; Wing Commander Saga: Codename Hermes

#Default Player Ship
$Name: F-86C Hellcat V
#End

#Engine Wash Info

$Name: Default
$Angle: 10.0
$Radius Mult: 1.2
$Length: 400
$Intensity: 1.0

$Name: Default50
$Angle: 12.0
$Radius Mult: 1.2
$Length: 50
$Intensity: 1.0

$Name: Default70
$Angle: 12.0
$Radius Mult: 1.2
$Length: 70
$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

$Name: DefaultNone
$Angle: 1.0
$Radius Mult: 1.0
$Length: 0
$Intensity: 0.0

#End

#Ship Classes

;============================>> CONFEDERATION FIGHTERS <<======================

;------------------------------ Arrow -----------------------------------------

$Name:                          F-27B Arrow
$Alt Name:                      F-27L Arrow
$Short name:                    Arrow
$Species:                       Terran
    +Type:                      Light Fighter (Space Superiority) /Damp: 0.3 dps /Rotdamp: 0.45 dps /Density: 1.125 /Decoys: 60
    ;+Velocity:                  130 Mps /Fwd Accel:52Mps /Fwd Decel:104Mps
    +Maneuverability:           100/120/144 dps (Y/P/R) /PC Accel: 520 Mps
    ;+Shields:                   200 cm. equiv. (800) /Density: 1.125 /Decoys: 60
    ;+Armor:                     Fore/Aft: 60 cm Right/Left: 80 cm. (400 dru)
    +Manufacturer:              Douglas Aerospace / Reverse thrust: 130 m/s
    +Description:               Light Fighter
        $end_multi_text
    +Tech Description:          This light, versatile fighter has balanced weaponry and is best-suited for short-range combat against light or heavy fighters. 

Its maneuverability makes it a prime choice for escort, fleet defense and reconnaissance missions, and an emergency life-support system can sustain pilots for up to 7 hours.
        $end_multi_text
    +Length:                    16 meters / Angle of Shooting Guns : 4.5 deg  /Fwd Accel:52Mps /Fwd Decel:104Mps /Shields: 800 /Hull: 400 dru
    +Gun Mounts:                Laser (2), Ion (2) / Speed PC : 390 m/s
    +Missile Banks:             2xHS, 2xIR, 2xIR, 2xHS / Lifetime PC : 720s

$POF file:                      tcf_arrow.pof
$POF Target LOD:                2
$Detail distance:               (0, 250, 375)

$Impact Spew:
    +Max particles:             0
$Damage Spew:
    +Max particles:             0

$Density:                       1.125
$Damp:                          0.3
$Rotdamp:                       0.45

$Max Velocity:                  86.0, 86.0, 130.0
$Rotation time:                 3.0, 3.6, 2.5
$Rear Velocity:                 130.0
$Forward accel:                 2.5
$Forward decel:                 1.25
$Slide accel:                   1.5
$Slide decel:                   1.5
$Glide:                         	YES
$Autoaim FOV:                   4.5

$Expl inner rad:                7.361403
$Expl outer rad:                29.445612
$Expl damage:                   15.0
$Expl blast:                    150.0
$Expl Propagates:               NO

$Shockwave Speed:               58.891224
$Shockwave Model:               f_shockwave.pof
$Explosion Animations:          (6, 7, 8)

$Allowed PBanks:        	( "Laser" "Ion" "Photon" "Mass Driver" "Neutron" "Reaper" "Light Tachyon" )
$Allowed Dogfight PBanks: 	( "Laser" "Ion" "Photon" "Mass Driver" "Neutron" "Reaper" "Light Tachyon" )
$Default PBanks:        	( "Laser" "Ion" )

$Allowed SBanks:                ( "Pilum FF" "Spiculum IR" "Javelin HS" ) ( "Pilum FF" "Spiculum IR" "Javelin HS" "Dart Dumbfire" ) ( "Pilum FF" "Spiculum IR" "Javelin HS" "Dart Dumbfire" ) ( "Pilum FF" "Spiculum IR" "Javelin HS" )
$Allowed Dogfight SBanks:       ( "Pilum FF" "Spiculum IR" "Javelin HS" ) ( "Pilum FF" "Spiculum IR" "Javelin HS" "Dart Dumbfire" ) ( "Pilum FF" "Spiculum IR" "Javelin HS" "Dart Dumbfire" ) ( "Pilum FF" "Spiculum IR" "Javelin HS" )
$Default SBanks:                ( "Javelin HS" "Spiculum IR" "Spiculum IR" "Javelin HS" )
$SBank Capacity:                ( 20, 20, 20, 20 )

$Shields:                       	800
$Shield Color:                  100 100 255
$Power Output:                  2.25
$Shield Regeneration Rate:      0.07
$Weapon Regeneration Rate:      0.18
$Max Oclk Speed:                175.0
$Max Weapon Eng:                40.0
$Hitpoints:                     	400

$Flags:                         ( "fighter" "player_ship" "in tech database" )
$AI Class:                      Captain

$Afterburner:                   YES
    +Aburn Max Vel:             0.0, 0.0, 390.0
    +Aburn For accel:           0.75
    +Aburn Fuel:                720.0
    +Aburn Burn Rate:           1.0
    +Aburn Rec Rate:            0.0

$Countermeasures:               60
$Scan time:                     2000
$EngineSnd:                     126
$Closeup_pos:                   0.0, 0.0, -14.94688
$Closeup_zoom:                  0.83633
$Shield_icon:                   arrow
$Score:                         12

$Thruster01 Radius factor:      0.6
$Thruster02 Radius factor:      0.7
$Thruster02 Length factor:      0.7
$Thruster03 Radius factor:      0.9
$Thruster Distortion:      		NO

$Subsystem:                     communication, 10.0, 0.0
    $Alt Subsystem Name:        Comm
    $Alt Damage Popup Subsystem Name: Communication

$Subsystem:                     navigation, 10.0, 0.0
    $Alt Subsystem Name:        Navigation
    $Alt Damage Popup Subsystem Name: Navigation

$Subsystem:                     sensors, 10.0, 0.0
    $Alt Subsystem Name:        Sensors
    $Alt Damage Popup Subsystem Name: Sensors

$Subsystem:                     weapons, 10.0, 0.0
    $Alt Subsystem Name:        Weapons
    $Alt Damage Popup Subsystem Name: Weapons

$Subsystem:                     engine01, 7.5, 0.0
    $Alt Subsystem Name:        Engine
    $Alt Damage Popup Subsystem Name: Engine

$Subsystem:                     engine02, 7.5, 0.0
    $Alt Subsystem Name:        Engine
    $Alt Damage Popup Subsystem Name: Engine



;------------------------------ Hellcat ---------------------------------------

$Name:                          F-86C Hellcat V
$Alt Name:                      F-86C Hellcat V
$Short name:                    Hellcat
$Species:                       Terran
    +Type:                      Medium Fighter (Space Sup/Light Assault) /Damp: 0.4 dps /Rotdamp: 0.6 dps /Density: 1.33 /Decoys: 72
    ;+Velocity:                  105 Mps  /Fwd Accel:35Mps /Fwd Decel:70Mps
    +Maneuverability:           90/100/120 dps (Y/P/R) / PC Accel: 315 Mps
    ;+Shields:                   300 cm. equiv. (1200) /Density: 1.33 /Decoys: 72
    ;+Armor:                     Aft: 150 cm. Fore/Right/Left: 125 cm. (600 dru)
    +Manufacturer:              Douglas Aerospace / Reverse thrust: 105 m/s
    +Description:               Medium Fighter
        $end_multi_text
    +Tech Description:          The baseline Terran fighter, the Hellcat V is a solid vehicle in any combat situation. Most are deployed in attacks against smaller fleet ships or serve as escorts. 

The ship's responsive speed controls and quick turn radius make the latest Hellcat the best all-around ship in the fleet.
        $end_multi_text
    +Length:                    24 meters / Angle of Shooting Guns : 3.5 deg  /Fwd Accel:35Mps /Fwd Decel:70Mps /Shields: 1200 /Hull: 600 dru
    +Gun Mounts:                Particle (2), Ion (2) / Speed PC : 315 m/s
    +Missile Banks:             5xIR, 5xHS / Lifetime PC : 660s

$POF file:                      tcf_hellcat_v.pof
$POF Target LOD:                2
$Detail distance:               (0, 250, 375)

$Impact Spew:
    +Max particles:             0
$Damage Spew:
    +Max particles:             0

$Density:                       1.33
$Damp:                          0.4
$Rotdamp:                       0.6

$Max Velocity:                  52.0, 52.0, 105.0
$Rotation time:                 3.6, 4.0, 3.0
$Rear Velocity:                 105.0
$Forward accel:                 3.0
$Forward decel:                 1.5
$Slide accel:                   2.0
$Slide decel:                   2.0
$Glide:                         	YES
$Autoaim FOV:                   3.5

$Expl inner rad:                8.540308
$Expl outer rad:                34.161232
$Expl damage:                   15.0
$Expl blast:                    150.0
$Expl Propagates:               NO       

$Shockwave Speed:               68.322464
$Shockwave Model:               f_shockwave.pof
$Explosion Animations:          (6, 7, 8)

$Allowed PBanks:                ( "Laser" "Ion" "Photon" "Mass Driver" "Neutron" "Particle" "Meson" "Reaper" "Light Tachyon" "Tachyon" )
$Allowed Dogfight PBanks:       ( "Laser" "Ion" "Photon" "Mass Driver" "Neutron" "Particle" "Meson" "Reaper" "Light Tachyon" "Tachyon" )
$Default PBanks:                ( "Particle" "Ion" )

$Allowed SBanks:        	( "Dart Dumbfire" "Pilum FF" "Spiculum IR" "Javelin HS" )
$Allowed Dogfight SBanks: 	( "Dart Dumbfire" "Pilum FF" "Spiculum IR" "Javelin HS" )
$Default SBanks:                ( "Spiculum IR" "Javelin HS" )
$SBank Capacity:                ( 50, 50 )

$Shields:                       	1200
$Shield Color:                  100 100 255
$Power Output:                  3.0
$Shield Regeneration Rate:      0.08
$Weapon Regeneration Rate:      0.16
$Max Oclk Speed:                140.0
$Max Weapon Eng:                60.0
$Hitpoints:                     	600

$Flags:                         ( "fighter" "player_ship" "default_player_ship" "in tech database" )
$AI Class:                      Captain

$Afterburner:                   YES
    +Aburn Max Vel:             0.0, 0.0, 315.0
    +Aburn For accel:           1.0
    +Aburn Fuel:                660.0
    +Aburn Burn Rate:           1.0
    +Aburn Rec Rate:            0.0

$Countermeasures:               72
$Scan time:                     2000
$EngineSnd:                     126                   
$Closeup_pos:                   0.0, 0.0, -17.08062
$Closeup_zoom:                  0.83633
$Shield_icon:                   hellcat
$Score:                         16

$Thruster01 Radius factor:      0.6
$Thruster02 Radius factor:      0.7
$Thruster02 Length factor:      0.7
$Thruster03 Radius factor:      0.9
$Thruster Distortion:      		NO

$Subsystem:                     communication, 10.0, 0.0
    $Alt Subsystem Name:        Comm
    $Alt Damage Popup Subsystem Name: Communication

$Subsystem:                     navigation, 10.0, 0.0
    $Alt Subsystem Name:        Navigation
    $Alt Damage Popup Subsystem Name: Navigation

$Subsystem:                     sensors, 10.0, 0.0
    $Alt Subsystem Name:        Sensors
    $Alt Damage Popup Subsystem Name: Sensors

$Subsystem:                     weapons, 10.0, 0.0
    $Alt Subsystem Name:        Weapons
    $Alt Damage Popup Subsystem Name: Weapons

$Subsystem:                     engines, 15.0, 0.0
    $Alt Subsystem Name:        Engines
    $Alt Damage Popup Subsystem Name: Engines



;------------------------------ Thunderbolt -----------------------------------

$Name:                          F-66A Thunderbolt VII
$Alt Name:                      F-66B Thunderbolt VII
$Short name:                    Thunderbolt
$Species:                       Terran
    +Type:                      Heavy Fighter (Strategic Assault/Medium Bomber) /Damp: 0.5 dps /Rotdamp: 0.75 dps) /Density: 1.5 /Decoys: 84
    ;+Velocity:                  95 Mps /Fwd Accel:23.75Mps /Fwd Decel:47.5Mps
    +Maneuverability:           60/66/90 dps (Y/P/R) /PC Accel: 206.75 Mps
    ;+Shields:                   500 cm. equiv. (2000) /Density: 1.5 /Decoys: 84
    ;+Armor:                     Fore/Aft: 200 cm. Right/Left: 200 cm. (1000 dru)
    +Manufacturer:              McCall Industries / Reverse thrust: 95 m/s
    +Description:               Heavy Fighter
        $end_multi_text
    +Tech Description:          Less maneuverable than the Arrow or Hellcat V, the Thunderbolt VII has a formidable set of guns and missiles. 
It has a remarkable success rate against light capital ships and medium-to-heavy fighters, though light fighters tend to outrun its fire. 

