1.0 $Default PBanks: ( "Terran Huge Turret" ) $Subsystem: turret06,0.833,1.0 $Default PBanks: ( "AAAf" ) $Subsystem: turret07,0.833,1.0 $Default PBanks: ( "AAAf" ) $Subsystem: turret08,0.833,1.0 $Default PBanks: ( "AAAf" ) $Subsystem: turret09,0.833,1.0 $Default PBanks: ( "VSlash" ) $Subsystem: turret10,0.833,1.0 $Default PBanks: ( "Standard Flak" ) $Subsystem: turret11,0.833,1.0 $Default PBanks: ( "Standard Flak" ) $Subsystem: turret12,0.833,1.0 $Default PBanks: ( "AAAf" ) $Subsystem: turret13,0.833,1.0 $Default PBanks: ( "Standard Flak" ) $Subsystem: turret14,0.833,1.0 $Default PBanks: ( "VSlash" ) $Subsystem: turret15,0.833,1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret16,0.833,1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret17,0.833,1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret18,0.833,1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret19,0.833,1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret20,0.833,1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret21,0.833,1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret22,0.833,1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: engine, 15,0.0 $Engine Wash: Default300 $Subsystem: communications, 5,0.0 $Subsystem: sensors, 5,0.0 $Subsystem: navigation, 5,0.0 $Subsystem: weapons, 5,0.0 $Name: GVD Typhon $Short name: VDestroy $Species: Vasudan +Tech Description: XSTR( "The GVD Typhon was the height of Vasudan military technology when it appeared to face Terran forces during the early days of the Terran-Vasudan War. The first Typhon was sighted at the Vega Engagement and quickly destroyed the GTD Eisenhower and much of the 4th fleet. The more recent Hatshepsut class of destroyers is larger and wields a deadlier array of armaments, but the Typhon is still a match for almost any foe. Up to 30 wings of fighters or bombers can be housed within its docking bays, ready to engage at a moment's notice.", 3134) $end_multi_text $POF file: capital03.pof $Detail distance: (0, 4500, 9000, 25000 ) $Show damage: NO $Density: 1 $Damp: 0.2 $Rotdamp: 1.5 $Max Velocity: 0.0, 0.0, 15.0 $Rotation time: 150.0, 150.0, 150.0 $Rear Velocity: 0.0 $Forward accel: 20.0 $Forward decel: 10.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 150.0 $Expl outer rad: 2400.0 $Expl damage: 400.0 $Expl blast: 3000.0 $Expl Propagates: YES ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 600.0 ;; speed shockwave expands at, 0 means no shockwave $Shockwave Count: 4 $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 100.0 $Max Oclk Speed: 45.0 $Max Weapon Eng: 100.0 $Hitpoints: 120000 $Flags: ( "capital" "in tech database" "big damage") $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: 137 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -1860 $Closeup_zoom: 0.5 $Score: 1000 $Subsystem: turret01,0.125,0.5 $Default PBanks: ( "Terran Huge Turret" ) $Subsystem: turret02,0.125,0.5 $Default PBanks: ( "Terran Huge Turret" ) $Subsystem: turret03,0.125,0.5 $Default PBanks: ( "Standard Flak" ) $Subsystem: turret04,0.125,0.5 $Default PBanks: ( "Standard Flak" ) $Subsystem: turret05,0.125,0.5 $Default PBanks: ( "Standard Flak" ) $Subsystem: turret06,0.125,0.5 $Default PBanks: ( "Standard Flak" ) $Subsystem: turret07,0.125,0.5 $Default SBanks: ( "FighterKiller" ) ;should be VasudanFlux $Subsystem: turret08,0.125,0.5 $Default SBanks: ( "FighterKiller" ) ;should be VasudanFlux $Subsystem: turret09,0.125,0.5 $Default SBanks: ( "FighterKiller" ) $Subsystem: turret10,0.375,0.5 $Default PBanks: ( "AAAf" ) $Subsystem: turret11,0.375,0.5 $Default PBanks: ( "Standard Flak" ) $Subsystem: turret12,0.375,0.5 $Default PBanks: ( "BVas" ) $Subsystem: turret13,0.375,0.5 $Default SBanks: ( "FighterKiller" ) $Subsystem: turret14,0.375,0.5 $Default PBanks: ( "AAAf" ) $Subsystem: turret15,0.375,0.5 $Default PBanks: ( "BVas" ) $Subsystem: navigation, 5,0.0 $Subsystem: weapons, 5,0.0 $Subsystem: sensors, 5,0.0 $Subsystem: engine, 15,0.0 $Engine Wash: Default800 $Subsystem: communication, 5,0.0 $Subsystem: fighterbay 1, 0,0.0 $Subsystem: fighterbay 2, 0,0.0 ;; Like most turrets, the Ankh guards things. $Name: GVSG Ankh $Short name: VSGun $Species: Vasudan +Tech Description: XSTR("The GVSG Ankh sentry gun platform is the Vasudan equivalent of the GTSG Watchdog. Both are Great War relics that perform poorly by modern standards. The Ankh serves to guard back-line storage depots and installations. With no armor or shielding, the Ankh is easily destroyed. Its two small turrets can deter unarmed raiders or badly damaged fighters, but it poses little threat to most combat craft.", 3135) $end_multi_text $POF file: GunPlatform02.pof $Detail distance: (0, 100, 500) $Show damage: NO $Density: 1 $Damp: 0.2 $Rotdamp: 0.2 $Max Velocity: 0.0, 0.0, 0.0 $Rotation time: 20.0, 20.0, 20.0 $Rear Velocity: 0.0 $Forward accel: 0.0 $Forward decel: 0.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 0.0 $Expl outer rad: 0.0 $Expl damage: 0.0 $Expl blast: 0.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 0.0 $Max Oclk Speed: 0.0 $Max Weapon Eng: 0.0 $Hitpoints: 20 $Flags: ("sentrygun" "in tech database") $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: -1 ;; Engine sound of ship $Closeup_pos: 0.0, -1.5, -20 $Closeup_zoom: 0.5 $Score: 5 $Subsystem: turret01a, 20, 1.0 $Default PBanks: ( "Terran Turret" ) $Subsystem: turret02a, 20, 1.0 $Default PBanks: ( "Terran Turret" ) ;; Like most turrets, the Ankh guards things. $Name: GVSG Edjo $Short name: VSGun2 $Species: Vasudan +Tech Description: XSTR("When the GTVA asked the Vasudan navy to upgrade the Great War-era Ankh sentry gun platform, the GVSG Edjo was the Vasudans' answer. The Edjo has significantly more armor plating than the Ankh, improving its survivability, but the Vasudans placed only one small cannon turret on the new platform, giving it half the punch of the Ankh. After seeing the Edjo, the Terrans quietly began developing their own advanced sentry gun platforms. The Vasudan navy seems content to leave this aspect of military technology to the Terrans.", 3136) $end_multi_text $POF file: Platform2V-01.pof $Detail distance: (0, 100, 500) $Show damage: NO $Density: 1 $Damp: 0.2 $Rotdamp: 0.2 $Max Velocity: 0.0, 0.0, 0.0 $Rotation time: 20.0, 20.0, 20.0 $Rear Velocity: 0.0 $Forward accel: 0.0 $Forward decel: 0.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 0.0 $Expl outer rad: 0.0 $Expl damage: 0.0 $Expl blast: 0.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 0.0 $Max Oclk Speed: 0.0 $Max Weapon Eng: 0.0 $Hitpoints: 35 $Flags: ("sentrygun" "in tech database") $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: -1 ;; Engine sound of ship $Closeup_pos: 0.0, -1.5, -20 $Closeup_zoom: 0.5 $Score: 6 $Subsystem: turret01a, 20, 1.0 $Default PBanks: ( "Terran Turret" ) ;; Vasudan escape pod $Name: GVEP Ra $Short name: VPod $Species: Vasudan +Tech Description: XSTR("The GVEP Ra escape pod has been the standard emergency vehicle on Vasudan capital ships since the Terran-Vasudan War. In keeping with Vasudan philosophies, the Ra is almost never used to evacuate personnel, but instead is employed to preserve records and other data that could be of use to the allies. Thus Ra-class craft have minimal life support systems and a small fusion engine. The energy supplied by the escape pod's powerplant goes almost entirely to powering the pod's homing beacon.", 3137) $end_multi_text $POF file: escapepod02.pof $Detail distance: (0, 120, 450, 750) $Show damage: YES $Density: 1 $Damp: 0.1 $Rotdamp: 0.35 $Max Velocity: 0.0, 0.0, 40.0 ;; in x/y/z -- z only specified forward. use special tokens for backward movement $Rotation time: 4.0, 4.0, 4.0 $Rear Velocity: 0.0 $Forward accel: 2.0 $Forward decel: 1.5 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 25.0 $Expl outer rad: 75.0 $Expl damage: 50.0 $Expl blast: 500.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Allowed PBanks: ( ) $Default PBanks: ( ) $Allowed SBanks: ( ) $Default SBanks: ( ) $SBank Capacity: ( ) $Shields: 100 $Shield Color: 100 255 100 $Power Output: 2.0 $Max Oclk Speed: 55.0 $Max Weapon Eng: 50.0 $Hitpoints: 200 $Flags: ( "escapepod" "in tech database") $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: 119 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -22 $Closeup_zoom: 0.75 $Score: 5 $Subsystem: engine, 50, 0 $Name: GVA Setekh $Short name: VAWAC $Species: Vasudan +Tech Description: XSTR("The GVA Setekh is the Vasudan class of AWACS vessels, comparable to the Terran GTA Charybdis class. Setekhs are smaller, less heavily armored, and have half the turrets of Charybdis ships. Despite these shortcomings, the Vasudan navy insists upon deploying Setekhs in Vasudan battle groups, claiming the Vasudan versions are more appropriate for their fleets. Setekhs' crystalline detection arrays provide their fleets with doubled radar range within the nebular region. Every Vasudan battle group operating in this theatre has a wing of Setekhs attached to it.", 3138) $end_multi_text $POF file: AWACS2V-01.pof $Detail distance: (0, 600, 2200, 5000) $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 1.0 $Max Velocity: 0.0, 0.0, 20.0 $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: 400.0 $Expl outer rad: 900.0 $Expl damage: 150.0 $Expl blast: 3000.0 $Expl Propagates: YES ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 500.0 ;; speed shockwave expands at, 0 means no shockwave $Shockwave Count: 2 $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 20.0 $Max Oclk Speed: 35.0 $Max Weapon Eng: 100.0 $Hitpoints: 8000 $Flags: ( "big damage" "awacs" ) $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: 104 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -245 $Closeup_zoom: 0.5 $Score: 150 $Subsystem: turret01, 2, 1.0 $Default PBanks: ( "Terran Turret Weak" "Terran Turret Weak" ) $Subsystem: turret02, 2, 1.0 $Default PBanks: ( "Terran Turret Weak" "Terran Turret Weak" ) $Subsystem: turret03, 2, 1.0 $Default PBanks: ( "Terran Turret Weak" "Akheton SDG" ) $Subsystem: navigation, 5, 0.0 $Subsystem: communications, 5, 0.0 $Subsystem: weapons, 5, 0.0 $Subsystem: engine01, 8, 0.0 $Engine Wash: Default100 $Subsystem: engine02, 8, 0.0 $Engine Wash: Default100 $Subsystem: sensors01, 10, 0.0 $Subsystem: radara, 10, 0.0 $AWACS: 1.0 1700.0 ;; intensity, radius - intensity is currently ignored $Name: GVD Hatshepsut $Short name: VDestroy $Species: Vasudan +Tech Description: XSTR( "In 2360, Allied Command commissioned the first of the GVD Hatshepsut-class destroyers. The Vasudan contractor Akheton designed the Hatshepsut to efficiently integrate the new beam cannon. The process of retrofitting the older Typhon-class warships yielded vessels prone to system failures and reactor overloads. Though a handful of modified Typhons remain in service, the Hatshepsut has taken over as the primary Vasudan destroyer. With 24 turrets, 5 beam cannons, and 2 fighterbays, destroyers such as GVD Psamtik of Deneb's 13th Battle Group serve at the vanguard of the modern Vasudan fleet.", 3139) $end_multi_text $POF file: capital2V-01.pof $Detail distance: (0, 5000, 9500, 30000 ) $Show damage: NO $Density: 1 $Damp: 0.2 $Rotdamp: 1.5 $Max Velocity: 0.0, 0.0, 15.0 $Rotation time: 150.0, 150.0, 150.0 $Rear Velocity: 0.0 $Forward accel: 20.0 $Forward decel: 10.