Most pilots agree that the Thunderbolt can satisfy most mission requirements outside of running scout missions.
        $end_multi_text
    +Length:                    30 meters / Angle of Shooting Guns : 2.5 deg  /Fwd Accel:23.75Mps /Fwd Decel:47.5Mps /Shields: 2000 /Hull: 1000 dru
    +Gun Mounts:                Meson(2), Photon(2), Plasma(2) / SpeedPC: 275m/s
    +Missile Banks:             6xFF, 3xTorp, 6xHS / Lifetime PC : 600s
    ;+Turrets:                   Ion (1x2)

$POF file:                      tcb_thunderbolt_vii.pof
$POF Target LOD:                3
$Detail distance:              (0, 250, 375, 437)

$Impact Spew:
    +Max particles:             0
$Damage Spew:
    +Max particles:             0

$Density:                       1.5
$Damp:                          0.5
$Rotdamp:                       0.75

$Max Velocity:                  48.0, 48.0, 95.0
$Rotation time:                 5.5, 6.0, 4.0
$Rear Velocity:                 95.0
$Forward accel:                 4.0
$Forward decel:                 2.0
$Slide accel:                   2.5
$Slide decel:                   2.5
$Glide:                         	YES
$Autoaim FOV:                   2.5

$Expl inner rad:                11.205671
$Expl outer rad:                44.822684
$Expl damage:                   20.0
$Expl blast:                    200.0
$Expl Propagates:               NO                                                      

$Shockwave Speed:               89.645368
$Shockwave Model:               f_shockwave.pof
$Explosion Animations:          (6, 7, 8)

$Allowed PBanks:                ( "Laser" "Ion" "Photon" "Mass Driver" "Neutron" "Particle" "Meson" "Reaper" "Light Tachyon" "Tachyon" ) ( "Laser" "Ion" "Photon" "Reaper" "Light Tachyon" ) ( "Mass Driver" "Neutron" "Particle" "Meson" "Light Tachyon" "Tachyon" "Plasma" )
$Allowed Dogfight PBanks:       ( "Laser" "Ion" "Photon" "Mass Driver" "Neutron" "Particle" "Meson" "Reaper" "Light Tachyon" "Tachyon" ) ( "Laser" "Ion" "Photon" "Reaper" "Light Tachyon" ) ( "Mass Driver" "Neutron" "Particle" "Meson" "Light Tachyon" "Tachyon" "Plasma" )
$Default PBanks:                ( "Meson" "Photon" "Plasma" )

$Allowed SBanks:                ( "Dart Dumbfire" "Pilum FF" "Spiculum IR" "Javelin HS" "Porcupine" ) ( "Lance" ) ( "Dart Dumbfire" "Pilum FF" "Spiculum IR" "Javelin HS" "Porcupine" )
$Allowed Dogfight SBanks:       ( "Dart Dumbfire" "Pilum FF" "Spiculum IR" "Javelin HS" "Porcupine" ) ( "Lance" ) ( "Dart Dumbfire" "Pilum FF" "Spiculum IR" "Javelin HS" "Porcupine" )
$Default SBanks:                ( "Pilum FF" "Lance" "Javelin HS")
$SBank Capacity:                ( 60, 120, 60 )

$Shields:                       	2000
$Shield Color:                  100 100 255
$Power Output:                  3.5
$Shield Regeneration Rate:      0.09
$Weapon Regeneration Rate:      0.14
$Max Oclk Speed:                126.0
$Max Weapon Eng:                90.0
$Hitpoints:                     	1000

$Flags:                         ( "bomber" "player_ship" "in tech database" )
$AI Class:                      Captain

$Afterburner:                   YES
    +Aburn Max Vel:             0.0, 0.0, 275.0
    +Aburn For accel:           1.33
    +Aburn Fuel:                600.0
    +Aburn Burn Rate:           1.0
    +Aburn Rec Rate:            0.0

$Countermeasures:               84
$Scan time:                     2000
$EngineSnd:                     126                   
$Closeup_pos:                   0.0, 0.0, -22.41134
$Closeup_zoom:                  0.73633
$Shield_icon:                   thunderbolt
$Score:                         20

$Thruster01 Radius factor:      0.6
$Thruster02 Radius factor:      0.7
$Thruster02 Length factor:      0.7
$Thruster03 Radius factor:      0.9
$Thruster Distortion:      		NO

$Subsystem:                     communication, 10, 0.0
    $Alt Subsystem Name:        Comm
    $Alt Damage Popup Subsystem Name: Communication

$Subsystem:                     navigation, 10, 0.0
    $Alt Subsystem Name:        Navigation
    $Alt Damage Popup Subsystem Name: Navigation

$Subsystem:                     sensors, 10, 0.0
    $Alt Subsystem Name:        Sensors
    $Alt Damage Popup Subsystem Name: Sensors

$Subsystem:                     weapons, 10, 0.0
    $Alt Subsystem Name:        Weapons
    $Alt Damage Popup Subsystem Name: Weapons

$Subsystem:                     engine01, 7.5, 0.0
    $Alt Subsystem Name:        Engine
    $Alt Damage Popup Subsystem Name: Engine

$Subsystem:                     engine02, 7.5, 0.0
    $Alt Subsystem Name:        Engine
    $Alt Damage Popup Subsystem Name: Engine

$Subsystem:                     turret01, 5.0, 2.0
    $Alt Subsystem Name:        Turret
    $Alt Damage Popup Subsystem Name: Turret
    $Default PBanks:            ( "Ion" )
    $Flags:                     ( "carry no damage" "check hull" "no subsystem targeting" "fire on target" "reset when idle" )



;------------------------------ Longbow ---------------------------------------

$Name:                          F/A-76A Longbow
$Alt Name:                      F/A-76A Longbow
$Short name:                    Longbow
$Species:                       Terran
    +Type:                      Heavy Bomber (Heavy Strategic Assault) /Damp: 0.6 dps /Rotdamp: 1.0 dps /Density: 2.0 /Decoys: 96
    ;+Velocity:                  80 Mps /Fwd Accel:16Mps /Fwd Decel:26.6Mps
    +Maneuverability:           48/60/80 dps (Y/P/R) /PC Accel: 127.71 Mps
    ;+Shields:                   750 cm. equiv. (3000) /Density: 2.0 /Decoys: 96
    ;+Armor:                     Aft: 350 cm. Fore/Right/Left: 300 cm. (1500 dru)
    +Manufacturer:              McCall Industries / Reverse thrust: 80 m/s
    +Description:               Torpedo Bomber
        $end_multi_text
    +Tech Description:          The Longbow bomber has a single purpose - to deliver torpedoes to enemy capital ships. Its lack of maneuverability attracts light enemy fighters like hornets. 

The Longbow's massive firepower bolsters any offensive force involving capital ships, as long as light fighters are along for protection.
        $end_multi_text
    +Length:                    32 meters / Angle of Shooting Guns : 2 deg  /Fwd Accel:16Mps /Fwd Decel:26.6Mps /Shields: 3000 /Hull: 1500 dru
    +Gun Mounts:                Ion (2), Plasma (2) / Speed PC : 212 m/s
    +Missile Banks:             8xFF, 8xIR, 2xTorp, 2xTorp / Lifetime PC : 540s
    ;+Turrets:                   Photon (1x2)

$POF file:                      tcb_longbow.pof
$POF Target LOD:                2
$Detail distance:               (0, 250, 375)

$Impact Spew:
    +Max particles:             0
$Damage Spew:
    +Max particles:             0

$Density:                       2.0
$Damp:                          0.6
$Rotdamp:                       1.0

$Max Velocity:                  40.0, 40.0, 80.0
$Rotation time:                 6.0, 7.5, 4.5
$Rear Velocity:                 80.0
$Forward accel:                 5.0
$Forward decel:                 3.0
$Slide accel:                   3.0
$Slide decel:                   3.0
$Glide:                         	YES
$Autoaim FOV:                   2

$Expl inner rad:                14.660587
$Expl outer rad:                58.642348
$Expl damage:                   20.0
$Expl blast:                    200.0
$Expl Propagates:               NO                                                      

$Shockwave Speed:               117.284696
$Shockwave Model:               f_shockwave.pof
$Explosion Animations:          (6, 7, 8)

$Allowed PBanks:                ( "Laser" "Ion" "Photon" "Mass Driver" "Neutron" "Particle" "Meson" "Reaper" "Light Tachyon" "Tachyon" ) ( "Mass Driver" "Neutron" "Particle" "Meson" "Light Tachyon" "Tachyon" "Plasma" )
$Allowed Dogfight PBanks:       ( "Laser" "Ion" "Photon" "Mass Driver" "Neutron" "Particle" "Meson" "Reaper" "Light Tachyon" "Tachyon" ) ( "Mass Driver" "Neutron" "Particle" "Meson" "Light Tachyon" "Tachyon" "Plasma" )
$Default PBanks:                ( "Ion" "Plasma" )

$Allowed SBanks:                ( "Pilum FF" "Spiculum IR" "Javelin HS" "Porcupine" "Dart Dumbfire" ) ( "Pilum FF" "Spiculum IR" "Javelin HS" "Porcupine" "Dart Dumbfire" ) ( "Lance" "Porcupine" "Warhammer CSM" ) ( "Lance" "Porcupine" "Warhammer CSM" ) ;( "Pilum FF" "Spiculum IR" "Javelin HS" "Porcupine" "Dart Dumbfire" ) ( "Pilum FF" "Spiculum IR" "Javelin HS" "Porcupine" "Dart Dumbfire" )	;;WCS only
$Allowed Dogfight SBanks: 	( "Pilum FF" "Spiculum IR" "Javelin HS" "Porcupine" "Dart Dumbfire" ) ( "Pilum FF" "Spiculum IR" "Javelin HS" "Porcupine" "Dart Dumbfire" ) ( "Lance" "Porcupine" "Warhammer CSM" ) ( "Lance" "Porcupine" "Warhammer CSM" ) ;( "Pilum FF" "Spiculum IR" "Javelin HS" "Porcupine" "Dart Dumbfire" ) ( "Pilum FF" "Spiculum IR" "Javelin HS" "Porcupine" "Dart Dumbfire" )
$Default SBanks:                ( "Pilum FF" "Spiculum IR" "Lance" "Lance" )	;( "Pilum FF" "Javelin HS" "Lance" "Lance" "Javelin HS" "Pilum FF" )	;;WCS only
$SBank Capacity:                ( 80, 80, 80, 80 )	;( 40, 40, 80, 80, 40, 40 )	;;WCS only
$Show Secondary Models:		( YES YES YES YES )

$Shields:                       	3000
$Shield Color:                  100 100 255
$Power Output:                  4.0
$Shield Regeneration Rate:      0.1
$Weapon Regeneration Rate:      0.12
$Max Oclk Speed:                106.0
$Max Weapon Eng:                67.5
$Hitpoints:                     	1500

$Flags:                         ( "bomber" "player_ship" "in tech database" )
$AI Class:                      Captain

$Afterburner:                   YES
    +Aburn Max Vel:             0.0, 0.0, 212.0
    +Aburn For accel:           1.66
    +Aburn Fuel:                540.0
    +Aburn Burn Rate:           1.0
    +Aburn Rec Rate:            0.0

$Countermeasures:               96
$Scan time:                     2000
$EngineSnd:                     127                   
$Closeup_pos:                   0.0, 0.0, -29.32117
$Closeup_zoom:                  0.73633
$Shield_icon:                   longbow
$Score:                         24