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 150.0 $Expl outer rad: 2400.0 $Expl damage: 400.0 $Expl blast: 3000.0 $Expl Propagates: YES ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 600.0 ;; speed shockwave expands at, 0 means no shockwave $Shockwave Count: 4 $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 100.0 $Max Oclk Speed: 45.0 $Max Weapon Eng: 100.0 $Hitpoints: 135000 $Flags: ( "capital" "in tech database" "big damage") $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: 137 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -2560 $Closeup_zoom: 0.5 $Score: 1400 $Subsystem: turret01,0.125,0.5 $Default PBanks: ( "SVas" ) $Subsystem: turret02,0.125,0.5 $Default PBanks: ( "BVas" ) $Subsystem: turret03,0.125,0.5 $Default PBanks: ( "BVas" ) $Subsystem: turret04,0.125,0.5 $Default PBanks: ( "BVas" ) $Subsystem: turret05,0.125,0.5 $Default SBanks: ( "Fusion Mortar" ) $Subsystem: turret06,0.125,0.5 $Default SBanks: ( "Fusion Mortar" ) $Subsystem: turret07,0.125,0.5 $Default SBanks: ( "Fusion Mortar" ) $Subsystem: turret08,0.125,0.5 $Default SBanks: ( "Fusion Mortar" ) $Subsystem: turret09,0.125,0.5 $Default SBanks: ( "Fusion Mortar" ) $Subsystem: turret10,0.125,0.5 $Default SBanks: ( "Standard Flak" ) $Subsystem: turret11,0.125,0.5 $Default PBanks: ( "AAAf" ) $Subsystem: turret12,0.125,0.5 $Default PBanks: ( "Terran Huge Turret" ) $Subsystem: turret13,0.125,0.5 $Default PBanks: ( "Standard Flak" ) $Subsystem: turret14,0.125,0.5 $Default PBanks: ( "Standard Flak" ) $Subsystem: turret15,0.125,0.5 $Default PBanks: ( "Standard Flak" ) $Subsystem: turret16,0.125,0.5 $Default PBanks: ( "Standard Flak" ) $Subsystem: turret17,0.125,0.5 $Default PBanks: ( "Standard Flak" ) $Subsystem: turret18,0.125,0.5 $Default PBanks: ( "Terran Huge Turret" ) $Subsystem: turret19,0.125,0.5 $Default PBanks: ( "Terran Huge Turret" ) $Subsystem: turret20,0.125,0.5 $Default PBanks: ( "AAAf" ) $Subsystem: turret21,0.125,0.5 $Default PBanks: ( "AAAf" ) $Subsystem: turret22,0.125,0.5 $Default PBanks: ( "Terran Huge Turret" ) $Subsystem: turret23,0.125,0.5 $Default PBanks: ( "Standard Flak" ) $Subsystem: turret24,0.125,0.5 $Default PBanks: ( "Standard Flak" ) $Subsystem: turret25,0.125,0.5 $Default PBanks: ( "Standard Flak" ) $Subsystem: turret26,0.125,0.5 $Default PBanks: ( "Standard Flak" ) $Subsystem: turret27,0.125,0.5 $Default PBanks: ( "Standard Flak" ) $Subsystem: turret28,0.125,0.5 $Default PBanks: ( "Terran Huge Turret" ) $Subsystem: turret29,0.125,0.5 $Default PBanks: ( "Terran Huge Turret" ) $Subsystem: turret30,0.125,0.5 $Default PBanks: ( "AAAf" ) $Subsystem: bridge, 5,0.0 $Subsystem: navigation, 5,0.0 $Subsystem: weapons, 5,0.0 $Subsystem: sensors, 5,0.0 $Subsystem: communication, 5,0.0 $Subsystem: fighterbay01, 5,0.0 $Subsystem: fighterbay02, 5,0.0 $Subsystem: reactor, 5,0.0 $Subsystem: engine01, 7,0.0 $Engine Wash: Default1000 $Subsystem: engine02, 7,0.0 $Engine Wash: Default1000 ;;>>>>>>>>>>>>>>SHIVAN<<<<<<<<<<<<<<<< $Name: SF Dragon $Short name: SFight $Species: Shivan +Tech Description: XSTR( "The Shivan fighter class SF Dragon is a fast, extremely agile craft. Its twin lasers pack a deadly punch. The Dragon's weakness seems to be a thin hull. The trouble is that their speed and maneuverability make them extremely difficult to hit.", 3140) $end_multi_text $POF file: fighter03.pof $Detail distance: (0, 80, 160, 500) $Show damage: YES $Density: 1 $Damp: 0.1 $Rotdamp: 0.4 $Max Velocity: 20.0, 20.0, 75.0 $Rotation time: 2.5, 2.0, 2.0 $Rear Velocity: 30.0 $Forward accel: 2.0 $Forward decel: 0.75 $Slide accel: 2.0 $Slide decel: 2.0 $Expl inner rad: 25.0 $Expl outer rad: 55.0 $Expl damage: 15.0 $Expl blast: 1000.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Default PBanks: ( "Shivan Heavy Laser" "Shivan Heavy Laser" ) $Default SBanks: ( "Harpoon" ) $SBank Capacity: ( 20 ) $Shields: 700 $Shield Color: 255 92 92 $Power Output: 2.0 $Max Oclk Speed: 90.0 $Max Weapon Eng: 100.0 $Hitpoints: 100 $Flags: ( "fighter" ) $AI Class: Captain $Afterburner: YES +Aburn Max Vel: 0.0, 0.0, 150.0 +Aburn For accel: 0.7 +Aburn Fuel: 200.0 +Aburn Burn Rate: 60.0 +Aburn Rec Rate: 25.0 $Countermeasures: 20 $Scan time: 2000 $EngineSnd: 132 ;; Engine sound of ship $Closeup_pos: 0.0, 0.5, -16 $Closeup_zoom: 0.5 $Shield_icon: shield-f03 $Score: 16 $Trail: +Offset: 5.03 -1.56 -1.46 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: 0.4 2.45 -3.719 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Subsystem: sensors, 10,0.0 $Subsystem: communication, 10,0.0 $Subsystem: engine, 35,0.0 $Subsystem: weapons, 15,0.0 $Subsystem: navigation, 5,0.0 $Name: SF Basilisk $Short name: SFight10 $Species: Shivan +Tech Description: XSTR( "The SF Basilisk is a Shivan heavy attack fighter. Slow but heavily armed and well-protected, the Basilisk targets slower-moving vessels, such as bombers, freighters, and gas miners. Their powerful lasers make them a danger to all such craft, so they must be engaged and destroyed as quickly as possible.", 3141) $end_multi_text $POF file: fighter10.pof $Detail distance: (0, 80, 600, 900) $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 0.4 $Max Velocity: 15.0, 15.0, 65.0 $Rotation time: 3.5, 3.5, 4.0 $Rear Velocity: 20.0 $Forward accel: 3.0 $Forward decel: 1.5 $Slide accel: 2.0 $Slide decel: 2.0 $Expl inner rad: 33.0 $Expl outer rad: 66.0 $Expl damage: 20.0 $Expl blast: 1000.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Default PBanks: ( "Shivan Mega Laser" "Shivan Heavy Laser" ) $Default SBanks: ( "Trebuchet" "Hornet" ) $SBank Capacity: ( 80, 80 ) $Shields: 950 $Shield Color: 255 92 92 $Power Output: 2.25 $Max Oclk Speed: 68.0 $Max Weapon Eng: 150.0 $Hitpoints: 100 $Flags: ( "fighter" ) $AI Class: Captain $Afterburner: YES +Aburn Max Vel: 0.0, 0.0, 110.0 +Aburn For accel: 0.7 +Aburn Fuel: 300.0 +Aburn Burn Rate: 50.0 +Aburn Rec Rate: 25.0 $Countermeasures: 20 $Scan time: 2000 $EngineSnd: 132 ;; Engine sound of ship $Closeup_pos: 0.0, -2.0, -35 $Closeup_zoom: 0.5 $Shield_icon: shield-f10 $Score: 12 $Trail: +Offset: 11 -11.6 -4.5 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: -11 -11.6 -4.5 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Subsystem: sensors, 10,0.0 $Subsystem: communications, 10,0.0 $Subsystem: engine, 35,0.0 $Subsystem: weapons, 15,0.0 $Subsystem: navigation, 5,0.0 $Name: SF Manticore $Short name: SFight11 $Species: Shivan +Tech Description: XSTR( "The Manticore fighter is the fastest known craft in the Shivan armada. With a single, powerful laser and two missile banks, it is a dangerous offensive weapon. Its Achilles' heel lies in its thin hull and weak shields. Manticores do not last long in dogfights against other fighters. They prefer to target bombers, which are nearly helpless against the Manticore's speed and weaponry.", 3142) $end_multi_text $POF file: fighter11.pof $Detail distance: (0, 200, 600, 700) $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 0.3 $Max Velocity: 25.0, 25.0, 87.0 $Rotation time: 3.2, 3.2, 3.2 $Rear Velocity: 25.0 $Forward accel: 3.0 $Forward decel: 1.5 $Slide accel: 2.0 $Slide decel: 2.0 $Expl inner rad: 15.0 $Expl outer rad: 55.0 $Expl damage: 15.0 $Expl blast: 1000.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Default PBanks: ( "Shivan Mega Laser" ) $Default SBanks: ( "Harpoon" "Rockeye" ) $SBank Capacity: ( 40, 40 ) $Shields: 500 $Shield Color: 255 92 92 $Power Output: 1.5 $Max Oclk Speed: 120.0 $Max Weapon Eng: 100.0 $Hitpoints: 100 $Flags: ( "fighter" ) $AI Class: Captain $Afterburner: YES +Aburn Max Vel: 0.0, 0.0, 155.0 +Aburn For accel: 0.7 +Aburn Fuel: 300.0 +Aburn Burn Rate: 70.0 +Aburn Rec Rate: 25.0 $Countermeasures: 20 $Scan time: 2000 $EngineSnd: 132 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -28 $Closeup_zoom: 0.5 $Shield_icon: shield-f11 $Score: 12 $Trail: +Offset: 5.1 -4.53 -4.96 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: -5.1 -4.53 -4.96 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Subsystem: sensors, 10,0.0 $Subsystem: communications, 10,0.0 $Subsystem: engine, 35,0.0 $Subsystem: weapons, 15,0.0 $Subsystem: navigation, 5,0.0 $Name: SF Aeshma $Short name: SFight21 $Species: Shivan +Tech Description: XSTR( "The SF Aeshma is a relatively rare, and only recently encountered, class of Shivan fighter. It appears to be a heavy attack fighter, like the Basilisk. With a low known top speed, Aeshmas seem to target slower-moving vessels, such as bombers, freighters, and gas miners. Their powerful lasers make them a danger to all such craft, so they must be engaged and destroyed as quickly as possible.", 3143) $end_multi_text $POF file: fighter2s-01.pof $Detail distance: (0, 80, 220, 900) $ND: 247 2 2 $ND: 159 7 7 $ND: 204 5 5 $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 0.4 $Max Velocity: 17.0, 17.0, 68.0 $Rotation time: 3.3, 3.3, 3.7 $Rear Velocity: 20.0 $Forward accel: 3.0 $Forward decel: 1.5 $Slide accel: 2.0 $Slide decel: 2.0 $Expl inner rad: 33.0 $Expl outer rad: 66.0 $Expl damage: 20.0 $Expl blast: 1000.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Default PBanks: ( "Shivan Mega Laser" "Shivan Heavy Laser" ) $Default SBanks: ( "Trebuchet" ) $SBank Capacity: ( 80 ) $Shields: 850 $Shield Color: 255 92 92 $Power Output: 2.25 $Max Oclk Speed: 68.0 $Max Weapon Eng: 150.0 $Hitpoints: 125 $Flags: ( "fighter" ) $AI Class: Captain $Afterburner: YES +Aburn Max Vel: 0.0, 0.0, 110.0 +Aburn For accel: 0.7 +Aburn Fuel: 300.0 +Aburn Burn Rate: 50.0 +Aburn Rec Rate: 25.0 $Countermeasures: 20 $Scan time: 2000 $EngineSnd: 132 ;; Engine sound of ship $Closeup_pos: 0.0, -2.0, -35 $Closeup_zoom: 0.5 $Shield_icon: shieldfs-01 $Score: 12 $Trail: +Offset: 4.7 6.5 -5.9 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: -4.7 6.5 -5.9 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: 2.8 -6.3 -1.9 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: -2.8 -6.3 -1.9 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Subsystem: sensors, 10,0.0 $Subsystem: communications, 10,0.0 $Subsystem: engine, 35,0.0 $Subsystem: weapons, 15,0.0 $Subsystem: navigation, 5,0.0 $Name: SF Mara $Short name: SFight22 $Species: Shivan +Tech Description: XSTR( "The SF Mara class of Shivan fighters was first encountered by the GTC Vigilant while patrolling the Gamma Draconis jump node in the Capella system. All other information concerning the Mara is classified level Psi.", 3144) $end_multi_text $POF file: fighter2s-02.pof $Detail distance: (0, 80, 220, 900) $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 0.4 $Max Velocity: 15.0, 15.0, 70.0 $Rotation time: 3.0, 3.0, 3.5 $Rear Velocity: 20.0 $Forward accel: 2.5 $Forward decel: 1.0 $Slide accel: 2.0 $Slide decel: 2.0 $Expl inner rad: 33.0 $Expl outer rad: 66.0 $Expl damage: 20.0 $Expl blast: 1000.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Default PBanks: ( "Shivan Mega Laser" "Shivan Heavy Laser" ) $Default SBanks: ( "Trebuchet" "Hornet" ) $SBank Capacity: ( 80, 80 ) $Shields: 620 $Shield Color: 255 92 92 $Power Output: 2.50 $Max Oclk Speed: 78.0 $Max Weapon Eng: 150.0 $Hitpoints: 200 $Flags: ( "fighter" ) $AI Class: Captain $Afterburner: YES +Aburn Max Vel: 0.0, 0.0, 120.0 +Aburn For accel: 0.7 +Aburn Fuel: 300.0 +Aburn Burn Rate: 50.0 +Aburn Rec Rate: 25.0 $Countermeasures: 20 $Scan time: 2000 $EngineSnd: 132 ;; Engine sound of ship $Closeup_pos: 0.0, -2.0, -23 $Closeup_zoom: 0.5 $Shield_icon: shieldfs-02 $Score: 12 $Trail: +Offset: 9 -2.5 1.3 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: -9 -2.5 1.3 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: 5.8 -5.6 6.5 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: -5.8 -5.6 6.5 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Subsystem: sensors, 10,0.0 $Subsystem: communications, 10,0.0 $Subsystem: engine, 35,0.0 $Subsystem: weapons, 15,0.0 $Subsystem: navigation, 5,0.0 $Name: SF Astaroth $Short name: SFight23 $Species: Shivan +Tech Description: XSTR( "First encountered in Gamma Draconis, the SF Astaroth is a fast, agile fighter that appears to have achieved its maneuverability at the expense of its armor and weaponry. Once the shields of an Astaroth are down, the fighter can be dispatched quickly.", 3145) $end_multi_text $POF file: fighter2s-03.pof $Detail distance: (0, 120, 400, 700) $ND: 231 4 4 $ND: 156 5 5 $ND: 115 1 1 $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 0.3 $Max Velocity: 25.0, 25.0, 80.0 $Rotation time: 3.4, 3.2, 3.2 $Rear Velocity: 25.0 $Forward accel: 3.0 $Forward decel: 1.5 $Slide accel: 2.0 $Slide decel: 2.0 $Expl inner rad: 15.0 $Expl outer rad: 55.0 $Expl damage: 15.0 $Expl blast: 1000.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Default PBanks: ( "Shivan Mega Laser" ) $Default SBanks: ( "Harpoon" "Rockeye" ) $SBank Capacity: ( 40, 40 ) $Shields: 450 $Shield Color: 255 92 92 $Power Output: 1.5 $Max Oclk Speed: 110.0 $Max Weapon Eng: 100.0 $Hitpoints: 100 $Flags: ("fighter" ) $AI Class: Captain $Afterburner: YES +Aburn Max Vel: 0.0, 0.0, 155.0 +Aburn For accel: 0.7 +Aburn Fuel: 300.0 +Aburn Burn Rate: 70.0 +Aburn Rec Rate: 25.0 $Countermeasures: 20 $Scan time: 2000 $EngineSnd: 132 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -28 $Closeup_zoom: 0.5 $Shield_icon: shieldfs-03 $Score: 13 $Trail: +Offset: -3.9 3.40 -8.7 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: 3.9 3.40 -8.7 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: -6.5 -0.77 -7.0 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: 6.5 -0.77 -7.0 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Subsystem: sensors, 10,0.0 $Subsystem: communications, 10,0.0 $Subsystem: engine, 35,0.0 $Subsystem: weapons, 15,0.0 $Subsystem: navigation, 5,0.0 $Name: SB Nephilim $Short name: SBomb8 $Species: Shivan +Tech Description: XSTR( "The SB Nephilim is the slowest of the Shivan bomber classes. These craft were first encountered during the Great War and are still found in many Shivan attack formations. Nephilims are heavily armored and shielded, enabling them to deliver their devastating payloads despite their lack of speed.", 3146) $end_multi_text $POF file: bomber08.pof $Detail distance: (0, 30, 500, 1200) $Show damage: YES $Density: 2 $Damp: 0.2 $Rotdamp: 0.5 $Max Velocity: 12.0, 12.0, 60.0 $Rotation time: 6.0, 6.0, 6.0 $Rear Velocity: 12.0 $Forward accel: 4.0 $Forward decel: 2.0 $Slide accel: 2.0 $Slide decel: 2.0 $Expl inner rad: 75.0 $Expl outer rad: 150.0 $Expl damage: 25.0 $Expl blast: 1500.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Default PBanks: ( "Shivan Light Laser" ) $Default SBanks: ( "Rockeye" "Piranha" "Trebuchet" "Rockeye" ) $SBank Capacity: ( 40, 40, 40, 40 ) $Shields: 1600 $Shield Color: 255 92 92 $Power Output: 4.0 $Max Oclk Speed: 72.0 $Max Weapon Eng: 100.0 $Hitpoints: 500 $Flags: ( "bomber" ) $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: 133 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -75 $Closeup_zoom: 0.5 $Shield_icon: shield-b08 $Score: 11 $Trail: +Offset: -22.035 -7.77 -4.32 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: -22.035 -7.77 -8.08 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: 22.03 -9.9 -10.88 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Subsystem: turret01,5,1.0 $Default PBanks: ( "Shivan Light Laser" ) $Subsystem: turret02,5,1.0 $Default PBanks: ( "Shivan Light Laser" ) $Subsystem: sensors, 10,0.0 $Subsystem: communication, 10,0.0 $Subsystem: engine, 35,0.0 $Subsystem: weapons, 15,0.0 $Subsystem: navigation, 5,0.0 $Name: SB Taurvi $Short name: SBomb8 $Species: Shivan +Tech Description: XSTR( "The SB Taurvi is a Shivan vessel that has only recently been encountered. The Taurvi is one of the weaker Shivan bomber classes, but still the equal of every bomber in the GTVA arsenal. Not as maneuverable as a Nahema, nor as tough as a Seraphim or Nephilim, the Taurvi appears to be a Shivan compromise between speed and power.", 3147) $end_multi_text $POF file: bomber2s-01.pof $Detail distance: (0, 90, 250, 1000) $Show damage: YES $Density: 2 $Damp: 0.2 $Rotdamp: 0.5 $Max Velocity: 12.0, 12.0, 65.0 $Rotation time: 6.0, 6.0, 6.0 $Rear Velocity: 12.0 $Forward accel: 4.5 $Forward decel: 2.0 $Slide accel: 2.0 $Slide decel: 2.0 $Expl inner rad: 75.0 $Expl outer rad: 150.0 $Expl damage: 25.0 $Expl blast: 1500.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Default PBanks: ( "Shivan Light Laser" "Shivan Heavy Laser" ) $Default SBanks: ( "Piranha" "Trebuchet" ) $SBank Capacity: ( 40, 40 ) $Shields: 1000 $Shield Color: 255 92 92 $Power Output: 4.0 $Max Oclk Speed: 72.0 $Max Weapon Eng: 100.0 $Hitpoints: 600 $Flags: ( "bomber" ) $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: 133 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -40 $Closeup_zoom: 0.5 $Shield_icon: shieldbs-01 $Score: 10 $Trail: +Offset: 3.5 -1 -12.3 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: 0.9 1 -12.4 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: -0.9 1 -12.4 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: -3.5 -1 -12.3 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Subsystem: sensors, 10,0.0 $Subsystem: communications, 10,0.0 $Subsystem: engine, 35,0.0 $Subsystem: weapons, 15,0.0 $Subsystem: navigation, 5,0.0 $Name: SB Nahema $Short name: SBomb8 $Species: Shivan +Tech Description: XSTR( "Either the SB Nahema class is a new Shivan bomber design, or the Shivans are finally taking the GTVA seriously and bringing in their best ships. The Nahema is considered to be the Shivan's most dangerous bomber. It has demonstrated the ability to outrun virtually every fighter in the GTVA fleet. Its powerful laser banks and high-capacity missile bays make it a threat to combat craft of all types, as well as to capital ships.", 3148) $end_multi_text $POF file: bomber2s-02.pof $Detail distance: (0, 250, 400, 1200) $ND: 225 2 2 $ND: 183 2 2 $ND: 146 1 2 $Show damage: YES $Density: 2 $Damp: 0.2 $Rotdamp: 0.5 $Max Velocity: 19.0, 19.0, 90.0 $Rotation time: 6.0, 6.0, 6.0 $Rear Velocity: 12.0 $Forward accel: 2.5 $Forward decel: 2.0 $Slide accel: 2.0 $Slide decel: 2.0 $Expl inner rad: 75.0 $Expl outer rad: 150.0 $Expl damage: 25.0 $Expl blast: 1500.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Default PBanks: ( "Shivan Light Laser" "Shivan Heavy Laser" ) $Default SBanks: ( "Piranha" "Trebuchet" "Piranha" ) $SBank Capacity: ( 40, 40, 20 ) $Shields: 900 $Shield Color: 255 92 92 $Power Output: 4.0 $Max Oclk Speed: 72.0 $Max Weapon Eng: 100.0 $Hitpoints: 300 $Flags: ( "bomber" ) $AI Class: Captain $Afterburner: YES +Aburn Max Vel: 0.0, 0.0, 150.0 +Aburn For accel: 0.7 +Aburn Fuel: 300.0 +Aburn Burn Rate: 50.0 +Aburn Rec Rate: 25.0 $Countermeasures: 0 $Scan time: 2000 $EngineSnd: 133 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -45 $Closeup_zoom: 0.55 $Shield_icon: shieldbs-02 $Score: 14 $Trail: +Offset: -10.9 -0.34 -10 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: 10.9 -0.34 -10 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: 0 8.1 -10.08 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: 0 -5.3 -4.68 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Subsystem: sensors, 10,0.0 $Subsystem: communications, 10,0.0 $Subsystem: engine, 35,0.0 $Subsystem: weapons, 15,0.0 $Subsystem: navigation, 5,0.0 $Name: SB Seraphim $Short name: SBomb10 $Species: Shivan +Tech Description: XSTR("The SB Seraphim is a familiar foe to GTVA forces. They appear to be similar to Nephilims in speed, armor, and shield strength, but have demonstrated a larger bomb capacity.", 3149) $end_multi_text $POF file: bomber10.pof $Detail distance: (0, 300, 500, 1000) $Show damage: YES $Density: 2 $Damp: 0.2 $Rotdamp: 0.5 $Max Velocity: 12.0, 12.0, 60.0 $Rotation time: 6.0, 6.0, 6.0 $Rear Velocity: 12.0 $Forward accel: 4.0 $Forward decel: 2.0 $Slide accel: 2.0 $Slide decel: 2.0 $Expl inner rad: 75.0 $Expl outer rad: 150.0 $Expl damage: 25.0 $Expl blast: 1500.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Default PBanks: ( "Shivan Light Laser" "Shivan Light Laser" "Shivan Light Laser" ) $Default SBanks: ( "Rockeye" "Piranha" "Trebuchet" "Rockeye" ) $SBank Capacity: ( 40, 40, 80, 80 ) $Shields: 1600 $Shield Color: 255 92 92 $Power Output: 4.0 $Max Oclk Speed: 90.0 $Max Weapon Eng: 100.0 $Hitpoints: 500 $Flags: ( "bomber" ) $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: 133 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -75 $Closeup_zoom: 0.7 $Shield_icon: shield-b10 $Score: 16 $Trail: +Offset: 0.0 -8.43 -4.03 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: -9.98 1.32 -5.39 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: 9.98 1.32 -5.39 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: -16.15 -18.25 -9.2 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Trail: +Offset: 16.15 -18.25 -9.2 +Start Width: 0.25 +End Width: 0.05 +Start Alpha: 1.0 +End Alpha: 0.0 +Max Life: 1.0 +Spew Time: 120 +Bitmap: Contrail01 $Subsystem: turret01,5,1.0 $Default PBanks: ( "Shivan Light Laser" ) $Subsystem: turret02,5,1.0 $Default PBanks: ( "Shivan Light Laser" ) $Subsystem: sensors, 10,0.0 $Subsystem: communication, 10,0.0 $Subsystem: engine, 35,0.0 $Subsystem: weapons, 15,0.0 $Subsystem: navigation, 5,0.0 $Name: ST Azrael $Short name: STran3 $Species: Shivan +Tech Description: XSTR("Encountered on rare occasions since the Shivans first entered the Great War, the ST Azrael is the only known class of Shivan transport. Little is known about it even now, but it is believed to house many Shivans within its thin hulls. Since Azraels might be carrying Shivan pilots or other skilled crew members, it is always worthwhile to eliminate these lightly defended ships.", 3150) $end_multi_text $POF file: transport03.pof $Detail distance: (0, 165, 360, 900) $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 0.6 $Max Velocity: 0.0, 0.0, 55.0 $Rotation time: 4.0, 7.0, 10.0 $Rear Velocity: 0.0 $Forward accel: 6.0 $Forward decel: 1.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 25.0 $Expl outer rad: 75.0 $Expl damage: 50.0 $Expl blast: 1000.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 8.0 $Max Oclk Speed: 42.0 $Max Weapon Eng: 0.0 $Hitpoints: 2000 $Flags: ( "transport" ) $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 5000 $EngineSnd: 133 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -55 $Closeup_zoom: 0.5 $Score: 15 $Subsystem: turret01a,5,1.0 $Default PBanks: ( "Shivan Light Laser" ) $Subsystem: turret02a,5,1.0 $Default PBanks: ( "Shivan Light Laser" ) $Subsystem: turret03a,5,1.0 $Default PBanks: ( "Shivan Light Laser" ) $Subsystem: sensors, 10,0.0 $Subsystem: communications, 10,0.0 $Subsystem: engine, 35,0.0 $Subsystem: weapons, 15,0.0 $Subsystem: navigation, 5,0.0 $Name: SFr Dis $Short name: SFreight6 $Species: Shivan +Tech Description: XSTR("The SFr Dis class of freighters is smaller than the Asmodeus class and not as well armed. It is still much more dangerous to attack than the GTVA's Triton or Poseidon freighters, however.", 3151) $end_multi_text $POF file: freighter2s-01.pof $Detail distance: (0, 600, 2000, 7000) $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 0.7 $Max Velocity: 0.0, 0.0, 50.0 $Rotation time: 25.0, 25.0, 25.0 $Rear Velocity: 0.0 $Forward accel: 7.0 $Forward decel: 1.5 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 50.0 $Expl outer rad: 150.0 $Expl damage: 75.0 $Expl blast: 1500.