$Thruster01 Radius factor:      0.6
$Thruster02 Radius factor:      0.7
$Thruster02 Length factor:      0.7
$Thruster03 Radius factor:      0.9
$Thruster Distortion:      		NO

$Subsystem:                     communication, 10.0, 0.0
    $Alt Subsystem Name:        Comm
    $Alt Damage Popup Subsystem Name: Communication

$Subsystem:                     navigation, 10.0, 0.0
    $Alt Subsystem Name:        Navigation
    $Alt Damage Popup Subsystem Name: Navigation

$Subsystem:                     sensors, 10.0, 0.0
    $Alt Subsystem Name:        Sensors
    $Alt Damage Popup Subsystem Name: Sensors

$Subsystem:                     weapons, 10.0, 0.0
    $Alt Subsystem Name:        Weapons
    $Alt Damage Popup Subsystem Name: Weapons

$Subsystem:                     engine01, 7.5, 0.0
    $Alt Subsystem Name:        Engine
    $Alt Damage Popup Subsystem Name: Engine

$Subsystem:                     engine02, 7.5, 0.0
    $Alt Subsystem Name:        Engine
    $Alt Damage Popup Subsystem Name: Engine

$Subsystem:                     turret01, 5.0, 2.0
    $Alt Subsystem Name:        Turret
    $Alt Damage Popup Subsystem Name: Turret
    $Default PBanks:            ( "Photon" )
    $Flags:                     ( "carry no damage" "check hull" "no subsystem targeting" "fire on target" "reset when idle" )



;------------------------------ Excalibur ----------------------------------------

$Name:                          F-103A Excalibur
$Alt Name:                      F-103A Excalibur
$Short name:                    Excalibur
$Species:                       Terran
    +Type:                      Medium/Heavy Fighter (Stealth Space Sup) /Damp: 0.4 dps /Rotdamp: 0.6 dps /Density: 0.75 /Decoys: 84
    ;+Velocity:                  125 Mps /Fwd Accel:50Mps /Fwd Decel:100Mps
    +Maneuverability:           100/100/120 dps (Y/P/R) /PC Accel: 428.57 Mps
    ;+Shields:                   400 cm. equiv. (1600) /Density: 0.75 /Decoys: 84
    ;+Armor:                     Aft: 200 cm. Fore/Right/Left: 150 cm. (800 dru)
    +Manufacturer:              Douglas Aerospace / Reverse thrust: 125 m/s
    +Description:               Heavy Fighter
        $end_multi_text
    +Tech Description:          The Confederation's next generation fighter, the Excalibur combines the latest Terran technological advancements with captured Kilrathi cloaking technology. 

Specifically designed to outfly and outfight the Kilrathi Bloodfang, the Excalibur can take on any fighter in the Kilrathi arsenal and win. It can be configured to fly any mission in any space or planetary environment from ground attack to fighter sweeps. 

It packs heavier beam weaponry, missile loadout, and shielding than any ConFleet heavy fighter in service with the speed and acceleration to rival even light fighters.
        $end_multi_text
    +Length:                    27 meters / Angle of Shooting Guns : 4 deg  /Fwd Accel:50Mps /Fwd Decel:100Mps /Shields: 1600 /Hull: 800 dru
    +Gun Mounts:                Tachyon (4), Reaper (2) / Speed PC : 375 m/s
    +Missile Banks:             4xFF, 4xIR, 4xIR, 4xFF / Lifetime PC : 1440s

$POF file:                      tcf_excalibur.pof
$POF Target LOD:                2
$Detail distance:               (0, 250, 375)

$Impact Spew:
    +Max particles:             0
$Damage Spew:
    +Max particles:             0

$Density:                       0.75
$Damp:                          0.4
$Rotdamp:                       0.6

$Max Velocity:                  83.0, 83.0, 125.0
$Rotation time:                 3.6, 3.6, 3.0
$Rear Velocity:                 125.0
$Forward accel:                 2.5
$Forward decel:                 1.25
$Slide accel:                   2.0
$Slide decel:                   2.0
$Glide:                         	YES
$Autoaim FOV:                   4

$Expl inner rad:                11.689615
$Expl outer rad:                46.75846
$Expl damage:                   20.0
$Expl blast:                    200.0
$Expl Propagates:               NO                                                      

$Shockwave Speed:               93.51692
$Shockwave Model:               f_shockwave.pof
$Explosion Animations:          (6, 7, 8)

$Allowed PBanks:                ( "Laser" "Ion" "Reaper" "Photon" "Neutron" "Particle" "Meson" "Light Tachyon" "Tachyon" "Plasma" ) ( "Laser" "Ion" "Reaper" "Photon" "Neutron" "Particle" "Meson" "Light Tachyon" "Tachyon" "Plasma" )
$Allowed Dogfight PBanks:       ( "Laser" "Ion" "Reaper" "Photon" "Neutron" "Particle" "Meson" "Light Tachyon" "Tachyon" "Plasma" ) ( "Laser" "Ion" "Reaper" "Photon" "Neutron" "Particle" "Meson" "Light Tachyon" "Tachyon" "Plasma" )
$Default PBanks:                ( "Tachyon" "Reaper" )

$Allowed SBanks:                ( "Dart Dumbfire" "Javelin HS" "Pilum FF" "Spiculum IR" "Porcupine" "Lance" )
$Allowed Dogfight SBanks:       ( "Dart Dumbfire" "Javelin HS" "Pilum FF" "Spiculum IR" "Porcupine" "Lance" )
$Default SBanks:                ( "Pilum FF" "Spiculum IR" "Spiculum IR" "Pilum FF" )
$SBank Capacity:                ( 40, 40, 40, 40 )

$Shields:                       	1600
$Shield Color:                  100 100 255
$Power Output:                  6.0
$Shield Regeneration Rate:      0.12
$Weapon Regeneration Rate:      0.18
$Max Oclk Speed:                166.0
$Max Weapon Eng:                75.0
$Hitpoints:                     	800

$Flags:                         ( "fighter" "player_ship" )
$AI Class:                      Captain

$Afterburner:                   YES
    +Aburn Max Vel:             0.0, 0.0, 375.0
    +Aburn For accel:           0.875
    +Aburn Fuel:                1440.0
    +Aburn Burn Rate:           1.0
    +Aburn Rec Rate:            0.0

$Countermeasures:               84
$Scan time:                     2000
$EngineSnd:                     126                   
$Closeup_pos:                   0.0, 0.0, -23.37923
$Closeup_zoom:                  0.63633
$Shield_icon:                   excalibur
$Score:                         32

$Thruster01 Radius factor:      0.6
$Thruster02 Radius factor:      0.7
$Thruster02 Length factor:      0.7
$Thruster03 Radius factor:      0.9
$Thruster Distortion:      		NO

$Subsystem:                     communication, 10.0, 0.0
    $Alt Subsystem Name:        Comm
    $Alt Damage Popup Subsystem Name: Communication

$Subsystem:                     navigation, 10.0, 0.0
    $Alt Subsystem Name:        Navigation
    $Alt Damage Popup Subsystem Name: Navigation

$Subsystem:                     sensors, 10.0, 0.0
    $Alt Subsystem Name:        Sensors
    $Alt Damage Popup Subsystem Name: Sensors

$Subsystem:                     weapons, 10.0, 0.0
    $Alt Subsystem Name:        Weapons
    $Alt Damage Popup Subsystem Name: Weapons

$Subsystem:                     engine01, 7.5, 0.0
    $Alt Subsystem Name:        Engine
    $Alt Damage Popup Subsystem Name: Engine

$Subsystem:                     engine02, 7.5, 0.0
    $Alt Subsystem Name:        Engine
    $Alt Damage Popup Subsystem Name: Engine



;------------------------------ Ferret ----------------------------------------

$Name:                          P-64C Ferret
$Alt Name:                      P-64E Super Ferret
$Short name:                    Ferret
$Species:                       Terran
    +Type:                      Light Fighter (Space Sup/Interceptor) /Damp: 0.25 dps /Rotdamp: 0.375 dps
    ;+Velocity:                  150 Mps /Fwd Accel:75Mps /Fwd Decel:150Mps
    +Maneuverability:           120/144/205 dps (Y/P/R) /PC Accel: 681.81 Mps
    ;+Shields:                   150 cm. equiv. (600) / Reverse thrust: 150 m/s
    ;+Armor:                     Fore/Aft: 40 cm Right/Left: 30 cm. (300 dru)
    +Manufacturer:              Roberts Defense, Space & Security
    +Description:               Light Fighter
        $end_multi_text
    +Tech Description:          Initially designed as an In-System Security patrol fighter, the Ferret soon acquired an incredible reputation to the point that it began replacing the Epee as the default light fighter of its time. 

Replaced by the newer Arrow in the point defense role, Ferrets are now being used by reserve and security units. 
A few specialized Ferrets in active service have been modified with extra fuel tanks, uprated engines, and a jump drive to serve as fast courier ships.
        $end_multi_text
    +Length:                    13.2 meters / Angle of Shooting Guns : 3 deg  /Fwd Accel:75Mps /Fwd Decel:150Mps /Shields: 600 /Hull: 300 dru
    +Gun Mounts:                Photon (2) / Speed PC : 450 m/s /Density: 1.0 /Decoys: 48
    +Missile Banks:             6xIR / Lifetime PC : 840s

$POF file:                      tcf_ferret.pof
$POF Target LOD:                2
$Detail distance:               (0, 250, 375)

$Impact Spew:
    +Max particles:             0
$Damage Spew:
    +Max particles:             0

$Density:                       1.0
$Damp:                          0.25
$Rotdamp:                       0.375

$Max Velocity:                  100.0, 100.0, 150.0
$Rotation time:                 2.5, 3.0, 1.75
$Rear Velocity:                 150.0
$Forward accel:                 2.0
$Forward decel:                 1.0
$Slide accel:                   1.25
$Slide decel:                   1.25
$Glide:                         	YES
$Autoaim FOV:                   3

$Expl inner rad:                6.062489
$Expl outer rad:                24.249956
$Expl damage:                   15.0
$Expl blast:                    150.0
$Expl Propagates:               NO                                         

$Shockwave Speed:               48.499912
$Shockwave Model:               f_shockwave.pof
$Explosion Animations:          (6, 7, 8)

$Allowed PBanks:                ( "Laser" "Ion" "Photon" "Mass Driver" "Neutron" "Reaper" "Light Tachyon" )
$Allowed Dogfight PBanks:       ( "Laser" "Ion" "Photon" "Mass Driver" "Neutron" "Reaper" "Light Tachyon" )
$Default PBanks:                ( "Photon" )

$Allowed SBanks:                ( "Dart Dumbfire" "Pilum FF" "Spiculum IR" "Javelin HS" )
$Allowed Dogfight SBanks:       ( "Dart Dumbfire" "Pilum FF" "Spiculum IR" "Javelin HS" )
$Default SBanks:                ( "Spiculum IR" )
$SBank Capacity:                ( 60 )

$Shields:                       	600
$Shield Color:                  100 100 255
$Power Output:                  2.0
$Shield Regeneration Rate:      0.08
$Weapon Regeneration Rate:      0.21
$Max Oclk Speed:                200.0
$Max Weapon Eng:                35.0
$Hitpoints:                     	300

$Flags:                         ( "fighter" "player_ship" "in tech database" )
$AI Class:                      Captain

$Afterburner:                   YES
    +Aburn Max Vel:             0.0, 0.0, 450.0
    +Aburn For accel:           0.66
    +Aburn Fuel:                840.0
    +Aburn Burn Rate:           1.0
    +Aburn Rec Rate:            0.0

$Countermeasures:               48
$Scan time:                     2000
$EngineSnd:                     126 
$Closeup_pos:                   0.0, 0.0, -12.12498
$Closeup_zoom:                  0.73633
$Shield_icon:                   ferret
$Score:                         8

$Thruster01 Radius factor:      0.6
$Thruster02 Radius factor:      0.7
$Thruster02 Length factor:      0.7
$Thruster03 Radius factor:      0.9
$Thruster Distortion:      		NO

$Subsystem:                     communication, 10,0.0
    $Alt Subsystem Name:        Comm

$Subsystem:                     navigation, 10,0.0
    $Alt Subsystem Name:        Navigation

$Subsystem:                     sensors, 10,0.0
    $Alt Subsystem Name:        Sensors

$Subsystem:                     weapons, 10,0.0
    $Alt Subsystem Name:        Weapons

$Subsystem:                     engine, 15,0.0  
    $Alt Subsystem Name:        Engine
	
	

;------------------------------ Rapier ----------------------------------------

$Name:                          F-44G Rapier II
$Alt Name:                      F-44H Rapier II
$Short name:                    Rapier
$Species:                       Terran
    +Type:                      Medium Fighter (Space Sup/Light Assault) /Damp: 0.35 dps /Rotdamp: 0.525 dps /Density: 1.25 /Decoys: 72
    ;+Velocity:                  120 Mps /Fwd Accel:48Mps /Fwd Decel:106.6Mps
    +Maneuverability:           100/120/144 dps (Y/P/R) /PC Accel: 411.42 Mps
    ;+Shields:                   250 cm. equiv. (1000) /Density: 1.25 /Decoys: 72
    ;+Armor:                     Fore: 50cm/Aft: 75cm Right/Left: 60cm (500 dru)
    +Manufacturer:              Douglas Aerospace / Reverse thrust: 120 m/s
    +Description:               Medium Fighter
        $end_multi_text
    +Tech Description:          In its day, the Rapier II had a reputation as one of the best all-purpose dogfighters in the Fleet. 