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 ;$Shields: 250 $Power Output: 1.0 $Max Oclk Speed: 60.0 $Max Weapon Eng: 0.0 $Hitpoints: 5000 $Flags: ( "freighter" ) $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 8000 $EngineSnd: 133 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -317 $Closeup_zoom: 0.7 $Score: 20 $Subsystem: turret01,2,1.0 $Default PBanks: ( "Shivan Light Laser" ) $Subsystem: turret02,2,1.0 $Default PBanks: ( "Shivan Light Laser" ) $Subsystem: turret03,2,1.0 $Default PBanks: ( "Shivan Light Laser" ) $Subsystem: turret04,2,1.0 $Default PBanks: ( "Shivan Light Laser" ) $Subsystem: sensors, 10,0.0 $Subsystem: communications, 10,0.0 $Subsystem: engine, 35,0.0 $Engine Wash: Default150 $Subsystem: weapons, 15,0.0 $Subsystem: navigation, 5,0.0 $Name: SAC 3 $Short name: SCar6 $Species: Shivan +Tech Description: XSTR("The SAC 3 is the most common Shivan cargo container found thus far. Its thin plating is barely enough to maintain the interior atmospheric integrity against the vacuum of space. As no additional effort was made to armor these containers against attack, it is assumed that only items of low value or importance are carried within. Nevertheless, standing orders are to capture these containers at every opportunity, unless mission orders specifically dictate otherwise.", 3152) $end_multi_text $POF file: cargo2s-01.pof $Detail distance: (0, 800, 2000, 7000) $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 0.2 $Max Velocity: 0.0, 0.0, 0.0 $Rotation time: 20.0, 20.0, 20.0 $Rear Velocity: 0.0 $Forward accel: 0.0 $Forward decel: 0.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 25.0 $Expl outer rad: 75.0 $Expl damage: 50.0 $Expl blast: 100.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 0.0 $Max Oclk Speed: 0.0 $Max Weapon Eng: 0.0 $Hitpoints: 300 $Flags: ( "cargo" ) $AI Class: none $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: -1 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -317 $Closeup_zoom: 0.8 $Score: 0 $Name: SFr Mephisto $Short name: SFreight6 $Species: Shivan +Tech Description: XSTR("The SFr Mephisto class is equivalent to the Dis class in size and combat capabilities. Given their wildly different configurations, they must serve different purposes for the Shivans, but Allied Intelligence currently offers no further information on this matter.", 3153) $end_multi_text $POF file: freighter06.pof $Detail distance: (0, 350, 900, 2200) $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 0.7 $Max Velocity: 0.0, 0.0, 50.0 $Rotation time: 25.0, 25.0, 25.0 $Rear Velocity: 0.0 $Forward accel: 7.0 $Forward decel: 1.5 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 50.0 $Expl outer rad: 150.0 $Expl damage: 75.0 $Expl blast: 1500.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 ;$Shields: 250 $Power Output: 1.0 $Max Oclk Speed: 60.0 $Max Weapon Eng: 0.0 $Hitpoints: 5000 $Flags: ( "freighter" ) $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 8000 $EngineSnd: 133 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -66 $Closeup_zoom: 0.5 $Score: 30 $Subsystem: turret01,2,1.0 $Default PBanks: ( "Shivan Light Laser" ) $Subsystem: turret02,2,1.0 $Default PBanks: ( "Shivan Light Laser" ) $Subsystem: turret03,2,1.0 $Default PBanks: ( "Shivan Light Laser" ) $Subsystem: turret04,2,1.0 $Default PBanks: ( "Shivan Light Laser" ) $Subsystem: sensors, 10,0.0 $Subsystem: communication, 10,0.0 $Subsystem: engine, 35,0.0 $Subsystem: weapons, 15,0.0 $Subsystem: navigation, 5,0.0 $Name: SC 5 $Short name: SCar6 $Species: Shivan +Tech Description: XSTR("The SC 5 class of Shivan cargo container is functionally identical to the SAC 3 class, as far as GTVA engineers have been able to determine. As with all Shivan cargo containers, standing orders are to capture at every opportunity, unless mission orders specifically dictate otherwise.", 3154) $end_multi_text $POF file: cargo05.pof $Detail distance: (0, 200, 500, 800) $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 0.2 $Max Velocity: 0.0, 0.0, 0.0 $Rotation time: 20.0, 20.0, 20.0 $Rear Velocity: 0.0 $Forward accel: 0.0 $Forward decel: 0.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 25.0 $Expl outer rad: 75.0 $Expl damage: 50.0 $Expl blast: 100.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 0.0 $Max Oclk Speed: 0.0 $Max Weapon Eng: 0.0 $Hitpoints: 300 $Flags: ( "cargo" ) $AI Class: none $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: -1 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -35 $Closeup_zoom: 0.5 $Score: 0 $Name: SFr Asmodeus $Short name: SFreight7 $Species: Shivan +Tech Description: XSTR("Little is known about the SFr Asmodeus line of freighters. With a strong hull and four weapon turrets, they are the most dangerous Shivan freighters to attack. Nothing is known of the cargo Asmodeus freighters commonly carry.", 3155) $end_multi_text $POF file: freighter07.pof $Detail distance: (0, 450, 800, 1800) $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 0.7 $Max Velocity: 0.0, 0.0, 50.0 $Rotation time: 25.0, 25.0, 25.0 $Rear Velocity: 0.0 $Forward accel: 7.0 $Forward decel: 1.5 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 75.0 $Expl outer rad: 150.0 $Expl damage: 50.0 $Expl blast: 1500.0 $Expl Propagates: YES ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 1.0 $Max Oclk Speed: 40.0 $Max Weapon Eng: 0.0 $Hitpoints: 8000 $Flags: ( "freighter" ) $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 10000 $EngineSnd: 133 ;; Engine sound of ship $Closeup_pos: 0.0, -10.0, -168 $Closeup_zoom: 0.5 $Score: 30 $Subsystem: a-turret01,2,1.0 $Default PBanks: ( "Shivan Light Laser" ) $Subsystem: a-turret02,2,1.0 $Default PBanks: ( "Standard Flak" ) $Subsystem: a-turret03,2,1.0 $Default PBanks: ( "Shivan Light Laser" ) $Subsystem: a-turret04,2,1.0 $Default PBanks: ( "Shivan Heavy Laser" ) $Subsystem: sensors, 10,0.0 $Subsystem: communications, 10,0.0 $Subsystem: engine, 35,0.0 $Subsystem: weapons, 15,0.0 $Subsystem: navigation, 5,0.0 $Name: SAC 2 $Short name: SCar7 $Species: Shivan +Tech Description: XSTR("The SAC 2 is a heavily armored variant of the standard Shivan cargo container. Equipment found in captured SAC 2s appears to be more fragile than that found in the more common SAC 3s. SAC 2 cargo containers are to be captured rather than destroyed at every opportunity. If the choice is between destruction and allowing the container to be recovered by Shivan forces, pilots are authorized to destroy the container.", 3156) $end_multi_text $POF file: cargo06.pof $Detail distance: (0, 300, 700, 1100) $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 0.2 $Max Velocity: 0.0, 0.0, 0.0 $Rotation time: 20.0, 20.0, 20.0 $Rear Velocity: 0.0 $Forward accel: 0.0 $Forward decel: 0.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 25.0 $Expl outer rad: 75.0 $Expl damage: 50.0 $Expl blast: 100.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 0.0 $Max Oclk Speed: 0.0 $Max Weapon Eng: 0.0 $Hitpoints: 1200 $Flags: ( "cargo" ) $AI Class: none $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: -1 ;; Engine sound of ship $Closeup_pos: 0.0, 4.0, -63 $Closeup_zoom: 0.5 $Score: 0 $Name: SC Lilith $Short name: TCruise3 $Species: Shivan +Tech Description: XSTR( "The SC Lilith class of Shivan cruisers is a far-deadlier foe than the Cain class. Nearly impenetrable armor plating enables it to withstand tremendous punishment, enabling its nine turrets to lash out at warships and combat spacecraft with impunity.", 3157) $end_multi_text $POF file: cruiser03.pof $Detail distance: (0, 900, 2000, 7000) $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 1.0 $Max Velocity: 0.0, 0.0, 20.0 $Rotation time: 110.0, 110.0, 75.0 $Rear Velocity: 0.0 $Forward accel: 10.0 $Forward decel: 5.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 100.0 $Expl outer rad: 600.0 $Expl damage: 200.0 $Expl blast: 2000.0 $Expl Propagates: YES ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 600.0 ;; speed shockwave expands at, 0 means no shockwave $Shockwave Count: 2 $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 90.0 $Max Oclk Speed: 12.0 $Max Weapon Eng: 100.0 $Hitpoints: 75000 $Flags: ( "cruiser" ) $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 15000 $EngineSnd: 134 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -279 $Closeup_zoom: 0.5 $Score: 210 $Subsystem: turret01,1,1.0 $Default PBanks: ( "SAAA" ) $Subsystem: turret02,1,1.0 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret03,1,1.0 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret04,1,1.0 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret05,1,1.0 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret06,1,1.0 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret07,3,1.0 $Default PBanks: ( "LRed" ) $Subsystem: turret08,4,1.0 $Default SBanks: ( "Shivan Cluster" ) $Subsystem: turret09,4,1.0 $Default SBanks: ( "Shivan Cluster" ) $Subsystem: sensors, 5,0.0 $Subsystem: communication, 3,0.0 $Subsystem: engine, 15,0.0 $Subsystem: weapons, 10,0.0 $Subsystem: navigation, 2.5,0.0 ;; I added in this Strike Cruiser because I needed a ship besides the Cruiser, one that had docking ;; bays. This is a strike cruiser, it's faster and can hold ships, but at the expense of hull. ;; - SS $Name: SC Rakshasa $Short name: SCruise4 $Species: Shivan +Tech Description: XSTR( "Though not as thickly armored as the Lilith class, the SC Rakshasa class of Shivan cruisers is far deadlier. With over a dozen turrets, the Rakshasa is the most heavily armed Shivan cruiser class. It was a Rakshasa cruiser that destroyed the GTC Vigilant at the Gamma Draconis node in the Capella system.", 3158) $end_multi_text $POF file: cruiser2s-01.pof $Detail distance: (0, 800, 1200, 7000) $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 1.0 $Max Velocity: 0.0, 0.0, 20.0 $Rotation time: 110.0, 110.0, 75.0 $Rear Velocity: 0.0 $Forward accel: 10.0 $Forward decel: 5.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 100.0 $Expl outer rad: 600.0 $Expl damage: 200.0 $Expl blast: 2000.0 $Expl Propagates: YES ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 600.0 ;; speed shockwave expands at, 0 means no shockwave $Shockwave Count: 2 $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 90.0 $Max Oclk Speed: 12.0 $Max Weapon Eng: 100.0 $Hitpoints: 40000 $Flags: ( "cruiser" ) $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 15000 $EngineSnd: 134 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -279 $Closeup_zoom: 0.83 $Score: 300 $Subsystem: turret01,2,1.0 $Default PBanks: ( "SRed" ) $Subsystem: turret02,2,1.0 $Default PBanks: ( "SRed" ) $Subsystem: turret03,2,1.0 $Default PBanks: ( "SRed" ) $Subsystem: turret04,1,1.0 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret05,1,1.0 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret06,1,1.0 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret07,3,1.0 $Default PBanks: ( "Shivan Heavy Laser" ) $Subsystem: turret08,2,1.0 $Default PBanks: ( "Shivan Heavy Laser" ) $Subsystem: turret09,2,1.0 $Default PBanks: ( "SAAA" ) $Subsystem: turret10,1,1.0 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret11,1,1.0 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret12,1,1.0 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret13,1,1.0 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret14,1,1.0 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: sensors, 5,0.0 $Subsystem: communication, 3,0.0 $Subsystem: engine, 5,0.0 $Engine Wash: Default150 $Subsystem: weapons, 3,0.0 $Subsystem: navigation, 2.5,0.0 $Subsystem: reactor, 2.5,0.0 $Name: SC Cain $Short name: TStrCruise $Species: Shivan +Tech Description: XSTR( "The weakest of the Shivan cruiser classes is designated SC Cain. These vessels were commonly encountered during Great War battles. Cains are considered to be slightly stronger than the GTC Fenris cruiser class.", 3159) $end_multi_text $POF file: cruiser03.pof $Detail distance: (0, 900, 2000, 7000) $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 1.0 $Max Velocity: 0.0, 0.0, 30.0 $Rotation time: 70.0, 70.0, 50.0 $Rear Velocity: 0.0 $Forward accel: 10.0 $Forward decel: 10.