One of the most cost efficient and effective fighter during the mid 2650s to the late 2660s, almost all carriers in the fleet had at least a squadron or two of Rapiers onboard. 

The majority of all front-line Rapier II squadrons have transitioned into the newer Hellcat V, but an excess of these versatile fighters still see combat in the active reserve and Home Defense units.
        $end_multi_text
    +Length:                    21 meters / Angle of Shooting Guns : 4 deg  /Fwd Accel:48Mps /Fwd Decel:106.6Mps /Shields: 1000 /Hull: 500 dru
    +Gun Mounts:                Neutron (2), Laser (2) / Speed PC : 360 m/s
    +Missile Banks:             32xDdf, 4xHS, 4xFF / Lifetime PC : 720s

$POF file:                      tcf_rapier.pof
$POF Target LOD:                3
$Detail distance:               (0, 250, 375, 437)

$Impact Spew:
    +Max particles:             0
$Damage Spew:
    +Max particles:             0

$Density:                       1.25
$Damp:                          0.35
$Rotdamp:                       0.525

$Max Velocity:                  60.0, 60.0, 120.0
$Rotation time:                 3.0, 3.6, 2.5
$Rear Velocity:                 120.0
$Forward accel:                 2.5
$Forward decel:                 1.125
$Slide accel:                   1.75
$Slide decel:                   1.75
$Glide:                         	YES
$Autoaim FOV:                   4

$Expl inner rad:                9.57412
$Expl outer rad:                38.29648
$Expl damage:                   17.0
$Expl blast:                    170.0
$Expl Propagates:               NO

$Shockwave Speed:               76.59296
$Shockwave Model:               f_shockwave.pof
$Explosion Animations:          (6, 7, 8)

$Allowed PBanks:                ( "Laser" "Ion" "Photon" "Mass Driver" "Neutron" "Particle" "Light Tachyon" ) ( "Laser" "Ion" "Photon" "Reaper" )
$Allowed Dogfight PBanks:       ( "Laser" "Ion" "Photon" "Mass Driver" "Neutron" "Particle" "Light Tachyon" ) ( "Laser" "Ion" "Photon" "Reaper" )
$Default PBanks:                ( "Neutron" "Laser" )

$Allowed SBanks:                ( "Pilum FF" "Spiculum IR" "Javelin HS" "Dart Dumbfire" )
$Allowed Dogfight SBanks:       ( "Pilum FF" "Spiculum IR" "Javelin HS" "Dart Dumbfire" )
$Default SBanks:                ( "Dart Dumbfire" "Javelin HS" "Pilum FF" )
$SBank Capacity:                ( 80, 40, 40 )

$Shields:                       	1000
$Shield Color:                  100 100 255
$Power Output:                  3.0
$Shield Regeneration Rate:      0.07
$Weapon Regeneration Rate:      0.17
$Max Oclk Speed:                160.0
$Max Weapon Eng:                60.0
$Hitpoints:                     	500

$Flags:                         ( "fighter" "player_ship" "in tech database" )
$AI Class:                      Captain

$Afterburner:                   YES
    +Aburn Max Vel:             0.0, 0.0, 360.0
    +Aburn For accel:           0.875
    +Aburn Fuel:                720.0
    +Aburn Burn Rate:           1.0
    +Aburn Rec Rate:            0.0

$Countermeasures:               72
$Scan time:                     2000
$EngineSnd:                     126                   
$Closeup_pos:                   0.0, 0.0, -19.14824
$Closeup_zoom:                  0.73633
$Shield_icon:                   rapier
$Score:                         14

$Thruster01 Radius factor:      0.6
$Thruster02 Radius factor:      0.7
$Thruster02 Length factor:      0.7
$Thruster03 Radius factor:      0.9
$Thruster Distortion:      		NO

$Subsystem:                     communication, 10.0, 0.0
    $Alt Subsystem Name:        Comm

$Subsystem:                     navigation, 10.0, 0.0
    $Alt Subsystem Name:        Navigation

$Subsystem:                     sensors, 10.0, 0.0
    $Alt Subsystem Name:        Sensors

$Subsystem:                     weapons01, 5.0, 0.0
    $Alt Subsystem Name:        Weapons

$Subsystem:                     weapons02, 5.0, 0.0
    $Alt Subsystem Name:        Weapons

$Subsystem:                     engine01, 3.75, 0.0
    $Alt Subsystem Name:        Engine

$Subsystem:                     engine02, 3.75, 0.0
    $Alt Subsystem Name:        Engine

$Subsystem:                     engine03, 3.75, 0.0
    $Alt Subsystem Name:        Engine

$Subsystem:                     engine04, 3.75, 0.0
    $Alt Subsystem Name:        Engine



;------------------------------ Sabre -----------------------------------------

$Name:                          F-57B Sabre
$Alt Name:                      F-57E Sabre
$Short name:                    Sabre
$Species:                       Terran
    +Type:                      Medium/Heavy Fighter (Medium Assault/Light Bomber) /Damp: 0.5 dps /Rotdamp: 0.75 dps /Density: 1.5 /Decoys: 72
    ;+Velocity:                  100 Mps /Fwd Accel:28.57Mps /Fwd Decel:40Mps
    +Maneuverability:           72/80/100 dps (Y/P/R) /PC Accel: 228 Mps
    ;+Shields:                   400 cm. equiv. (1600) /Density: 1.5 /Decoys: 72
    ;+Armor:                     Fore/Aft: 200 cm Right/Left: 150 cm. (800 dru)
    +Manufacturer:              Origin Aerospace / Reverse thrust: 100 m/s
    +Description:               Heavy Fighter
        $end_multi_text
    +Tech Description:          The Sabre was one of the best heavy fighters ConFleet put into service during the early 2660s, matching well with the Jalkehi and the Gothri. 
In addition to its dogfighting ability, its attack ability was so commended that a dedicated torpedo bomber variant was constructed for the escort carrier class. 

Several of these modified variants have found themselves in use with reserve wings and In-System security units as their defacto strike craft when heavier bombers are not available.
        $end_multi_text
    +Length:                    23.6 meters / Angle of Shooting Guns : 5 deg  /Fwd Accel:28.57Mps /Fwd Decel:40Mps /Shields: 1600 /Hull: 800 dru
    +Gun Mounts:                Mass Driver (2), Ion (2) / Speed PC : 285 m/s
    +Missile Banks:             6xFF, 6xHS, 1xTorp, 1xTorp / Lifetime PC : 660s
    ;+Turrets:                   Neutron (1x2)

$POF file:                      tcb_sabre.pof
$POF Target LOD:                2
$Detail distance:               (0, 250, 375, 437)

$Impact Spew:
    +Max particles:             0
$Damage Spew:
    +Max particles:             0

$Density:                       1.5
$Damp:                          0.5
$Rotdamp:                       0.75

$Max Velocity:                  50.0, 50.0, 100.0
$Rotation time:                 4.5, 5.0, 3.6
$Rear Velocity:                 100.0
$Forward accel:                 3.5
$Forward decel:                 2.5
$Slide accel:                   2.25
$Slide decel:                   2.25
$Glide:                         	YES
$Autoaim FOV:                   5

$Convergence:
    +Automatic
        +Minimum Distance:      250

$Expl inner rad:                12.120508
$Expl outer rad:                48.482032
$Expl damage:                   20.0
$Expl blast:                    200.0
$Expl Propagates:               NO                                                      

$Shockwave Speed:               96.964064
$Shockwave Model:               f_shockwave.pof
$Explosion Animations:          (6, 7, 8)

$Allowed PBanks:                ( "Mass Driver" "Neutron" "Particle" "Tachyon" "Plasma" ) ( "Laser" "Ion" "Neutron" "Reaper" )
$Allowed Dogfight PBanks:       ( "Mass Driver" "Neutron" "Particle" "Tachyon" "Plasma" ) ( "Laser" "Ion" "Neutron" "Reaper" )
$Default PBanks:                ( "Mass Driver" "Ion" )

$Allowed SBanks:                ( "Pilum FF" "Spiculum IR" "Javelin HS" "Dart Dumbfire" ) ( "Pilum FF" "Spiculum IR" "Javelin HS" "Dart Dumbfire" ) ( "Lance" ) ( "Lance" ) ;( "Pilum FF" "Spiculum IR" "Javelin HS" "Dart Dumbfire" ) ( "Pilum FF" "Spiculum IR" "Javelin HS" "Dart Dumbfire" );;WCS only
$Allowed Dogfight SBanks: 	( "Pilum FF" "Spiculum IR" "Javelin HS" "Dart Dumbfire" ) ( "Pilum FF" "Spiculum IR" "Javelin HS" "Dart Dumbfire" ) ( "Lance" ) ( "Lance" ) ;( "Pilum FF" "Spiculum IR" "Javelin HS" "Dart Dumbfire" ) ( "Pilum FF" "Spiculum IR" "Javelin HS" "Dart Dumbfire" )
$Default SBanks:                ( "Pilum FF" "Javelin HS" "Lance" "Lance" )	;( "Pilum FF" "Spiculum IR" "Lance" "Lance" "Spiculum IR" "Pilum FF" )
$SBank Capacity:                ( 60, 60, 40, 40)	;( 30, 30, 40, 40, 30, 30 )	;WCS only
$Show Secondary Models:		( YES YES YES YES )

$Shields:                       	1600
$Shield Color:                  100 100 255
$Power Output:                  3.25
$Shield Regeneration Rate:      0.08
$Weapon Regeneration Rate:      0.15
$Max Oclk Speed:                133.0
$Max Weapon Eng:                60.0
$Hitpoints:                     	800

$Flags:                         ( "bomber" "player_ship" "in tech database" )
$AI Class:                      Captain

$Afterburner:                   YES
    +Aburn Max Vel:             0.0, 0.0, 285.0
    +Aburn For accel:           1.25
    +Aburn Fuel:                660.0
    +Aburn Burn Rate:           1.0
    +Aburn Rec Rate:            0.0

$Countermeasures:               72
$Scan time:                     2000
$EngineSnd:                     127                 
$Closeup_pos:                   0.0, 0.0, -24.241016
$Closeup_zoom:                  0.73633
$Shield_icon:                   sabre
$Score:                         18

$Thruster01 Radius factor:      0.6
$Thruster02 Radius factor:      0.7
$Thruster02 Length factor:      0.7
$Thruster03 Radius factor:      0.9
$Thruster Distortion:      		NO

$Subsystem:                     communication, 10.0, 0.0
    $Alt Subsystem Name:        Comm
    $Alt Damage Popup Subsystem Name: Communication

$Subsystem:                     navigation, 10.0, 0.0
    $Alt Subsystem Name:        Navigation
    $Alt Damage Popup Subsystem Name: Navigation

$Subsystem:                     sensors, 10.0, 0.0
    $Alt Subsystem Name:        Sensors
    $Alt Damage Popup Subsystem Name: Sensors

$Subsystem:                     weapons01, 5.0, 0.0
    $Alt Subsystem Name:        Weapons
    $Alt Damage Popup Subsystem Name: Weapons

$Subsystem:                     weapons02, 5.0, 0.0
    $Alt Subsystem Name:        Weapons
    $Alt Damage Popup Subsystem Name: Weapons