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 100.0 $Expl outer rad: 600.0 $Expl damage: 200.0 $Expl blast: 2000.0 $Expl Propagates: YES ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 600.0 ;; speed shockwave expands at, 0 means no shockwave $Shockwave Count: 2 $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 90.0 $Max Oclk Speed: 12.0 $Max Weapon Eng: 100.0 $Hitpoints: 20000 $Flags: ( "cruiser" ) $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 15000 $EngineSnd: 134 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -279 $Closeup_zoom: 0.5 $Score: 150 $Subsystem: turret01,1,1.0 $Default PBanks: ( "SAAA" ) $Subsystem: turret02,1,1.0 $Default PBanks: ( "Shivan Light Laser" ) $Subsystem: turret03,1,1.0 $Default PBanks: ( "Shivan Light Laser" ) $Subsystem: turret04,1,1.0 $Default PBanks: ( "Shivan Light Laser" ) $Subsystem: turret05,1,1.0 $Default PBanks: ( "Shivan Heavy Laser" ) $Subsystem: turret06,1,1.0 $Default PBanks: ( "Shivan Heavy Laser" ) $Subsystem: turret07,2.0,1.0 $Default PBanks: ( "SRed" ) $Subsystem: turret08,2.5,1.0 $Default SBanks: ( "FighterKiller" ) $Subsystem: turret09,2.5,1.0 $Default SBanks: ( "FighterKiller" ) $Subsystem: sensors, 5,0.0 $Subsystem: communication, 5,0.0 $Subsystem: engine, 10,0.0 $Subsystem: weapons, 7,0.0 $Subsystem: navigation, 5,0.0 $Name: SD Demon $Short name: SDestroyer $Species: Shivan +Tech Description: XSTR( "The SD Demon class of Shivan destroyers is much smaller than the Lucifer class but very heavily armed and extremely dangerous. Demons are known to carry numerous wings of fighters and bombers.", 3160) $end_multi_text $POF file: capital04.pof $Detail distance: (0, 2000, 10000, 22000) $Show damage: NO $Density: 1 $Damp: 0.2 $Rotdamp: 1.5 $Max Velocity: 0.0, 0.0, 20.0 $Rotation time: 200.0, 200.0, 200.0 $Rear Velocity: 0.0 $Forward accel: 20.0 $Forward decel: 10.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 100.0 $Expl outer rad: 2400.0 $Expl damage: 400.0 $Expl blast: 6500.0 $Expl Propagates: YES ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 600.0 ;; speed shockwave expands at, 0 means no shockwave $Shockwave Count: 4 $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 100.0 $Max Oclk Speed: 24.0 $Max Weapon Eng: 100.0 $Hitpoints: 160000 $Flags: ( "capital" "big damage") $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 10000 $EngineSnd: 176 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -3440 $Closeup_zoom: 0.37 $Score: 840 $Subsystem: turret01-base,3,0.5 $Default PBanks: ( "LRED" ) $Subsystem: turret02-base,3,0.5 $Default PBanks: ( "LRED" ) $Subsystem: turret03a-base,3,0.5 $Default PBanks: ( "SRED" ) $Subsystem: turret04-base,1.2,0.5 $Default PBanks: ( "SAAA" ) $Subsystem: turret05-base,1.2,0.5 $Default PBanks: ( "SAAA" ) $Subsystem: turret06a-base,0.6,0.5 $Default PBanks: ( "Shivan Megafunk Turret" ) $Subsystem: turret07a-base,0.6,0.5 $Default PBanks: ( "Shivan Megafunk Turret" ) $Subsystem: turret08-base,0.4,0.5 $Default PBanks: ( "Standard Flak" ) $Subsystem: turret09-base,0.4,0.5 $Default PBanks: ( "Standard Flak" ) $Subsystem: turret10-base,0.4,0.5 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret11-base,0.4,0.5 $Default PBanks: ( "Standard Flak" ) $Subsystem: turret12-base,0.4,0.5 $Default PBanks: ( "Standard Flak" ) $Subsystem: turret13-base,0.4,0.5 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret14-base,0.4,0.5 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret15-base,0.4,0.5 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret16-base,0.4,0.5 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret17-base,0.4,0.5 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret18-base,0.4,0.5 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret19-base,0.4,0.5 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret20-base,0.4,0.5 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret21-base,0.4,0.5 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret22,0.5,0.5 $Default SBanks: ( "FighterKiller" ) $Subsystem: turret23,0.5,0.5 $Default SBanks: ( "FighterKiller" ) $Subsystem: turret24,0.5,0.5 $Default SBanks: ( "FighterKiller" ) $Subsystem: turret25,0.5,0.5 $Default SBanks: ( "FighterKiller" ) $Subsystem: turret26,0.5,0.5 $Default SBanks: ( "FighterKiller" ) $Subsystem: navigation, 4,0.0 $Subsystem: weapons, 10,0.0 $Subsystem: sensors, 10,0.0 $Subsystem: engine, 5,0.0 $Engine Wash: Default1000 $Subsystem: communication, 2,0.0 $Subsystem: fighterbay 1, 0,0.0 $Subsystem: fighterbay 2, 0,0.0 $Name: SD Ravana $Short name: SDestroyer $Species: Shivan +Tech Description: XSTR( "The SD Ravana is a destroyer class GTVA forces have only recently encountered. It appears to be tasked with clearing out smaller foes, a mission for which it is well suited. It eagerly wipes out wings of fighters and bombers and also overwhelms cruisers and corvettes.", 3161) $end_multi_text $POF file: capital2s-01.pof $Detail distance: (0, 1200, 12000, 22000) $ND: 0 99 96 $ND: 245 1 1 $Show damage: NO $Density: 1 $Damp: 0.2 $Rotdamp: 1.5 $Max Velocity: 0.0, 0.0, 20.0 $Rotation time: 200.0, 200.0, 200.0 $Rear Velocity: 0.0 $Forward accel: 20.0 $Forward decel: 10.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 100.0 $Expl outer rad: 2400.0 $Expl damage: 400.0 $Expl blast: 6500.0 $Expl Propagates: YES ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 600.0 ;; speed shockwave expands at, 0 means no shockwave $Shockwave Count: 4 $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 100.0 $Max Oclk Speed: 24.0 $Max Weapon Eng: 100.0 $Hitpoints: 100000 $Flags: ( "capital" "big damage") $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 10000 $EngineSnd: 176 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -3440 $Closeup_zoom: 0.37 $Score: 670 $Subsystem: turret01,0.4,0.5 $Default PBanks: ( "LRed" ) $Subsystem: turret02,0.4,0.5 $Default PBanks: ( "LRed" ) $Subsystem: turret03,0.6,0.5 $Default PBanks: ( "SRed" ) $Subsystem: turret04,0.4,0.5 $Default PBanks: ( "SRed" ) $Subsystem: turret05,0.4,0.5 $Default PBanks: ( "SAAA" ) $Subsystem: turret06,0.6,0.5 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret07,0.6,0.5 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret08,0.4,0.5 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret09,0.4,0.5 $Default PBanks: ( "Standard Flak" ) $Subsystem: turret10,0.4,0.5 $Default PBanks: ( "SAAA" ) $Subsystem: turret11,0.4,0.5 $Default PBanks: ( "Standard Flak" ) $Subsystem: turret12,0.4,0.5 $Default PBanks: ( "Standard Flak" ) $Subsystem: turret13,0.4,0.5 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret14,0.4,0.5 $Default PBanks: ( "Standard Flak" ) $Subsystem: turret15,0.4,0.5 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret16,0.4,0.5 $Default PBanks: ( "Standard Flak" ) $Subsystem: turret17,0.4,0.5 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret18,0.4,0.5 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret19,0.4,0.5 $Default SBanks: ( "Shivan Cluster" ) $Subsystem: turret20,0.4,0.5 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret21,0.4,0.5 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret22,0.5,0.5 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret23,0.5,0.5 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret24,0.5,0.5 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret25,0.5,0.5 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret26,0.5,0.5 $Default SBanks: ( "FighterKiller" ) $Subsystem: turret27,0.5,0.5 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret28,0.5,0.5 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret29,0.5,0.5 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret30,0.5,0.5 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: navigation, 4,0.0 $Subsystem: weapons, 10,0.0 $Subsystem: sensors, 10,0.0 $Subsystem: engine01, 5,0.0 $Engine Wash: Default700 $Subsystem: engine02, 5,0.0 $Engine Wash: Default700 $Subsystem: communications, 2,0.0 $Subsystem: fighterbay01, 0,0.0 $Subsystem: fighterbay02, 0,0.0 $Name: SD Lucifer $Short name: SSuperD $Species: Shivan +Tech Description: XSTR( "The SD Lucifer was a massive superdestroyer that led the Shivan armada in the Great War. No weapon in the allied arsenal could penetrate the Lucifer's shields. In the Altair system, Vasudan scientists uncovered ancient artifacts that explained how to track ships into subspace, where the Lucifer's shields would not function. A desperate mission to attack the Lucifer in subspace succeeded. But the explosion of the Lucifer collapsed the Sol jump node, severing all contact with Earth. The victory over the Lucifer effectively ended the Shivan invasion.", 3162) $end_multi_text $POF file: capital02.pof $Detail distance: (0, 5000, 13000, 30000) $Show damage: NO $Density: 1 $Damp: 0.2 $Rotdamp: 1.5 $Max Velocity: 0.0, 0.0, 15.0 $Rotation time: 200.0, 200.0, 200.0 $Rear Velocity: 0.0 $Forward accel: 20.0 $Forward decel: 10.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 100.0 $Expl outer rad: 4000.0 $Expl damage: 1000.0 $Expl blast: 4000.0 $Expl Propagates: YES ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 600.0 ;; speed shockwave expands at, 0 means no shockwave $Shockwave Count: 4 $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 100.0 $Max Oclk Speed: 24.0 $Max Weapon Eng: 100.0 $Hitpoints: 800000 $Flags: ( "capital" "big damage") $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 20000 $EngineSnd: 176 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -3440 $Closeup_zoom: 0.5 $Score: 1000 $Subsystem: turret01,1.0,6.5 $Default PBanks: ( "Sred" ) $Subsystem: turret02,1.0,6.5 $Default PBanks: ( "Sred" ) $Subsystem: turret03,0.5,0.5 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret04,0.5,0.5 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret05,0.5,0.5 $Default SBanks: ( "FighterKiller" ) $Subsystem: turret06,0.5,0.5 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret07,0.5,0.5 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret08,0.25,0.5 $Default SBanks: ( "FighterKiller" ) $Subsystem: turret09,1.0,6.5 $Default SBanks: ( "Shivan Cluster" ) $Subsystem: turret10,0.25,0.5 $Default SBanks: ( "Shivan Cluster" ) $Subsystem: turret11,0.5,0.5 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret12,0.5,0.5 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret13,0.5,0.5 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret14,0.5,0.5 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret15,0.5,0.5 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret16,0.5,0.5 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret17,0.5,0.5 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: navigation, 4,0.0 $Subsystem: weapons, 1,0.0 $Subsystem: sensors, 10,0.0 $Subsystem: engine 1, 5,0.0 $Engine Wash: Default1100 $Subsystem: engine 2, 5,0.0 $Engine Wash: Default1100 $Subsystem: communication, 2,0.0 $Subsystem: fighterbay 1, 0,0.0 $Subsystem: fighterbay 2, 0,0.0 $Subsystem: reactor 1, 1.085,0.0 $Subsystem: reactor 2, 1.085,0.0 $Subsystem: reactor 3, 1.085,0.0 $Subsystem: reactor 4, 1.085,0.0 $Subsystem: reactor 5, 1.085,0.0 $Name: SSG Trident $Short name: SSGun $Species: Shivan +Tech Description: XSTR("The SSG Trident line of sentry gun platforms is well known from numerous encounters during the Great War. These are still used to guard Shivan installations, but many of the stronger Belial platforms have been deployed to the most critical defensive positions.", 3163) $end_multi_text $POF file: GunPlatform03.pof $Detail distance: (0, 100, 500) $Show damage: NO $Density: 1 $Damp: 0.2 $Rotdamp: 0.2 $Max Velocity: 0.0, 0.0, 0.0 $Rotation time: 20.0, 20.0, 20.0 $Rear Velocity: 0.0 $Forward accel: 0.0 $Forward decel: 0.