$Subsystem:                     engine01, 3.75, 0.0
    $Alt Subsystem Name:        Engine
    $Alt Damage Popup Subsystem Name: Engine

$Subsystem:                     engine02, 3.75, 0.0
    $Alt Subsystem Name:        Engine
    $Alt Damage Popup Subsystem Name: Engine

$Subsystem:                     engine03, 3.75, 0.0
    $Alt Subsystem Name:        Engine
    $Alt Damage Popup Subsystem Name: Engine

$Subsystem:                     engine04, 3.75, 0.0
    $Alt Subsystem Name:        Engine
    $Alt Damage Popup Subsystem Name: Engine

$Subsystem:                     turret01, 5.0, 2.0
    $Alt Subsystem Name:        Turret
    $Alt Damage Popup Subsystem Name: Turret
    $Default PBanks:            ( "Neutron" )
    $Flags:                     ( "carry no damage" "check hull" "no subsystem targeting" "fire on target" "reset when idle" )


;============================>> CONFEDERATION UTILITY CRAFT <<=================

;------------------------------ Shuttle ---------------------------------------

$Name:                          Shuttle
$Alt Name:                      SAR-13A Phoenix
$Short name:                    Shuttle
$Species:                       Terran
    +Type:                      Shuttle (Strategic Support) /Damp: 1.0 dps /Rotdamp: 1.5 dps /Density: 1.5 /Decoys: 96
    ;+Velocity:                  75 Mps /Fwd Accel:15Mps /Fwd Decel:25Mps
    +Maneuverability:           48/48/66 dps (Y/P/R) /PC Accel: 120.48 Mps
    ;+Shields:                   900 cm. equiv. (3600) /Density: 1.5 /Decoys: 96
    ;+Armor:                     Aft: 480 cm. Fore/Right/Left: 360 cm. (1800 dru)
    +Manufacturer:              McCall Industries / Reverse thrust: 75 m/s
    +Description:               Shuttle
        $end_multi_text
    +Tech Description:          This basic utility shuttle has become the standard across the Confederation Fleet. 

Capable of operating in the vacuum of space and in a planet's atmosphere alike, variations on this jump-capable design include cushy VIP shuttles, search-and-rescue craft, and refueling tankers.
        $end_multi_text
    +Length:                    36 meters  /Fwd Accel:15Mps /Fwd Decel:25Mps /Shields: 3600 /Hull: 1800 dru
    +Gun Mounts:                - ( ), - ( ) / Speed PC : 200 m/s
    +Missile Banks:             -x , -x  / Lifetime PC : 480s
    ;+Turrets:                   - (0x0)

$POF file:                      tcs_phoenix.pof
$POF Target LOD:                3
$Detail distance:               (0, 250, 375, 437)

$Density:                       1.5
$Damp:                          1.0
$Rotdamp:                       1.5

$Max Velocity:                  38.0, 38.0, 75.0
$Rotation time:                 7.5, 7.5, 5.5
$Rear Velocity:                 75.0
$Forward accel:                 5.0
$Forward decel:                 3.0
$Slide accel:                   3.25
$Slide decel:                   3.25
$Glide: 				YES
$Autoaim FOV:                   6

$Expl inner rad:                15.420051
$Expl outer rad:                61.680204
$Expl damage:                   20.0
$Expl blast:                    200.0
$Expl Propagates:               NO                                                      

$Shockwave Speed:               123.360408
$Shockwave Model:               f_shockwave.pof
$Explosion Animations:          (6, 7, 8)

$Allowed PBanks:                (  )
$Allowed Dogfight PBanks:       (  )
$Default PBanks:                (  )

$Allowed SBanks:                (  )
$Allowed Dogfight SBanks:       (  )
$Default SBanks:                (  )
$SBank Capacity:                (  )

$Shields:                       	3600
$Shield Color:                  100 100 255
$Power Output:                  5.0
$Shield Regeneration Rate:      0.08
$Weapon Regeneration Rate:      0.14
$Max Oclk Speed:                100.0
$Max Weapon Eng:                67.5
$Hitpoints:                     	1800

$Flags:                         ( "Transport" "in tech database" "player_ship" )
$AI Class:                      Captain

$Afterburner:           YES
	+Aburn Max Vel: 0.0, 0.0, 200.0
	+Aburn For accel:       1.66
	+Aburn Fuel:            480.0
	+Aburn Burn Rate:       1.0
	+Aburn Rec Rate:        0.0

$Countermeasures:               96
$Scan time:                     2000
$EngineSnd:                     129
$Closeup_pos:                   0.0, 0.0, -30.8401
$Closeup_zoom:                  0.63633
$Shield_icon:                   phoenix
$Score:                         40

$Thruster01 Radius factor:      0.6
$Thruster02 Radius factor:      0.7
$Thruster02 Length factor:      0.7
$Thruster03 Radius factor:      0.9
$Thruster Distortion:      		NO

$Subsystem:                     communication, 10.0, 0.0
    $Alt Subsystem Name:        Comm

$Subsystem:                     navigation, 10.0, 0.0
    $Alt Subsystem Name:        Navigation

$Subsystem:                     sensors, 10.0, 0.0
    $Alt Subsystem Name:        Sensors

$Subsystem:                     engine01, 7.5, 0.0
    $Alt Subsystem Name:        Engine

$Subsystem:                     engine02, 7.5, 0.0
    $Alt Subsystem Name:        Engine
	
	
;------------------------------ Courier ---------------------------------------

$Name:                          Artemis
$Alt Name:                      C-23B Artemis
$Short name:                    Artemis
$Species:                       Terran
    +Type:                      Shuttle (Strategic Support) /Damp: 1.0 dps /Rotdamp: 1.5 dps /Density: 2.0 /Decoys: 108
    ;+Velocity:                  70 Mps /Fwd Accel:14Mps /Fwd Decel:23.3Mps
    +Maneuverability:           40/45/48 dps (Y/P/R) /PC Accel: 114.28 Mps
    ;+Shields:                   1200 cm. equiv. (4800) /Density: 2.0 /Decoys: 108
    ;+Armor:                     Aft: 640 cm. Fore/Right/Left: 480 cm. (2400 dru)
    +Manufacturer:              McCall Industries / Reverse thrust: 70 m/s
    +Description:               Shuttle
        $end_multi_text
    +Tech Description:          A long range, high speed craft popular with civilian and privateers alike, the Artemis was adapted by ConFleet to serve as a fast courier ship. 

Its swift speed and large fuel capacity gives it the endurance to jump across multiple systems without refueling. Even though it's lightly armed, its poor maneuverability and armor makes it an inadequate dogfighter. 

Naturally, the Artemis has onboard living facilities to accommodate the courier crew in their long journeys.
        $end_multi_text
    +Length:                    54.2 meters  /Fwd Accel:14Mps /Fwd Decel:23.3Mps /Shields: 4800 /Hull: 2400 dru
    +Gun Mounts:                - ( ), - ( ) / Speed PC : 200 m/s
    +Missile Banks:             -x , -x  / Lifetime PC : 420s
    ;+Turrets:                   - (0x0)

$POF file:                      tcs_artemis.pof
$POF Target LOD:                2
$Detail distance:               (0, 370, 593, 741)

$Density:                       2.0
$Damp:                          1.0
$Rotdamp:                       1.5

$Max Velocity:                  35.0, 35.0, 70.0
$Rotation time:                 8.0, 9.0, 7.5
$Rear Velocity:                 70.0
$Forward accel:                 5.0
$Forward decel:                 3.0
$Slide accel:                   3.5
$Slide decel:                   3.5
$Glide: 				YES
$Autoaim FOV:                   7.5

$Expl inner rad:                29.679531
$Expl outer rad:                118.718124
$Expl damage:                   20.0
$Expl blast:                    200.0
$Expl Propagates:               NO                                                      

$Shockwave Speed:               237.436248
$Shockwave Model:               f_shockwave.pof
$Explosion Animations:          (6, 7, 8)

$Allowed PBanks:                (  )
$Allowed Dogfight PBanks:       (  )
$Default PBanks:                (  )

$Allowed SBanks:                (  )
$Allowed Dogfight SBanks:       (  )
$Default SBanks:                (  )
$SBank Capacity:                (  )

$Shields:                       	4800
$Shield Color:                  100 100 255
$Power Output:                  6.0
$Shield Regeneration Rate:      0.10
$Weapon Regeneration Rate:      0.12
$Max Oclk Speed:                93.0
$Max Weapon Eng:                80.0
$Hitpoints:                     	2400

$Flags:                         ( "Transport" "in tech database" "player_ship" )
$AI Class:                      Captain

$Afterburner:           YES
	+Aburn Max Vel: 0.0, 0.0, 200.0
	+Aburn For accel:       1.75
	+Aburn Fuel:            420.0
	+Aburn Burn Rate:       1.0
	+Aburn Rec Rate:        0.0

$Countermeasures:               108
$Scan time:                     2000
$EngineSnd:                     128
$Closeup_pos:                   0.0, 0.0, -59.359062
$Closeup_zoom:                  0.63633
$Shield_icon:                   artemis
$Score:                         50

$Thruster01 Radius factor:      0.6
$Thruster02 Radius factor:      0.7
$Thruster02 Length factor:      0.7
$Thruster03 Radius factor:      0.9
$Thruster Distortion:      		NO

$Subsystem:                     communication, 10.0, 0.0
    $Alt Subsystem Name:        Comm

$Subsystem:                     navigation, 10.0, 0.0
    $Alt Subsystem Name:        Navigation

$Subsystem:                     sensors, 10.0, 0.0
    $Alt Subsystem Name:        Sensors

$Subsystem:                     engine01, 3.75, 0.0
    $Alt Subsystem Name:        Engine

$Subsystem:                     engine02, 3.75, 0.0
    $Alt Subsystem Name:        Engine	
	
$Subsystem:                     engine03, 3.75, 0.0
    $Alt Subsystem Name:        Engine	
	
$Subsystem:                     engine04, 3.75, 0.0
    $Alt Subsystem Name:        Engine	

	
;------------------------------ Spartan ------------------------------------

$Name:                          Spartan-class
$Alt Name:                      CF-437A Spartan
$Short name:                  	Spartan
$Species:                       Terran
    +Type:                      Shuttle (Strategic Support) /Damp: 1.2 dps /Rotdamp: 1.8 dps /Density: 2.5 /Decoys: 132
    ;+Velocity:                  60 Mps /Fwd Accel:10Mps /Fwd Decel:15Mps
    +Maneuverability:           30/40/45 dps (Y/P/R) /PC Accel: 93.75 Mps
    ;+Shields:                   1500 cm. equiv. (6000) /Density: 2.5 /Decoys: 132
    ;+Armor:                     Aft: 700 cm. Fore/Right/Left: 600 cm. (3000 dru)
    +Manufacturer:              McCall Industries / Reverse thrust: 60 m/s
    +Description:               Shuttle
        $end_multi_text
    +Tech Description:          The Spartan dropship is a heavy landing craft that can carry a hundred Marines and a pair of hover battle tanks. 

Much larger than regular Fleet shuttles, it is normally deployed from Pelileu-class troopships for full-scale planetary assaults. Like all Marine craft, it can forcibly override and board all known Kilrathi naval vessels and can function in all sorts of planetary atmosphere. 