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 0.0 $Expl outer rad: 0.0 $Expl damage: 0.0 $Expl blast: 0.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 0.0 $Max Oclk Speed: 0.0 $Max Weapon Eng: 0.0 $Hitpoints: 100 $Flags: ("sentrygun" ) $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: -1 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -14 $Closeup_zoom: 1.18 $Score: 5 $Subsystem: turret01a, 20, 1.0 $Default PBanks: ( "Shivan Heavy Laser" ) $Subsystem: turret02a, 20, 1.0 $Default PBanks: ( "Shivan Heavy Laser" ) $Name: SSG Belial $Short name: SSGun2 $Species: Shivan +Tech Description: XSTR("The SSG Belial sentry gun platform appears to be a radical redesign of the Trident platform that was first encountered during the Great War. Pilots who have encountered both report that the Belial is harder to kill. It is reliably known that the Belial has twice as many laser turrets as the Trident sentry gun. Both types are used to guard storage depots, gas miners, and other Shivan installations.", 3164) $end_multi_text $POF file: Platform2S-01.pof $Detail distance: (0, 100, 800, 1500) $Show damage: NO $Density: 1 $Damp: 0.2 $Rotdamp: 0.2 $Max Velocity: 0.0, 0.0, 0.0 $Rotation time: 20.0, 20.0, 20.0 $Rear Velocity: 0.0 $Forward accel: 0.0 $Forward decel: 0.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 0.0 $Expl outer rad: 0.0 $Expl damage: 0.0 $Expl blast: 0.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 0.0 $Max Oclk Speed: 0.0 $Max Weapon Eng: 0.0 $Hitpoints: 160 $Flags: ("sentrygun" ) $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: -1 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -14 $Closeup_zoom: 1.20 $Score: 5 $Subsystem: turret01a, 20, 1.0 $Default PBanks: ( "Shivan Heavy Laser" ) $Subsystem: turret02a, 20, 1.0 $Default PBanks: ( "Shivan Heavy Laser" ) $Subsystem: turret03a, 20, 1.0 $Default PBanks: ( "Shivan Heavy Laser" ) $Subsystem: turret04a, 20, 1.0 $Default PBanks: ( "Shivan Heavy Laser" ) $Name: SSG Rahu $Short name: SGas1 $Species: Shivan +Tech Description: XSTR("Almost nothing is known of the Rahu line of gas miners. It is assumed that they function in much the same way as our Zephyrus miners, funneling nebular gas into internal machinery that fractionates it into its molecular components for further processing. Rahu miners are armed with heavy laser turrets, so care must be taken when attacking them.", 3165) $end_multi_text $POF file: miner2s-01.pof $Detail distance: (0, 600, 1200, 6000) $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 1.0 $Max Velocity: 0.0, 0.0, 25.0 $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: 200.0 $Expl outer rad: 500.0 $Expl damage: 200.0 $Expl blast: 2500.0 $Expl Propagates: YES ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 600.0 ;; speed shockwave expands at, 0 means no shockwave $Shockwave Count: 2 $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 20.0 $Max Oclk Speed: 35.0 $Max Weapon Eng: 100.0 $Hitpoints: 15000 $Flags: ( "gas miner" ) $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: 175 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -245 $Closeup_zoom: 0.5 $Score: 50 $Subsystem: backa, 55, 0.0 $Subsystem: turret01, 5, 1.0 $Default PBanks: ( "Shivan Heavy Laser" ) $Subsystem: turret02, 5, 1.0 $Default PBanks: ( "Shivan Heavy Laser" ) $Subsystem: turret03, 5, 1.0 $Default PBanks: ( "Shivan Heavy Laser" ) $Subsystem: navigation, 5, 0.0 $Subsystem: communications, 2, 0.0 $Subsystem: weapons, 5, 0.0 $Subsystem: engine, 5, 0.0 $Engine Wash: Default100 $Subsystem: sensors, 2, 0.0 $Name: SCv Moloch $Short name: SCorvette $Species: Shivan +Tech Description: XSTR("Only one class of Shivan ship is classified as a corvette - the SCv Moloch class. Though they're physically as large as the GTCv Deimos class, Molochs do not seem to pack the same punch. They are far more deadly than any Shivan cruisers, however.", 3166) $end_multi_text $POF file: corvette2s-01.pof $Detail distance: (0, 1600, 3200, 7000) $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 ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 400.0 ;; speed shockwave expands at, 0 means no shockwave $Shockwave Count: 3 $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 100.0 $Max Oclk Speed: 60.0 $Max Weapon Eng: 100.0 $Hitpoints: 80000 $Flags: ( "big damage" "corvette" ) $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: 134 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -700 $Closeup_zoom: 0.6 $Score: 440 $Subsystem: turret01,0.500,1.0 $Default PBanks: ( "SRED" ) $Subsystem: turret02,0.150,1.0 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret03,0.150,1.0 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret04,0.150,1.0 $Default SBanks: ( "MX-52" ) $Subsystem: turret05,0.150,1.0 $Default PBanks: ( "SRED" ) $Subsystem: turret06,0.150,1.0 $Default PBanks: ( "SRED" ) $Subsystem: turret07,0.150,1.0 $Default PBanks: ( "Standard Flak" ) $Subsystem: turret08,0.150,1.0 $Default PBanks: ( "Standard Flak" ) $Subsystem: turret09,0.150,1.0 $Default PBanks: ( "Standard Flak" ) $Subsystem: turret10,0.150,1.0 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret11,0.150,1.0 $Default PBanks: ( "Shivan Cluster" ) $Subsystem: turret12,0.150,1.0 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret13,0.150,1.0 $Default SBanks: ( "Piranha" ) $Subsystem: turret14,0.150,1.0 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: turret15,0.150,1.0 $Default PBanks: ( "Heavy Flak" ) $Subsystem: turret16,0.150,1.0 $Default SBanks: ( "MX-52" ) $Subsystem: fighterbay, 5,0.0 $Subsystem: engine01, 5, 0.0 $Engine Wash: Default300 $Subsystem: engine02, 5, 0.0 $Engine Wash: Default300 $Subsystem: communications, 5,0.0 $Subsystem: sensors, 5,0.0 $Subsystem: navigation, 5,0.0 $Subsystem: weapons, 5,0.0 $Subsystem: reactor, 5,0.0 $Name: SJ Sathanas $Short name: SDev $Species: Shivan +Tech Description: XSTR("Very little is known about the SJ Sathanas class. This juggernaut seems comparable in strength to the GTVA Colossus. All intelligence concerning the Sathanas has been classified level Upsilon.", 3167) $end_multi_text $POF file: SuperCap2S-01.pof $Detail distance: (0, 7500, 18000, 30000) $Show damage: NO $Density: 1 $Damp: 0.2 $Rotdamp: 1.5 $Max Velocity: 0.0, 0.0, 25.0 $Rotation time: 200.0, 200.0, 200.0 $Rear Velocity: 0.0 $Forward accel: 20.0 $Forward decel: 10.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 500.0 $Expl outer rad: 7400.0 $Expl damage: 800.0 $Expl blast: 8500.0 $Expl Propagates: YES ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 600.0 ;; speed shockwave expands at, 0 means no shockwave $Shockwave Count: 5 $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 100.0 $Max Oclk Speed: 8.0 $Max Weapon Eng: 100.0 $Hitpoints: 1000000 $Flags: ( "supercap" "big damage" ) $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 6000 $EngineSnd: 105 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -6820 $Closeup_zoom: 0.5 $Score: 10000 $Subsystem: turret01, 2.0, 1.0 $Default PBanks: ( "BFred" ) $Subsystem: Turret02, 2.0, 1.0 $Default PBanks: ( "BFred" ) $Subsystem: Turret03, 2.0, 1.0 $Default PBanks: ( "BFred" ) $Subsystem: Turret04, 2.0, 1.0 $Default PBanks: ( "BFred" ) $Subsystem: Turret05, 1.0, 0.4 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: Turret06, 1.0, 0.4 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: Turret07, 1.0, 0.4 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: Turret08, 1.0, 0.4 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: Turret09, 1.0, 0.4 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: Turret10, 1.0, 0.4 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: Turret11, 1.0, 0.4 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: Turret12, 0.3, 0.4 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: Turret13, 0.3, 0.4 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: Turret14, 0.3, 1.0 $Default PBanks: ( "SAAA" ) $Subsystem: Turret15, 0.3, 0.4 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: Turret16, 0.3, 1.4 $Default PBanks: ( "Standard Flak" ) $Subsystem: Turret17, 0.3, 0.4 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: Turret18, 0.3, 1.4 $Default PBanks: ( "Standard Flak" ) $Subsystem: Turret19, 0.3, 1.0 $Default PBanks: ( "SAAA" ) $Subsystem: Turret20, 0.3, 1.0 $Default PBanks: ( "SAAA" ) $Subsystem: Turret21, 0.3, 0.4 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: Turret22, 0.3, 0.4 $Default PBanks: ( "Standard Flak" ) $Subsystem: Turret23, 0.3, 1.0 $Default PBanks: ( "Standard Flak" ) $Subsystem: Turret24, 0.3, 1.0 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: Turret25, 0.3, 1.0 $Default PBanks: ( "Standard Flak" ) $Subsystem: Turret26, 0.3, 1.0 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: Turret27, 0.3, 1.0 $Default PBanks: ( "SAAA" ) $Subsystem: Turret28, 0.3, 1.0 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: Turret29, 0.3, 1.0 $Default PBanks: ( "Standard Flak" ) $Subsystem: Turret30, 0.3, 1.0 $Default PBanks: ( "Standard Flak" ) $Subsystem: Turret31, 0.3, 1.0 $Default PBanks: ( "Standard Flak" ) $Subsystem: Turret32, 0.3, 1.0 $Default PBanks: ( "Standard Flak" ) $Subsystem: Turret33, 0.3, 1.0 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: Turret34, 0.3, 1.0 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: Turret35, 0.3, 1.0 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: Turret36, 0.3, 1.0 $Default PBanks: ( "SAAA" ) $Subsystem: Turret37, 0.3, 1.0 $Default PBanks: ( "SAAA" ) $Subsystem: Turret38, 0.3, 1.0 $Default PBanks: ( "Piranha" ) $Subsystem: Turret39, 0.3, 1.0 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: Turret40, 0.3, 1.0 $Default PBanks: ( "Piranha" ) $Subsystem: Turret41, 0.3, 1.0 $Default PBanks: ( "Standard Flak" ) $Subsystem: Turret42, 0.3, 1.4 $Default PBanks: ( "Piranha" ) $Subsystem: Turret43, 0.3, 0.4 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: Turret44, 0.3, 0.4 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: Turret45, 0.3, 0.4 $Default PBanks: ( "Piranha" ) $Subsystem: Turret46, 0.3, 1.0 $Default PBanks: ( "Piranha" ) $Subsystem: Turret47, 0.3, 1.0 $Default PBanks: ( "SAAA" ) $Subsystem: Turret48, 0.3, 1.0 $Default PBanks: ( "SAAA" ) $Subsystem: Turret49, 0.4, 3.0 $Default PBanks: ( "Long Range Flak" ) $Subsystem: Turret50, 0.4, 3.0 $Default PBanks: ( "Long Range Flak" ) $Subsystem: Turret51, 0.3, 2.0 $Default PBanks: ( "Lred" ) $Subsystem: Turret52, 0.9, 1.4 $Default PBanks: ( "Shivan Turret Laser" ) $Subsystem: Turret53, 0.3, 0.4 $Default PBanks: ( "Standard Flak" ) $Subsystem: navigation, 3, 0.0 $Subsystem: communication, 3, 0.0 $AWACS: 1.0 2500.0 ;; intensity, radius - intensity is currently ignored $Subsystem: weapons, 5, 0.0 $Subsystem: sensors, 5, 0.0 $Subsystem: enginesctr, 7, 0.0 $Engine Wash: Default1100 $Subsystem: engineslwleft, 7, 0.0 $Engine Wash: Default1100 $Subsystem: engineslwright, 7, 0.0 $Engine Wash: Default1100 $Subsystem: enginesmain, 7, 0.0 $Engine Wash: Default1100 $Subsystem: enginesupleft, 7, 0.0 $Engine Wash: Default1100 $Subsystem: enginesupright, 7, 0.0 $Engine Wash: Default1100 $Subsystem: fighterbay, 6, 0.0 $Name: SJD Sathanas $Short name: SDev $Species: Shivan +Tech Description: XSTR("A Sathanas, off in the distance.", 3168) $end_multi_text $POF file: Blip.pof $POF target file: SuperCap2S-01.pof $Detail distance: (0, 2500, 5000, 14000) $Show damage: NO $Density: 1 $Damp: 0.2 $Rotdamp: 1.5 $Max Velocity: 0.0, 0.0, 25.0 $Rotation time: 200.0, 200.0, 200.0 $Rear Velocity: 0.0 $Forward accel: 20.0 $Forward decel: 10.