In addition to lasers and gatling mass drivers for infantry support, it carries anti-matter missiles for suppression bombardments and micro-missile pods for anti-tank support. 
        $end_multi_text
    +Length:                    66.4 meters  /Fwd Accel:10Mps /Fwd Decel:15Mps /Shields: 6000 /Hull: 3000 dru
    +Gun Mounts:                - ( ), - ( ) / Speed PC : 188 m/s
    +Missile Banks:             -x , -x  / Lifetime PC : 360s
    ;+Turrets:                   Laser (2x1)

$POF file:                      tcs_spartan.pof
$POF target LOD:                2
$Detail distance:               (0, 207, 331, 414)

$Density:                       2.5 
$Damp:                          1.2
$Rotdamp:                       1.8

$Max Velocity:                	30.0, 30.0, 60.0
$Rotation time:         	9.0, 12.0, 8.0
$Rear Velocity:                 60.0
$Forward accel:         	6.0
$Forward decel:         	4.0
$Slide accel:                   3.75
$Slide decel:                   3.75
$Glide: 				YES
$Autoaim FOV:                   9

$Expl inner rad:                16.580622
$Expl outer rad:                66.322488
$Expl damage:                   30.0
$Expl blast:                    300.0
$Expl Propagates:               NO

$Shockwave Speed:               132.644976
$Shockwave Model:               f_shockwave.pof
$Explosion Animations:          (6, 7, 8)

$Allowed PBanks:                (  )
$Allowed Dogfight PBanks:       (  )
$Default PBanks:                (  )

$Allowed SBanks:                (  )
$Allowed Dogfight SBanks:       (  )
$Default SBanks:                (  )
$SBank Capacity:                (  )   

$Shields:                       	6000
$Shield Color:                  100 100 255
$Power Output:                  8.0
$Shield Regeneration Rate:      0.12
$Weapon Regeneration Rate:      0.1
$Max Oclk Speed:                80.0
$Max Weapon Eng:                90.0
$Hitpoints:                     	3000

$Flags:                         ( "Transport" "in tech database" "player_ship" )
$AI Class:                      Captain

$Afterburner:           YES
	+Aburn Max Vel: 0.0, 0.0, 188.0
	+Aburn For accel:       2.0
	+Aburn Fuel:            360.0
	+Aburn Burn Rate:       1.0
	+Aburn Rec Rate:        0.0

$Countermeasures:               132
$Scan time:                     2000
$EngineSnd:                     128
$Closeup_pos:                   0.0, 0.0, -33.161244
$Closeup_zoom:                  0.93633
$Shield_icon:                   spartan
$Score:                         60

$Thruster01 Radius factor:      0.6
$Thruster02 Radius factor:      0.7
$Thruster02 Length factor:      0.7
$Thruster03 Radius factor:      0.9
$Thruster Distortion:      		NO

$Subsystem:                     communication, 10.0, 0.0
    $Alt Subsystem Name:        Comm

$Subsystem:                     navigation, 10.0, 0.0
    $Alt Subsystem Name:        Navigation

$Subsystem:                     sensors, 10.0, 0.0
    $Alt Subsystem Name:        Sensors

$Subsystem:                     weapons, 10.0, 0.0
    $Alt Subsystem Name:        Weapons

$Subsystem:                     engine01, 3.75, 0.0
    $Alt Subsystem Name:        Engine

$Subsystem:                     engine02, 3.75, 0.0
    $Alt Subsystem Name:        Engine

$Subsystem:                     engine03, 3.75, 0.0
    $Alt Subsystem Name:        Engine

$Subsystem:                     engine04, 3.75, 0.0
    $Alt Subsystem Name:        Engine

$Subsystem:                     turret01, 33.0, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0     

$Subsystem:                     turret02, 33.0, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0
		
	
;============================>> CONFEDERATION CAP SHIPS <<=====================

;------------------------------ Prowler --------------------------------------

$Name:                          Prowler-class
$Short name:                    Prowler
$Species:                       Terran
    +Tech Description:          To enable absolute secrecy and plausible deniability in the field, the latest Naval Intelligence scouts are designed to pose as innocent-looking civilian Free Traders. 

Prowlers work autonomously from the regular Terran Fleet, running various covert ops, reconnaissance gathering, and spy missions behind enemy lines with little to no backup. 

Even though the true specs of these specialized vessels are classified, they are very dangerous if confronted. Notoriously elusive to sensors, detecting a ship as stealthy as this has proven to be virtually impossible.
        $end_multi_text

$POF file:                      tcs_prowler.pof
$POF Target LOD:                1
$Detail distance:               (0, 731, 1169)

$Density:                       2.0
$Damp:                          1.2
$Rotdamp:                       1.8

$Max Velocity:                  0.0, 0.0, 45.0
$Rotation time:                 12.0, 12.0, 10.0
$Rear Velocity:                 45.0
$Forward accel:                 6.5
$Forward decel:                 6.5
$Slide accel:                   0.0
$Slide decel:                   0.0

$Expl inner rad:                58.482033
$Expl outer rad:                233.928132
$Expl damage:                   200.0
$Expl blast:                    2000.0
$Expl Propagates:               YES

$Shockwave Speed:               116.964066
$Shockwave Count:               1

$Default PBanks:                ()

$Default SBanks:                ()
$SBank Capacity:                ()

$Shields:                       	18000
$Shield Color:                  100 100 255
$Power Output:                  90.0
$Max Oclk Speed:                60.0
$Max Weapon Eng:                100.0
$Hitpoints:                     	12000

$Flags:                         ( "capital" "in tech database" )
$AI Class:                      Captain

$Afterburner:                   NO

$Countermeasures:               56
$Scan time:                     2000
$EngineSnd:                     129
$Closeup_pos:                   0.0, 0.0, -116.964066
$Closeup_zoom:                  0.43633
$Shield_icon:                   prowler
$Score:                         150

$Thruster01 Radius factor:      0.6
$Thruster02 Radius factor:      0.7
$Thruster02 Length factor:      0.7
$Thruster03 Radius factor:      0.9
$Thruster Distortion:      		NO

$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Hostile
    +As Color:                  (255, 128, 0)
$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Friendly
    +As Color:                  (113, 151, 240)
$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Neutral
    +As Color:                  (255, 128, 0)
$Ship IFF Colors: 
    +Seen By:                   Traitor
    +When IFF Is:               Hostile
    +As Color:                  (255, 128, 0)
$Ship IFF Colors: 
    +Seen By:                   Traitor
    +When IFF Is:               Neutral
    +As Color:                  (255, 128, 0)

$Subsystem:                     communication, 10.0, 0.0
    $Alt Subsystem Name:        Comm

$Subsystem:                     navigation, 10.0, 0.0
    $Alt Subsystem Name:        Navigation

$Subsystem:                     sensors, 10.0, 0.0
    $Alt Subsystem Name:        Sensors

$Subsystem:                     weapons, 10.0, 0.0
    $Alt Subsystem Name:        Weapons

$Subsystem:                     engine01, 3.75, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default50    

$Subsystem:                     engine02, 3.75, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default50    

$Subsystem:                     engine03, 3.75, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default50    

$Subsystem:                     engine04, 3.75, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default50

$Subsystem:                     turret01, 9.375, 6.0
    $Alt Subsystem Name:        Med. Turret
    $Default PBanks:            ( "Tachyon Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0   

$Subsystem:                     turret02, 6.25, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0
		
$Subsystem:                     turret03, 6.25, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0

$Subsystem:                     turret04, 9.375, 0.0
    $Alt Subsystem Name:        Miss. Turret
    $Default SBanks:            ( "Spiculum IR#turretSP" )
    $Flags:                     ( "carry no damage" "fire down normals" "check hull" "no subsystem targeting" "reset when idle" )

$Subsystem:                     turret05, 9.375,  0.0
    $Alt Subsystem Name:        Miss. Turret
    $Default SBanks:            ( "Spiculum IR#turretSP" )
    $Flags:                     ( "carry no damage" "fire down normals" "check hull" "no subsystem targeting" "reset when idle" )

;------------------------------ Prowler Davy Crockett -------------------------

$Name:                          Prowler-class#Davy
$Short name:                    Prowler

$POF file:                      tcs_prowler_davy.pof
$POF Target LOD:                1
$Detail distance:               (0, 731, 1169)

$Density:                       2.0
$Damp:                          1.2
$Rotdamp:                       1.8

$Max Velocity:                  0.0, 0.0, 45.0
$Rotation time:                 12.0, 12.0, 10.0
$Rear Velocity:                 45.0
$Forward accel:                 6.5
$Forward decel:                 6.5
$Slide accel:                   0.0
$Slide decel:                   0.0

$Expl inner rad:                58.482033
$Expl outer rad:                233.928132
$Expl damage:                   200.0
$Expl blast:                    2000.0
$Expl Propagates:               YES

$Shockwave Speed:               116.964066
$Shockwave Count:               1

$Default PBanks:                ()

$Default SBanks:                ()
$SBank Capacity:                ()

$Shields:                       	18000
$Shield Color:                  100 100 255
$Power Output:                  90.0
$Max Oclk Speed:                60.0
$Max Weapon Eng:                100.0
$Hitpoints:                     	12000

$Flags:                         ("capital")
$AI Class:                      Captain

$Afterburner:                   NO

$Countermeasures:               56
$Scan time:                     2000
$EngineSnd:                     129
$Closeup_pos:                   0.0, 0.0, -116.964066
$Closeup_zoom:                  0.43633
$Shield_icon:                   prowler
$Score:                         150

$Thruster01 Radius factor:      0.6
$Thruster02 Radius factor:      0.7
$Thruster02 Length factor:      0.7
$Thruster03 Radius factor:      0.9
$Thruster Distortion:      		NO

$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Hostile
    +As Color:                  (255, 128, 0)
$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Friendly
    +As Color:                  (113, 151, 240)
$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Neutral
    +As Color:                  (255, 128, 0)
$Ship IFF Colors: 
    +Seen By:                   Traitor
    +When IFF Is:               Hostile
    +As Color:                  (255, 128, 0)
$Ship IFF Colors: 
    +Seen By:                   Traitor
    +When IFF Is:               Neutral
    +As Color:                  (255, 128, 0)

$Subsystem:                     communication, 10.0, 0.0
    $Alt Subsystem Name:        Comm

$Subsystem:                     navigation, 10.0, 0.0
    $Alt Subsystem Name:        Navigation

$Subsystem:                     sensors, 10.0, 0.0
    $Alt Subsystem Name:        Sensors

$Subsystem:                     weapons, 10.0, 0.0
    $Alt Subsystem Name:        Weapons

$Subsystem:                     engine01, 3.75, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default50    

$Subsystem:                     engine02, 3.75, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default50    

$Subsystem:                     engine03, 3.75, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default50    

$Subsystem:                     engine04, 3.75, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default50

$Subsystem:                     turret01, 9.375, 6.0
    $Alt Subsystem Name:        Med. Turret
    $Default PBanks:            ( "Tachyon Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0   

$Subsystem:                     turret02, 6.25, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0
		
$Subsystem:                     turret03, 6.25, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0

$Subsystem:                     turret04, 9.375, 0.0
    $Alt Subsystem Name:        Miss. Turret
    $Default SBanks:            ( "Spiculum IR#turretSP" )
    $Flags:                     ( "carry no damage" "fire down normals" "check hull" "no subsystem targeting" "reset when idle" )

$Subsystem:                     turret05, 9.375,  0.0
    $Alt Subsystem Name:        Miss. Turret
    $Default SBanks:            ( "Spiculum IR#turretSP" )
    $Flags:                     ( "carry no damage" "fire down normals" "check hull" "no subsystem targeting" "reset when idle" )

;------------------------------------------------------------------------------

$Name:                          Prowler-class#Cloak
$Short name:                    Prowler
$Species:                       Terran

$POF file:                      tcs_prowler_c.pof
$POF Target LOD:                1
$Detail distance:               (0, 731, 1169)

$Density:                       2.0
$Damp:                          1.2
$Rotdamp:                       1.8

$Max Velocity:                  0.0, 0.0, 45.0
$Rotation time:                 12.0, 12.0, 10.0
$Rear Velocity:                 45.0
$Forward accel:                 6.5
$Forward decel:                 6.5
$Slide accel:                   0.0
$Slide decel:                   0.0

$Expl inner rad:                58.482033
$Expl outer rad:                233.928132
$Expl damage:                   200.0
$Expl blast:                    2000.0
$Expl Propagates:               YES

$Shockwave Speed:               116.964066
$Shockwave Count:               1

$Default PBanks:                ()

$Default SBanks:                ()
$SBank Capacity:                ()

$Shields:                       	18000
$Shield Color:                  100 100 255
$Power Output:                  90.0
$Max Oclk Speed:                60.0
$Max Weapon Eng:                100.0
$Hitpoints:                     	12000

$Flags:                         ("capital")
$AI Class:                      Captain

$Afterburner:                   NO

$Countermeasures:               56
$Scan time:                     2000
$EngineSnd:                     129
$Closeup_pos:                   0.0, 0.0, -116.964066
$Closeup_zoom:                  0.43633
$Shield_icon:                   prowler
$Score:                         150

$Thruster01 Radius factor:      0.6
$Thruster02 Radius factor:      0.7
$Thruster02 Length factor:      0.7
$Thruster03 Radius factor:      0.9
$Thruster Distortion:      		NO

$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Hostile
    +As Color:                  (255, 128, 0)
$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Friendly
    +As Color:                  (113, 151, 240)
$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Neutral
    +As Color:                  (255, 128, 0)
$Ship IFF Colors: 
    +Seen By:                   Traitor
    +When IFF Is:               Hostile
    +As Color:                  (255, 128, 0)
$Ship IFF Colors: 
    +Seen By:                   Traitor
    +When IFF Is:               Neutral
    +As Color:                  (255, 128, 0)

$Subsystem:                     communication, 10.0, 0.0
    $Alt Subsystem Name:        Comm

$Subsystem:                     navigation, 10.0, 0.0
    $Alt Subsystem Name:        Navigation

$Subsystem:                     sensors, 10.0, 0.0
    $Alt Subsystem Name:        Sensors

$Subsystem:                     weapons, 10.0, 0.0
    $Alt Subsystem Name:        Weapons

$Subsystem:                     engine01, 3.75, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default50    

$Subsystem:                     engine02, 3.75, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default50    

$Subsystem:                     engine03, 3.75, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default50    

$Subsystem:                     engine04, 3.75, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default50

$Subsystem:                     turret01, 9.375, 6.0
    $Alt Subsystem Name:        Med. Turret
    $Default PBanks:            ( "Tachyon Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0   

$Subsystem:                     turret02, 6.25, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0
		
$Subsystem:                     turret03, 6.25, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0

$Subsystem:                     turret04, 9.375, 0.0
    $Alt Subsystem Name:        Miss. Turret
    $Default SBanks:            ( "Spiculum IR#turretSP" )
    $Flags:                     ( "carry no damage" "fire down normals" "check hull" "no subsystem targeting" "reset when idle" )

$Subsystem:                     turret05, 9.375,  0.0
    $Alt Subsystem Name:        Miss. Turret
    $Default SBanks:            ( "Spiculum IR#turretSP" )
    $Flags:                     ( "carry no damage" "fire down normals" "check hull" "no subsystem targeting" "reset when idle" )

;------------------------------------------------------------------------------

$Name:                          Prowler-class#Decloak
$Short name:                    Prowler
$Species:                       Terran

$POF file:                      tcs_prowler_d.pof
$POF Target LOD:                1
$Detail distance:               (0, 731, 1169)

$Density:                       2.0
$Damp:                          1.2
$Rotdamp:                       1.8

$Max Velocity:                  0.0, 0.0, 45.0
$Rotation time:                 12.0, 12.0, 10.0
$Rear Velocity:                 45.0
$Forward accel:                 6.5
$Forward decel:                 6.5
$Slide accel:                   0.0
$Slide decel:                   0.0

$Expl inner rad:                58.482033
$Expl outer rad:                233.928132
$Expl damage:                   200.0
$Expl blast:                    2000.0
$Expl Propagates:               YES

$Shockwave Speed:               116.964066
$Shockwave Count:               1

$Default PBanks:                ()

$Default SBanks:                ()
$SBank Capacity:                ()

$Shields:                       	18000
$Shield Color:                  100 100 255
$Power Output:                  90.0
$Max Oclk Speed:                60.0
$Max Weapon Eng:                100.0
$Hitpoints:                     	12000

$Flags:                         ("capital")
$AI Class:                      Captain

$Afterburner:                   NO

$Countermeasures:               56
$Scan time:                     2000
$EngineSnd:                     129
$Closeup_pos:                   0.0, 0.0, -116.964066
$Closeup_zoom:                  0.43633
$Shield_icon:                   prowler
$Score:                         150

$Thruster01 Radius factor:      0.6
$Thruster02 Radius factor:      0.7
$Thruster02 Length factor:      0.7
$Thruster03 Radius factor:      0.9
$Thruster Distortion:      		NO

$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Hostile
    +As Color:                  (255, 128, 0)
$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Friendly
    +As Color:                  (113, 151, 240)
$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Neutral
    +As Color:                  (255, 128, 0)
$Ship IFF Colors: 
    +Seen By:                   Traitor
    +When IFF Is:               Hostile
    +As Color:                  (255, 128, 0)
$Ship IFF Colors: 
    +Seen By:                   Traitor
    +When IFF Is:               Neutral
    +As Color:                  (255, 128, 0)

$Subsystem:                     communication, 10.0, 0.0
    $Alt Subsystem Name:        Comm

$Subsystem:                     navigation, 10.0, 0.0
    $Alt Subsystem Name:        Navigation

$Subsystem:                     sensors, 10.0, 0.0
    $Alt Subsystem Name:        Sensors

$Subsystem:                     weapons, 10.0, 0.0
    $Alt Subsystem Name:        Weapons

$Subsystem:                     engine01, 3.75, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default50    

$Subsystem:                     engine02, 3.75, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default50    

$Subsystem:                     engine03, 3.75, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default50    

$Subsystem:                     engine04, 3.75, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default50

$Subsystem:                     turret01, 9.375, 6.0
    $Alt Subsystem Name:        Med. Turret
    $Default PBanks:            ( "Tachyon Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0   

$Subsystem:                     turret02, 6.25, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0
		
$Subsystem:                     turret03, 6.25, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0

$Subsystem:                     turret04, 9.375, 0.0
    $Alt Subsystem Name:        Miss. Turret
    $Default SBanks:            ( "Spiculum IR#turretSP" )
    $Flags:                     ( "carry no damage" "fire down normals" "check hull" "no subsystem targeting" "reset when idle" )

$Subsystem:                     turret05, 9.375,  0.0
    $Alt Subsystem Name:        Miss. Turret
    $Default SBanks:            ( "Spiculum IR#turretSP" )
    $Flags:                     ( "carry no damage" "fire down normals" "check hull" "no subsystem targeting" "reset when idle" )

;------------------------------------------------------------------------------

$Name:                          Prowler-class#Inv
$Short name:                    Prowler
$Species:                       Terran

$POF file:                      tcs_prowler_i.pof
$POF Target LOD:                1
$Detail distance:               (0, 731, 1169)

$Density:                       2.0
$Damp:                          1.2
$Rotdamp:                       1.8

$Max Velocity:                  0.0, 0.0, 45.0
$Rotation time:                 12.0, 12.0, 10.0
$Rear Velocity:                 45.0
$Forward accel:                 6.5
$Forward decel:                 6.5
$Slide accel:                   0.0
$Slide decel:                   0.0

$Expl inner rad:                58.482033
$Expl outer rad:                233.928132
$Expl damage:                   200.0
$Expl blast:                    2000.0
$Expl Propagates:               YES

$Shockwave Speed:               116.964066
$Shockwave Count:               1

$Default PBanks:                ()

$Default SBanks:                ()
$SBank Capacity:                ()

$Shields:                       	18000
$Shield Color:                  100 100 255
$Power Output:                  90.0
$Max Oclk Speed:                60.0
$Max Weapon Eng:                100.0
$Hitpoints:                     	12000

$Flags:                         ("capital")
$AI Class:                      Captain

$Afterburner:                   NO

$Countermeasures:               56
$Scan time:                     2000
$EngineSnd:                     129
$Closeup_pos:                   0.0, 0.0, -116.964066
$Closeup_zoom:                  0.43633
$Shield_icon:                   prowler
$Score:                         150

$Thruster01 Radius factor:      0.6
$Thruster02 Radius factor:      0.7
$Thruster02 Length factor:      0.7
$Thruster03 Radius factor:      0.9
$Thruster Distortion:      		NO

$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Hostile
    +As Color:                  (255, 128, 0)
$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Friendly
    +As Color:                  (113, 151, 240)
$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Neutral
    +As Color:                  (255, 128, 0)
$Ship IFF Colors: 
    +Seen By:                   Traitor
    +When IFF Is:               Hostile
    +As Color:                  (255, 128, 0)
$Ship IFF Colors: 
    +Seen By:                   Traitor
    +When IFF Is:               Neutral
    +As Color:                  (255, 128, 0)

$Subsystem:                     communication, 10.0, 0.0
    $Alt Subsystem Name:        Comm

$Subsystem:                     navigation, 10.0, 0.0
    $Alt Subsystem Name:        Navigation

$Subsystem:                     sensors, 10.0, 0.0
    $Alt Subsystem Name:        Sensors

$Subsystem:                     weapons, 10.0, 0.0
    $Alt Subsystem Name:        Weapons

$Subsystem:                     engine01, 3.75, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default50    

$Subsystem:                     engine02, 3.75, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default50    

$Subsystem:                     engine03, 3.75, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default50    

$Subsystem:                     engine04, 3.75, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default50

$Subsystem:                     turret01, 9.375, 6.0
    $Alt Subsystem Name:        Med. Turret
    $Default PBanks:            ( "Tachyon Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0   

$Subsystem:                     turret02, 6.25, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0
		
$Subsystem:                     turret03, 6.25, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0

$Subsystem:                     turret04, 9.375, 0.0
    $Alt Subsystem Name:        Miss. Turret
    $Default SBanks:            ( "Spiculum IR#turretSP" )
    $Flags:                     ( "carry no damage" "fire down normals" "check hull" "no subsystem targeting" "reset when idle" )

$Subsystem:                     turret05, 9.375,  0.0
    $Alt Subsystem Name:        Miss. Turret
    $Default SBanks:            ( "Spiculum IR#turretSP" )
    $Flags:                     ( "carry no damage" "fire down normals" "check hull" "no subsystem targeting" "reset when idle" )



;------------------------------ Clarkson --------------------------------------

$Name:                          Clarkson-class
$Short name:                    Clarkson
$Species:                       Terran
    +Tech Description:          Making up a large part of the Confederation logistics train, the transport is the ''behind the scenes'' workhorse that wins or loses battles by keeping the front line forward fleets supplied and operational. 

Utilizing its modular container design, the transport can be configured to carry anything important to the war effort, including armaments, fuel, general supplies and personnel.  

Slow, under-armed, under-armored and susceptible to attack by the lightest of Kilrathi forces, these mainstay transports have to constantly rely on fighter or lighter capship escorts for protection.
$end_multi_text

$POF file:                      tcs_clarkson_transport.pof
$POF Target LOD:                3
$Detail distance:               (0, 1292, 2068, 2585)

$Density:                       2.5
$Damp:                          1.25
$Rotdamp:                       2.0

$Max Velocity:                  0.0, 0.0, 30.0
$Rotation time:                 15.0, 15.0, 12.0
$Rear Velocity:                 30.0
$Forward accel:                 8.0
$Forward decel:                 6.0
$Slide accel:                   0.0
$Slide decel:                   0.0

$Expl inner rad:                103.422302
$Expl outer rad:                413.689208
$Expl damage:                   200.0
$Expl blast:                    2000.0
$Expl Propagates:               YES

$Shockwave Speed:               206.844604
$Shockwave Count:               1

$Default PBanks:                ()

$Default SBanks:                ()
$SBank Capacity:                ()

$Shields:                       	45000
$Shield Color:                  100 100 255
$Power Output:                  90.0
$Max Oclk Speed:                40.0
$Max Weapon Eng:                200.0
$Hitpoints:                     	30000

$Flags:                         ("capital" "in tech database")
$AI Class:                      Captain

$Afterburner:                   NO

$Countermeasures:               66
$Scan time:                     2000
$EngineSnd:                     129
$Closeup_pos:                   0.0, 0.0, -212.02147
$Closeup_zoom:                  0.43633
$Shield_icon:                   clarkson_cargo
$Score:                         240

$Thruster01 Radius factor:      0.6
$Thruster02 Radius factor:      0.7
$Thruster02 Length factor:      0.7
$Thruster03 Radius factor:      0.9
$Thruster Distortion:      		NO

$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Hostile
    +As Color:                  (255, 128, 0)
$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Friendly
    +As Color:                  (113, 151, 240)
$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Neutral
    +As Color:                  (255, 128, 0)
$Ship IFF Colors: 
    +Seen By:                   Traitor
    +When IFF Is:               Hostile
    +As Color:                  (255, 128, 0)
$Ship IFF Colors: 
    +Seen By:                   Traitor
    +When IFF Is:               Neutral
    +As Color:                  (255, 128, 0)

$Subsystem:                     fuel_tank01a, 5.0, 0.0
    $Flags:                     ( "carry no damage" "untargetable")