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 500.0 $Expl outer rad: 7400.0 $Expl damage: 800.0 $Expl blast: 8500.0 $Expl Propagates: YES ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 600.0 ;; speed shockwave expands at, 0 means no shockwave $Shockwave Count: 4 $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 100.0 $Max Oclk Speed: 8.0 $Max Weapon Eng: 100.0 $Hitpoints: 1000000 $Flags: ( "supercap" "big damage" ) $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 6000 $EngineSnd: 136 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -6820 $Closeup_zoom: 0.5 $Score: 1 $Name: SpaceHunk $Short name: SDev $Species: Shivan +Tech Description: XSTR("It's a piece.", 3169) $end_multi_text $POF file: spacehunk.pof $Detail distance: (0, 2500, 5000, 14000) $Show damage: NO $Density: 1 $Damp: 0.2 $Rotdamp: 1.5 $Max Velocity: 0.0, 0.0, 25.0 $Rotation time: 200.0, 200.0, 200.0 $Rear Velocity: 0.0 $Forward accel: 20.0 $Forward decel: 10.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 500.0 $Expl outer rad: 7400.0 $Expl damage: 800.0 $Expl blast: 8500.0 $Expl Propagates: YES ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 600.0 ;; 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: 8.0 $Max Weapon Eng: 100.0 $Hitpoints: 2000 $Flags: ( "supercap" "big damage") $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 6000 $EngineSnd: 136 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -6820 $Closeup_zoom: 0.5 $Score: 10 $Name: GTSG Mjolnir $Short name: Mjolnir $Species: Terran +Type: XSTR("Fixed gun emplacement", 3170) +Maneuverability: XSTR("Poor", 3171) +Armor: XSTR("Heavy", 3172) +Manufacturer: XSTR("RNI Systems", 3173) +Description: XSTR( "Advanced sentry gun platform.", 3174) $end_multi_text +Tech Description: XSTR("The GTSC Mjolnir is the most advanced sentry gun device known. Vastly tougher and deadlier than the earlier Watchdog, Cerberus, and Alastor models, the Mjolnir is a danger to any hostile fighter or bomber that comes within range. Its two beam weapons and three missile banks enable it to take on multiple bogeys simultaneously. Mjolnirs are also referred to as RBCs (remote beam cannons). They are used to help protect the most vital front-line Alliance installations.", 3175) $end_multi_text +Length: 36 m +Gun Mounts: 2 +Missile Banks: 3 $POF file: beamsaber.pof $Detail distance: (0, 500, 1200, 3000) $Show damage: YES $Density: 1 $Damp: 0.35 $Rotdamp: 0.55 $Max Velocity: 0.0, 0.0, 0.0 $Rotation time: 100000.0, 100000.0, 100000.0 $Rear Velocity: 0.0 $Forward accel: 0.0 $Forward decel: 0.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 50.0 $Expl outer rad: 100.0 $Expl damage: 25.0 $Expl blast: 2000.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Default PBanks: ( ) $Default SBanks: ( ) $SBank Capacity: ( ) $Shields: 800 $Shield Color: 100 100 255 $Power Output: 4.0 $Max Oclk Speed: 0.0 $Max Weapon Eng: 100.0 $Hitpoints: 2500 $Flags: ( "cruiser") $AI Class: Captain $Afterburner: NO $Countermeasures: 35 $Scan time: 2000 $EngineSnd: 127 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -300 $Closeup_zoom: .3 $Score: 17 $Subsystem: turret01,30,1.0 $Default PBanks: ( "MjolnirBeam" ) $Subsystem: grind01a, 30, 8.0 $Subsystem: grind02a, 30, -8.0 $Name: GTSG Mjolnir#home $Short name: Mjolnir $Species: Terran +Type: XSTR("Fixed gun emplacement", 3176) +Maneuverability: XSTR("Poor", 3177) +Armor: XSTR("Heavy", 3178) +Manufacturer: XSTR("RNI Systems", 3179) +Description: XSTR( "Advanced sentry gun platform.", 3180) $end_multi_text +Tech Description: XSTR("The GTSC Mjolnir is the most advanced sentry gun device known. Vastly tougher and deadlier than the earlier Watchdog, Cerberus, and Alastor models, the Mjolnir is a danger to any hostile fighter or bomber that comes within range. Its two beam weapons and three missile banks enable it to take on multiple bogeys simultaneously. Mjolnirs are also referred to as RBCs (remote beam cannons). They are used to help protect the most vital front-line Alliance installations.", 3181) $end_multi_text +Length: 36 m +Gun Mounts: 2 +Missile Banks: 3 $POF file: beamsaber.pof $Detail distance: (0, 500, 1200, 3000) $Show damage: YES $Density: 1 $Damp: 0.35 $Rotdamp: 0.55 $Max Velocity: 0.0, 0.0, 0.0 $Rotation time: 100000.0, 100000.0, 100000.0 $Rear Velocity: 0.0 $Forward accel: 0.0 $Forward decel: 0.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 50.0 $Expl outer rad: 100.0 $Expl damage: 25.0 $Expl blast: 2000.0 $Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave $Default PBanks: ( ) $Default SBanks: ( ) $SBank Capacity: ( ) $Shields: 800 $Shield Color: 100 100 255 $Power Output: 4.0 $Max Oclk Speed: 0.0 $Max Weapon Eng: 100.0 $Hitpoints: 4500 $Flags: ( "cruiser") $AI Class: Captain $Afterburner: NO $Countermeasures: 35 $Scan time: 2000 $EngineSnd: 127 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -300 $Closeup_zoom: .3 $Score: 17 $Subsystem: turret01,30,1.0 $Default PBanks: ( "MjolnirBeam#home" ) $Subsystem: grind01a, 30, 8.0 $Subsystem: grind02a, 30, -8.0 $Name: Shivan Comm Node $Short name: CommSat $Species: Shivan +Tech Description: XSTR("All details concerning this object have been classified level Omega, accessible only by those immediately authorized by the GTVA Security Council.", 3182) $end_multi_text $POF file: Comm2S-01.pof $Detail distance: (0, 2000, 6500, 18000) $ND: 226 2 8 $ND: 200 3 7 $ND: 178 3 5 $ND: 71 1 1 $ND: 198 1 1 $ND: 153 1 1 $ND: 87 0 0 $ND: 250 247 248 $ND: 253 191 200 $Show damage: NO $Density: 1 $Damp: 0.2 $Rotdamp: 0.2 $Max Velocity: 0.0, 0.0, 0.0 $Rotation time: 200.0, 200.0, 200.0 $Rear Velocity: 0.0 $Forward accel: 0.0 $Forward decel: 0.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 100.0 $Expl outer rad: 2400.0 $Expl damage: 400.0 $Expl blast: 6500.0 $Expl Propagates: YES ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 600.0 ;; speed shockwave expands at, 0 means no shockwave $Shockwave Count: 2 $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 1.0 $Max Oclk Speed: 0.0 $Max Weapon Eng: 100.0 $Hitpoints: 40000 $Flags: ( "dont collide invisible" "knossos") $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: 185 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -870 $Closeup_zoom: 0.40 $Score: 300 $Subsystem: piece1A, 30,20 $Subsystem: piece2A, 15,5 $Subsystem: piece3A, 30,20 $Subsystem: piece4A, 2,50 $Subsystem: piece5A, 15,5 $Subsystem: core, 2,0 $Name: @Volition Bravos $Short name: VPirate $Species: Terran +Tech Description: XSTR("Harr! The FS2 Volition Bravos is the scurviest ship in the known universe. Furl yer sails, strike yer colors, and prepare to be boarded by the FreeSpace 2 team!", 3183) $end_multi_text $POF file: pirate2t-01.pof $Detail distance: (0, 600, 1500, 5000) $Show damage: YES $Density: 1 $Damp: 0.2 $Rotdamp: 1.0 $Max Velocity: 0.0, 0.0, 60.0 $Rotation time: 40.0, 40.0, 40.0 $Rear Velocity: 0.0 $Forward accel: 10.0 $Forward decel: 5.0 $Slide accel: 0.0 $Slide decel: 0.0 $Expl inner rad: 125.0 $Expl outer rad: 650.0 $Expl damage: 200.0 $Expl blast: 3500.0 $Expl Propagates: YES ;; If set to Yes, then when the ship dies, the explosion propagates through it. $Shockwave Speed: 500.0 ;; speed shockwave expands at, 0 means no shockwave $Default PBanks: () $Default SBanks: () $SBank Capacity: () $Shields: 0 $Power Output: 90.0 $Max Oclk Speed: 25.0 $Max Weapon Eng: 100.0 $Hitpoints: 10000000000 $Flags: ( "supercap" "no_fred" ) $AI Class: Captain $Afterburner: NO $Countermeasures: 0 $Scan time: 2000 $EngineSnd: 186 ;; Engine sound of ship $Closeup_pos: 0.0, 0.0, -900 $Closeup_zoom: 0.5 $Score: 10 $Subsystem: turret01, 2, 5.0 $Default PBanks: ( "Heavy Flak" ) $Subsystem: turret02, 2, 5.0 $Default PBanks: ( "Heavy Flak" ) $Subsystem: turret03, 2, 5.0 $Default PBanks: ( "Heavy Flak" ) $Subsystem: turret04, 2, 5.0 $Default PBanks: ( "Heavy Flak" ) $Subsystem: turret05, 2, 5.0 $Default PBanks: ( "Heavy Flak" ) $Subsystem: turret06, 2, 5.0 $Default PBanks: ( "Heavy Flak" ) $Subsystem: turret07a, 2, 5.0 $Default PBanks: ( "Terran Huge Turret" ) $Subsystem: turret08, 2, 5.0 $Default PBanks: ( "Terran Huge Turret" ) $Subsystem: turret09a, 2, 5.0 $Default PBanks: ( "Terran Huge Turret" ) $Subsystem: communications, 10, 0 $Subsystem: navigation, 10, 0 $Subsystem: engine01, 10, 0 $Subsystem: sensors, 10, 0 $Subsystem: weapons, 10, 0 ;=====>> TEST STUFF <<======= #End ; $Player Ship Precedence is used in ship selection when a ship specified by the mission ; designer is not available to the player. The next ship on the list is used in its place ; (assuming that ship is allowed for the player). ; $Player Ship Precedence: ( "GTF Ulysses" "GTF Hercules" "GTB Medusa" "GTB Ursa" ) ; ; sounds.tbl * ; ; file to specify general game sounds ; ; I M P O R T A N T ; ********************************************************** ; * * ; ====> DO NOT MODIFY THE ORDER OF THE LISTED SOUNDS <====* ; * * ; ********************************************************** ; I M P O R T A N T ; ; If a sound entry appears in this file, there is a hook into the game to ; play the sound. This file can only be modified to change *existing* sounds. ; Talk to a programmer if you want to add brand new sounds. Adding a line to ; this file will not make your sound appear in the game, it will more than ; likely break something. ; ; If you don't want the sound to play, put none.wav as the sound to play. ; ; The fields for a sound entry are: ; 1) unqiue sound signature ; 2) filename of the sound ; 3) flag to indicate sound should always be pre-loaded before a mission ; 4) the default volume (from 0.0 -> 1.0) ; 5) 0 - not 3d 1 - stereo 3D 2 - Aureal A3D (if available), otherwise use stereo 3D ; 6) distance at which sound starts to attenuate (for 3d sounds only) ; 7) distance at which sound is inaudible (for 3d sounds only) ; #Game Sounds Start ; Misc sounds section ** = Aureal 3d support | * = FS = 3D support $Name: 0 trk-loop.wav, 0, 0.40, 0 ; Missle tracking to acquire a lock (looped) $Name: 1 lock.wav, 0, 0.40, 0 ; Missle lock (non-looping) $Name: 2 cycle.wav, 0, 0.60, 0 ; cycle primary weapon $Name: 3 cycle.wav, 0, 0.60, 0 ; cycle secondary weapon $Name: 4 ship_p.wav, 0, 0.30, 0 ; engine sound (as heard in cockpit) $Name: 5 reveal.wav, 0, 0.40, 0 ; cargo revealed $Name: 6 breakup.wav, 0, 0.60, 1, 100, 800 ; ship death roll (3d sound) $Name: 7 boom_3.wav, 0, 0.90, 2, 600, 1200 ; * ship explosion 1 (3d sound) $Name: 8 beep_2.wav, 0, 0.40, 0 ; target acquried $Name: 9 switch_1.wav, 0, 0.50, 0 ; energy level change success $Name: 10 beep_5.wav, 0, 0.50, 0 ; energy level change fail $Name: 11 switch_2.wav, 0, 0.50, 0 ; energy transfer success $Name: 12 beep_5.wav, 0, 0.50, 0 ; energy transfer faile $Name: 13 thr_full.wav, 0, 0.40, 0 ; set full throttle $Name: 14 thr_off.wav, 0, 0.40, 0 ; set zero throttle $Name: 15 thr_up.wav, 0, 0.40, 0 ; set 1/3 or 2/3 throttle (up) $Name: 16 thr_dwn.wav, 0, 0.40, 0 ; set 1/3 or 2/3 throttle (down) $Name: 17 approach.wav, 0, 0.60, 1, 10, 800 ; dock approach retros (3d sound) $Name: 18 attach.wav, 0, 0.60, 1, 10, 800 ; dock attach (3d sound) $Name: 19 detach.wav, 0, 0.60, 1, 10, 800 ; dock detach (3d sound) $Name: 20 depart.wav, 0, 0.60, 1, 10, 800 ; dock depart retros (3d sound) $Name: 21 aburn_1.wav, 0, 0.70, 0 ; afterburner engage (3d sound) $Name: 22 aburn_2.wav, 0, 0.90, 0 ; afterburner burn sound (looped) $Name: 23 vaporize2.wav, 0, 0.90, 0 ; Destroyed by a beam (vaporized) $Name: 24 aburn_1f.wav, 0, 0.50, 0 ; afterburner fail (no fuel when aburn pressed) $Name: 25 alert_2.wav, 0, 0.40, 0 ; heat-seeker launch warning $Name: 26 m_fail.wav, 0, 0.60, 0 ; tried to fire a missle when none are left $Name: 27 l_fail.wav, 0, 0.60, 0 ; tried to fire lasers when not enough energy left $Name: 28 fail.wav, 0, 0.50, 0 ; target fail sound (i.e. press targeting key, but nothing happens) $Name: 29 beep_1.wav, 0, 0.50, 0 ; squadmate message menu appears $Name: 30 beep_1.wav, 0, 0.50, 0 ; squadmate message menu disappears $Name: 31 debris.wav, 0, 0.40, 2, 100, 300 ; ** debris sound (persistant, looping) (3d sound) $Name: 32 subhit.wav, 0, 0.60, 0 ; subsystem gets destroyed on player ship $Name: 33 m_load.wav, 0, 0.60, 1, 10, 50 ; missle start load (during rearm/repair) (3d sound) $Name: 34 m_lock.wav, 0, 0.50, 1, 10, 50 ; missle load (during rearm/repair) (3d sound) $Name: 35 repair.wav, 0, 0.50, 0 ; ship is being repaired (during rearm/repair) (looped) $Name: 36 l_hit.wav, 0, 0.90, 0, 30, 100 ; * player ship is hit by laser fire (3d sound) $Name: 37 m_hit.wav, 0, 0.90, 0, 30, 100 ; * player ship is hit by missile (3d sound) $Name: 38 cycle.wav, 0, 0.80, 0 ; countermeasure cycle $Name: 39 s_hit_4.wav, 0, 0.60, 1, 200, 600 ; * shield hit (3d sound) $Name: 40 s_hit_2.wav, 0, 0.80, 1, 10, 100 ; * player shield is hit (3d sound) $Name: 41 select.wav, 0, 0.60, 0 ; mouse click $Name: 42 alert_3.wav, 0, 0.60, 0 ; aspect launch warning $Name: 43 beep_4.wav, 0, 0.60, 0 ; shield quadrant transfer successful $Name: 44 wash.wav, 0, 0.80, 1, 200, 400 ; Engine wash looping sound $Name: 45 warp_1.wav, 0, 0.60, 2, 750, 1500 ; ** warp hole opening up for arriving (3d sound) $Name: 46 warp_1.wav, 0, 0.60, 2, 750, 1500 ; ** warp hole opening up for departing (3d sound) $Name: 47 aburn_1f.wav, 0, 0.50, 0 ; player warp has failed $Name: 48 static.wav, 0, 0.60, 0 ; hud gauge static $Name: 49 boom_1.wav, 0, 0.90, 1, 600, 1200 ; * ship explosion 2 (3d sound) $Name: 50 rev1.wav, 0, 0.70, 0 ; ship is warping out in 3rd person $Name: 51 s_hit_0.wav, 0, 0.70, 1, 100, 200 ; * heavy ship-ship collide sound (3d sound) $Name: 52 collide.wav, 0, 0.70, 1, 100, 200 ; * light ship-ship collide sound (3d sound) $Name: 53 s_hit_1.wav, 0, 0.70, 1, 100, 200 ; * shield ship-ship collide overlay sound (3d sound) $Name: 54 alert_1.wav, 0, 0.50, 0 ; missile threat indicator flashes $Name: 55 proximity1.wav, 0, 0.70, 0 ; proximity warning (heat seeker) $Name: 56 proximity2.wav, 0, 0.70, 0 ; proximity warning (aspect) $Name: 57 directive.wav, 0, 0.70, 0 ; directive complete $Name: 58 subhit2.wav, 0, 0.90, 1, 250, 800 ; * other ship subsystem destroyed (3d sound) $Name: 59 atomic.wav, 0, 0.90, 1, 2000, 4000 ; * captial ship explosion (3d sound) $Name: 60 subhit2.wav, 0, 0.90, 1, 250, 1500 ; * captial ship subsystem destroyed (3d sound) $Name: 61 warp2.wav, 0, 1.00, 1, 1500, 2000 ; [obsolete] large ship warps out (looping 3d sound) $Name: 62 ast_lghit.wav, 0, 0.80, 1, 750, 1500 ; ** large asteroid blows up (3d sound) $Name: 63 ast_smhit.wav, 0, 0.80, 1, 500, 1000 ; ** small asteroid blows up (3d sound) $Name: 64 cue_voice.wav, 0, 0.90, 0 ; sound to indicate voice is about to start $Name: 65 end_voice.wav, 0, 0.90, 0 ; sound to indicate voice has ended $Name: 66 scan.wav, 0, 0.50, 0 ; cargo scanning (looping) $Name: 67 l_flyby.wav, 0, 0.80, 1, 50, 250 ; * weapon flyby sound $Name: 68 asteroid.wav, 0, 0.50, 1, 200, 700 ; [obsolete] asteroid sound (persistant, looping) (3d sound) $Name: 69 warp_open.wav, 0, 1.00, 2, 2000, 4000 ; capital warp hole opening (3d sound) $Name: 70 warp_close.wav, 0, 1.00, 2, 2000, 4000 ; capital warp hole closing (3d sound) $Name: 71 rumble.wav, 0, 0.70, 1, 600, 1000 ; LARGE engine ambient $Name: 72 subspace_left.wav, 0, 0.30, 0 ; subspace ambient sound (left channel) (looping) $Name: 73 subspace_right.wav, 0, 0.30, 0 ; subspace ambient sound (right channel) (looping) $Name: 74 Evaded.wav, 0, 0.70, 0 ; "evaded" HUD popup $Name: 75 rumble.wav, 0, 0.70, 1, 600, 1000 ; HUGE engine ambient ; ; Weapons section ; $Name: 76 L_Sidearm.wav, 0, 0.50, 1, 50, 400 ; SD-4 Sidearm laser fired $Name: 77 L_Scalpel.wav, 0, 0.50, 1, 50, 400 ; DR-2 Scalpel fired $Name: 78 L_Flail2.wav, 0, 0.50, 1, 50, 400 ; Flail II fired $Name: 79 L_Prom_R.wav, 0, 0.50, 1, 50, 400 ; Prometheus R laser fired $Name: 80 L_Prom_S.wav, 0, 0.50, 1, 50, 400 ; Prometheus S laser fired $Name: 81 L_Newton.wav, 0, 0.50, 1, 50, 400 ; GTW-66 Newton Cannon fired $Name: 82 L_Kayser.wav, 0, 0.55, 1, 50, 400 ; UD-8 Kayser Laser fired $Name: 83 L_Circle.wav, 0, 0.50, 1, 50, 400 ; GTW-19 Circe laser fired $Name: 84 L_Lich.wav, 0, 0.50, 1, 50, 400 ; GTW-83 Lich laser fired $Name: 85 hit_1.wav, 0, 0.90, 1, 200, 800 ; Laser impact $Name: 86 L_Vasmid.wav, 0, 0.50, 1, 50, 400 ; Subach-HLV Vasudan laser $Name: 87 m_wasp.wav, 0, 0.80, 1, 50, 400 ; rockeye missile launch $Name: 88 boom_2.wav, 0, 0.80, 1, 500, 1000 ; missile impact 1 $Name: 89 m_mag.wav, 0, 0.80, 1, 50, 400 ; mag pulse missile launch $Name: 90 m_fury.wav, 0, 0.80, 1, 50, 400 ; fury missile launch $Name: 91 m_shrike.wav, 0, 0.80, 1, 50, 400 ; shrike missile launch $Name: 92 m_angel.wav, 0, 0.80, 1, 50, 400 ; angel fire missile launch $Name: 93 m_cluster.wav, 0, 0.80, 1, 50, 400 ; cluster bomb launch $Name: 94 m_clusterb.wav, 0, 0.80, 1, 50, 400 ; cluster baby bomb launch $Name: 95 m_stiletto.wav, 0, 0.80, 1, 50, 400 ; stiletto bomb launch $Name: 96 m_tsunami.wav, 0, 0.80, 1, 50, 400 ; tsunami bomb launch $Name: 97 m_harbinger.wav, 0, 0.80, 1, 50, 400 ; harbinger bomb launch $Name: 98 m_mega.wav, 0, 0.80, 1, 50, 400 ; mega wokka launch $Name: 99 counter_1.wav, 0, 0.70, 1, 50, 200 ; countermeasure 1 launch $Name: 100 l_alien1.wav, 0, 0.60, 1, 50, 400 ; Shivan light laser (3d sound) $Name: 101 clusterboom.wav, 0, 0.80, 1, 750, 2000 ; shockwave ignition (3d sound) $Name: 102 m_swarm.wav, 0, 0.70, 1, 50, 400 ; swarm missile sound (3d sound) $Name: 103 l_alien2.wav, 0, 0.60, 1, 100, 400 ; Shivan heavy laser (3d sound) $Name: 104 capital4.wav, 0, 0.70, 1, 500, 1500 ; Vasudan SuperCap engine (3d sound) $Name: 105 capital5.wav, 0, 0.70, 1, 500, 1500 ; Shivan SuperCap engine (3d sound) $Name: 106 capital6.wav, 0, 0.70, 1, 500, 1500 ; Terran SuperCap engine (3d sound) $Name: 107 l_vaslight.wav, 0, 0.60, 1, 50, 400 ; Vasudan light laser fired (3d sound) $Name: 108 l_alien3.wav, 0, 0.60, 1, 50, 400 ; Shivan heavy laser (3d sound) $Name: 109 shockwave.wav, 0, 1.00, 1, 50, 800 ; ** shockwave impact (3d sound) $Name: 110 Turret_T1.wav, 0, 0.50, 2, 200, 1000 ; TERRAN TURRET 1 $Name: 111 Turret_T2.wav, 0, 0.50, 2, 200, 1000 ; TERRAN TURRET 2 $Name: 112 Turret_V1.wav, 0, 0.50, 2, 200, 1000 ; VASUDAN TURRET 1 $Name: 113 Turret_V2.wav, 0, 0.50, 2, 200, 1000 ; VASUDAN TURRET 2 $Name: 114 Turret_S1.wav, 0, 0.50, 2, 200, 1000 ; SHIVAN TURRET 1 $Name: 115 paintloop.wav, 0, 0.60, 1, 50, 200 ; targeting laser loop sound $Name: 116 FlakLaunch.wav, 0, 0.60, 1, 250, 1000 ; Flak Gun Launch $Name: 117 boom_4.wav, 0, 0.80, 1, 400, 800 ; Flak Gun Impact $Name: 118 m_emp.wav, 0, 0.60, 1, 50, 400 ; EMP Missle $Name: 119 Escape.wav, 0, 0.60, 1, 200, 600 ; Escape Pod Drone $Name: 120 Vaporize1.wav, 0, 0.70, 0 ; Beam Hit 1 $Name: 121 beam_loop.wav, 0, 0.70, 2, 1500, 3000 ; beam loop $Name: 122 beam_up.wav, 0, 0.70, 2, 1500, 3000 ; beam power up $Name: 123 beam_down.wav, 0, 0.70, 2, 1500, 3000 ; beam power down $Name: 124 beam_shot1.wav, 0, 0.70, 2, 1500, 2500 ; Beam shot 1 $Name: 125 beam_shot2.wav, 0, 0.70, 2, 1500, 2500 ; Beam shot 2 ;Ship Engine Sounds section $Name: 126 ship_a1.wav, 0, 0.60, 1, 200, 400 ; Terran fighter engine (3d sound) $Name: 127 ship_a2.wav, 0, 0.70, 1, 300, 600 ; Terran bomber engine (3d sound) $Name: 128 ship_a3.wav, 0, 0.80, 1, 400, 800 ; Terran cruiser engine (3d sound) $Name: 129 ship_b1.wav, 0, 0.70, 1, 200, 400 ; Vasudan fighter engine (3d sound) $Name: 130 ship_b2.wav, 0, 0.80, 1, 300, 600 ; Vasudan bomber engine (3d sound) $Name: 131 ship_b3.wav, 0, 0.80, 1, 400, 800 ; Vasudan cruiser engine (3d sound) $Name: 132 ship_c1.wav, 0, 0.60, 1, 200, 400 ; Shivan fighter engine (3d sound) $Name: 133 ship_c2.wav, 0, 0.70, 1, 300, 600 ; Shivan bomber engine (3d sound) $Name: 134 ship_c3.wav, 0, 0.80, 1, 400, 800 ; Shivan cruiser engine (3d sound) $Name: 135 beacon.wav, 0, 0.60, 1, 300, 600 ; Repair ship beacon/engine sound (3d sound) $Name: 136 capital1.wav, 0, 0.70, 1, 500, 1500 ; Terran capital engine (3d sound) $Name: 137 capital2.wav, 0, 0.70, 1, 500, 1500 ; Vasudan capital engine (3d sound) $Name: 138 capital3.wav, 0, 0.70, 1, 500, 1500 ; Shivan capital engine (3d sound) ; Electrical arc sound fx on the debris pieces $Name: 139 Arc_01.wav, 0, 0.30, 2, 200, 500 ; ** 0.10 second spark sound effect (3d sound) $Name: 140 Arc_02.wav, 0, 0.30, 2, 200, 500 ; ** 0.25 second spark sound effect (3d sound) $Name: 141 Arc_03.wav, 0, 0.30, 2, 200, 500 ; ** 0.50 second spark sound effect (3d sound) $Name: 142 Arc_04.wav, 0, 0.30, 2, 200, 500 ; ** 0.75 second spark sound effect (3d sound) $Name: 143 Arc_05.wav, 0, 0.30, 2, 200, 500 ; ** 1.00 second spark sound effect (3d sound) ; Beam Sounds $Name: 144 BT_LTerSlash.wav, 0, 0.70, 2, 1500, 3000 ; LTerSlash beam loop $Name: 145 BT_TerSlash.wav, 0, 0.70, 2, 1500, 3000 ; TerSlash beam loop $Name: 146 BT_SGreen.wav, 0, 0.70, 2, 1500, 3000 ; SGreen beam loop $Name: 147 BT_BGreen.wav, 0, 0.70, 2, 1500, 3000 ; BGreen beem loop $Name: 148 BT_BFGreen.wav, 0, 0.70, 2, 1500, 3000 ; BFGreen been loop $Name: 149 BT_AntiFtr.wav, 0, 0.70, 2, 1500, 3000 ; Antifighter beam loop $Name: 150 BT_up_1.wav, 0, 0.60, 2, 1500, 3000 ; 1 sec warm up $Name: 151 BT_up_1.5.wav, 0, 0.60, 2, 1500, 3000 ; 1.5 sec warm up $Name: 152 BT_up_2.5.wav, 0, 0.60, 2, 1500, 3000 ; 2.5 sec warm up $Name: 153 BT_up_3.wav, 0, 0.60, 2, 1500, 3000 ; 3 sec warm up $Name: 154 BT_up_3.5.wav, 0, 0.60, 2, 1500, 3000 ; 3.5 sec warm up $Name: 155 BT_up_5.wav, 0, 0.60, 2, 1500, 3000 ; 5 sec warm up $Name: 156 BT_dwn_1.wav, 0, 0.70, 2, 2000, 3000 ; LTerSlash warm down $Name: 157 BT_dwn_2.wav, 0, 0.70, 2, 2000, 3000 ; TerSlash warm down $Name: 158 BT_dwn_3.wav, 0, 0.70, 2, 2000, 3000 ; SGreen warm down $Name: 159 BT_dwn_4.wav, 0, 0.70, 2, 2000, 3000 ; BGreen warm down $Name: 160 BT_dwn_5.wav, 0, 0.70, 2, 2000, 3000 ; BFGreen warm down $Name: 161 BT_dwn_6.wav, 0, 0.70, 2, 2000, 3000 ; T_AntiFtr warm down $Name: 162 Empty, 0, 0.50, 0 $Name: 163 Empty, 0, 0.50, 0 $Name: 164 Empty, 0, 0.50, 0 $Name: 165 Empty, 0, 0.50, 0 $Name: 166 Empty, 0, 0.50, 0 $Name: 167 Empty, 0, 0.50, 0 $Name: 168 Empty, 0, 0.50, 0 $Name: 169 Empty, 0, 0.50, 0 $Name: 170 Empty, 0, 0.50, 0 $Name: 171 Empty, 0, 0.50, 0 $Name: 172 Empty, 0, 0.50, 0 $Name: 173 SupNova1.wav, 0, 1.00, 0 ; SuperNova (distant) $Name: 174 SupNova2.wav, 0, 1.00, 0 ; SuperNova (shockwave) $Name: 175 ship_c4.wav, 0, 0.80, 1, 400, 800 ; Shivan large engine (3d sound) $Name: 176 ship_c5.wav, 0, 0.80, 1, 400, 1000 ; Shivan large engine (3d sound) $Name: 177 BS_SRed.wav, 0, 0.70, 2, 1500, 3000 ; SRed beam loop $Name: 178 BS_LRed.wav, 0, 0.70, 2, 1500, 3000 ; LRed beam loop $Name: 179 BS_AntiFtr.wav, 0, 0.70, 2, 1500, 3000 ; Antifighter beam loop $Name: 180 Thunder_01.wav, 0, 0.70, 0 ; Thunder 1 sound in neblua $Name: 181 Thunder_02.wav, 0, 0.70, 0 ; Thunder 2 sound in neblua $Name: 182 BS_up_1.wav, 0, 0.60, 2, 1500, 3000 ; 1 sec warm up $Name: 183 BS_up_1.5.wav, 0, 0.60, 2, 1500, 3000 ; 1.5 sec warm up $Name: 184 BS_up_3.wav, 0, 0.60, 2, 1500, 3000 ; 3 sec warm up $Name: 185 Commnode.wav, 0, 0.60, 1, 200, 500 ; Shivan Commnode $Name: 186 Pirate.wav, 0, 0.60, 1, 400, 1000 ; Volition PirateShip $Name: 187 BS_dwn_1.wav, 0, 0.70, 2, 2000, 3000 ; SRed warm down $Name: 188 BS_dwn_2.wav, 0, 0.70, 2, 2000, 3000 ; LRed warm down $Name: 189 BS_dwn_3.wav, 0, 0.70, 2, 2000, 3000 ; AntiFtr warm down $Name: 190 Inst1.wav, 0, 0.80, 1, 500, 2000 ; Instellation 1 $Name: 191 Inst2.wav, 0, 0.80, 1, 500, 2000 ; Instellation 2 ; #Game Sounds End ; #Interface Sounds Start $Name: 0 user_c.