$Subsystem:                     fuel_tank02a, 5.0, 0.0
    $Flags:                     ( "carry no damage" "untargetable")

$Subsystem:                     fuel_tank03a, 5.0, 0.0
    $Flags:                     ( "carry no damage" "untargetable")

$Subsystem:                     cargo01a, 5.0, 0.0
    $Flags:                     ( "carry no damage" "untargetable")

$Subsystem:                     cargo02a, 5.0, 0.0
    $Flags:                     ( "carry no damage" "untargetable")

$Subsystem:                     cargo03a, 5.0, 0.0
    $Flags:                     ( "carry no damage" "untargetable")   

$Subsystem:                     communication, 10.0, 0.0
    $Alt Subsystem Name:        Comm

$Subsystem:                     navigation01, 5.0, 0.0
    $Alt Subsystem Name:        Navigation

$Subsystem:                     navigation02, 5.0, 0.0
    $Alt Subsystem Name:        Navigation

$Subsystem:                     sensors, 10.0, 0.0
    $Alt Subsystem Name:        Sensors

$Subsystem:                     weapons, 10.0, 0.0
    $Alt Subsystem Name:        Weapons

$Subsystem:                     engine01, 3.75, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default50    

$Subsystem:                     engine02, 3.75, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default50    

$Subsystem:                     engine03, 3.75, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default50    

$Subsystem:                     engine04, 3.75, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default50

$Subsystem:                     turret01, 1.92308, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0   

$Subsystem:                     turret02, 1.92308, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0



;------------------------------ Clarkson Medical ------------------------------

$Name:                          Clarkson-class#Medical
$Short name:                    Clarkson#Medical
$Species:                       Terran

$POF file:                      tcs_clarkson.pof
$POF Target LOD:                3
$Detail distance:               (0, 1292, 2068, 2585)

$Density:                       2.5
$Damp:                          1.25
$Rotdamp:                       2.0

$Max Velocity:                  0.0, 0.0, 40.0
$Rotation time:                 12.0, 12.0, 10.0
$Rear Velocity:                 40.0
$Forward accel:                 6.0
$Forward decel:                 4.0
$Slide accel:                   0.0
$Slide decel:                   0.0

$Expl inner rad:                103.422302
$Expl outer rad:                413.689208
$Expl damage:                   200.0
$Expl blast:                    2000.0
$Expl Propagates:               YES

$Shockwave Speed:               206.844604
$Shockwave Count:               1

$Default PBanks:                ()

$Default SBanks:                ()
$SBank Capacity:                ()

$Shields:                       	37500
$Shield Color:                  100 100 255
$Power Output:                  90.0
$Max Oclk Speed:                53.0
$Max Weapon Eng:                200.0
$Hitpoints:                     	25000

$Flags:                         ( "capital" )
$AI Class:                      Captain

$Afterburner:                   NO

$Countermeasures:               66
$Scan time:                     2000
$EngineSnd:                     129
$Closeup_pos:                   0.0, 0.0, -212.02147
$Closeup_zoom:                  0.43633
$Shield_icon:                   clarkson_cargo
$Score:                         240

$Thruster01 Radius factor:      0.6
$Thruster02 Radius factor:      0.7
$Thruster02 Length factor:      0.7
$Thruster03 Radius factor:      0.9
$Thruster Distortion:      		NO

$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Hostile
    +As Color:                  (255, 128, 0)
$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Friendly
    +As Color:                  (113, 151, 240)
$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Neutral
    +As Color:                  (255, 128, 0)
$Ship IFF Colors: 
    +Seen By:                   Traitor
    +When IFF Is:               Hostile
    +As Color:                  (255, 128, 0)
$Ship IFF Colors: 
    +Seen By:                   Traitor
    +When IFF Is:               Neutral
    +As Color:                  (255, 128, 0) 

$Subsystem:                     communication, 10.0, 0.0
    $Alt Subsystem Name:        Comm

$Subsystem:                     navigation01, 5.0, 0.0
    $Alt Subsystem Name:        Navigation

$Subsystem:                     navigation02, 5.0, 0.0
    $Alt Subsystem Name:        Navigation

$Subsystem:                     sensors, 10.0, 0.0
    $Alt Subsystem Name:        Sensors

$Subsystem:                     weapons, 10.0, 0.0
    $Alt Subsystem Name:        Weapons

$Subsystem:                     engine01, 3.75, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default50    

$Subsystem:                     engine02, 3.75, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default50    

$Subsystem:                     engine03, 3.75, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default50    

$Subsystem:                     engine04, 3.75, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default50 

$Subsystem:                     turret01, 1.92308, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0

$Subsystem:                     turret02, 1.92308, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0
		
		
;------------------------------ Pelileu ---------------------------------

$Name:                          Pelileu-class
$Short name:                    Pelileu
$Species:                       Terran
    +Tech Description:          One of the largest troop carriers in service, the Pelileu-class embarks a regiment of over two thousand Marines and a battalion of combat vehicles including assault skimmers, hover tanks, and artillery walkers. 

They are all deployed to battle by the troopship's own complement of shuttles, dropships, and landing craft. 

Lastly, it has enough supplies and equipment for its Marines to participate in sustained combat operations for up to 30 days. A planetary assault force would consist of multiple troopships working together, but they require proper escort when deploying for operations.
        $end_multi_text

$POF file:                      tcs_pelileu.pof
$POF Target LOD:                1
$Detail distance:               (0, 3230, 5168, 6460)

$Density:                       3.0
$Damp:                          2.0
$Rotdamp:                       3.0

$Max Velocity:                  0.0, 0.0, 25.0
$Rotation time:                 30.0, 30.0, 24.0
$Rear Velocity:                 25.0
$Forward accel:                 15.0
$Forward decel:                 15.0
$Slide accel:                   0.0
$Slide decel:                   0.0

$Expl inner rad:                258.403809
$Expl outer rad:                1033.615236
$Expl damage:                   200.0
$Expl blast:                    2000.0
$Expl Propagates:               YES

$Shockwave Speed:               343.0
$Shockwave Count:               1

$Default PBanks:                ()

$Default SBanks:                ()
$SBank Capacity:                ()

$Shields:                       	120000
$Shield Color:                  100 100 255
$Power Output:                  120.0
$Max Oclk Speed:                33.0
$Max Weapon Eng:                300.0
$Hitpoints:                     	80000

$Flags:                         ( "capital" "in tech database" )
$AI Class:                      Captain

$Afterburner:                   NO

$Countermeasures:               0
$Scan time:                     2000
$EngineSnd:                     129
$Closeup_pos:                   0.0, 0.0, -516.807618
$Closeup_zoom:                  0.43633
$Shield_icon:                   pelileu
$Score:                         500

$Thruster01 Radius factor:      0.6
$Thruster02 Radius factor:      0.7
$Thruster02 Length factor:      0.7
$Thruster03 Radius factor:      0.9
$Thruster Distortion:      		NO

$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Hostile
    +As Color:                  (255, 128, 0)
$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Friendly
    +As Color:                  (113, 151, 240)
$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Neutral
    +As Color:                  (255, 128, 0)
$Ship IFF Colors: 
    +Seen By:                   Traitor
    +When IFF Is:               Hostile
    +As Color:                  (255, 128, 0)
$Ship IFF Colors: 
    +Seen By:                   Traitor
    +When IFF Is:               Neutral
    +As Color:                  (255, 128, 0)
	
$Subsystem:                     intake01, 2.5, 0.0
    $Flags:                     ( "untargetable" )
	
$Subsystem:                     intake02, 2.5, 0.0
    $Flags:                     ( "untargetable" )
	
$Subsystem:                     intake03, 2.5, 0.0
    $Flags:                     ( "untargetable" )
	
$Subsystem:                     intake04, 2.5, 0.0
    $Flags:                     ( "untargetable" )
	
$Subsystem:                     intake05, 2.5, 0.0
    $Flags:                     ( "untargetable" )
	
$Subsystem:                     intake06, 2.5, 0.0
    $Flags:                     ( "untargetable" )

$Subsystem:                     communications, 10.0, 0.0
    $Alt Subsystem Name:        Comm

$Subsystem:                     navigation, 10.0, 0.0
    $Alt Subsystem Name:        Navigation

$Subsystem:                     sensors, 10.0, 0.0
    $Alt Subsystem Name:        Sensors

$Subsystem:                     weapons, 10.0, 0.0
    $Alt Subsystem Name:        Weapons

$Subsystem:                     engine01, 3.0, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default50    

$Subsystem:                     engine02, 3.0, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default50    

$Subsystem:                     engine03, 3.0, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default50    

$Subsystem:                     engine04, 3.0, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default50
	
$Subsystem:                     engine05, 3.0, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default50

$Subsystem:                     turret01, 0.625, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0   

$Subsystem:                     turret02, 0.625, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0   
		
$Subsystem:                     turret03, 0.625, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0
		
$Subsystem:                     turret04, 0.625, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $Flags:                     ( "carry no damage" "fire down normals" "check hull" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0
		

;------------------------------ Venture -------------------------------------

$Name:                          Venture-class
$Short name:                    Venture
$Species:                       Terran
    +Tech Description:          The Venture corvette has been a staple of the Confederation arsenal for years. 
Assigned to fleet escort, picket, raider and limited scouting duties, the venerable corvette has been one of the most utilitarian designs to serve in the Kilrathi War. 

The most common variant still in service is an electronic warfare variant which has the ability to knock out or deceive enemy sensors, scramble communications channels, or pinpoint the stealthiest of Kilrathi capital ships. 

Invaluable in large theater operations, the EW Venture can be pressed into service in light recon roles when specialized scouts are not available.
        $end_multi_text

$POF file:                      tcs_venture.pof
$POF Target LOD:                1
$Detail distance:               (0, 596, 954, 1193)

$Impact Spew:
    +Max particles:             0
$Damage Spew:
    +Max particles:             0

$Density:                       2.5
$Damp:                          1.2
$Rotdamp:                       1.8

$Max Velocity:                  0.0, 0.0, 50.0
$Rotation time:                 10.0, 10.0, 8.0
$Rear Velocity:                 50.0
$Forward accel:                 6.0
$Forward decel:                 4.0
$Slide accel:                   0.0
$Slide decel:                   0.0

$Expl inner rad:                47.749496
$Expl outer rad:                190.997984
$Expl damage:                   200.0
$Expl blast:                    2000.0
$Expl Propagates:               YES            

$Shockwave Speed:               95.498992
$Shockwave Count:               1

$Default PBanks:                ()

$Default SBanks:                ()
$SBank Capacity:                ()

$Shields:                       	22500
$Shield Color:                  100 100 255
$Power Output:                  120.0
$Max Oclk Speed:                66.0
$Max Weapon Eng:                240.0
$Hitpoints:                     	15000

$Flags:                         ( "capital" "in tech database" )
$AI Class:                      Captain

$Afterburner:           YES
	+Aburn Max Vel: 0.0, 0.0, 150.0
	+Aburn For accel:       2.0
	+Aburn Fuel:            7200.0
	+Aburn Burn Rate:       1.0
	+Aburn Rec Rate:        0.0

$Countermeasures:               66
$Scan time:                     2000
$EngineSnd:                     129
$Closeup_pos:                   0.0, 0.0, -95.498992
$Closeup_zoom:                  0.83633
$Shield_icon:                   venture
$Score:                         120

$Thruster01 Radius factor:      0.6
$Thruster02 Radius factor:      0.7
$Thruster02 Length factor:      0.7
$Thruster03 Radius factor:      0.9
$Thruster Distortion:      		NO

$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Hostile
    +As Color:                  (255, 128, 0)
$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Friendly
    +As Color:                  (113, 151, 240)
$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Neutral
    +As Color:                  (255, 128, 0)
$Ship IFF Colors: 
    +Seen By:                   Traitor
    +When IFF Is:               Hostile
    +As Color:                  (255, 128, 0)
$Ship IFF Colors: 
    +Seen By:                   Traitor
    +When IFF Is:               Neutral
    +As Color:                  (255, 128, 0)

$Subsystem:                     intake01, 7.5, 0.0
    $Flags:                     ( "untargetable")

$Subsystem:                     intake02, 7.5, 0.0
    $Flags:                     ( "untargetable")

$Subsystem:                     communication, 10.0, 0
    $Alt Subsystem Name:        Comm

$Subsystem:                     navigation, 10.0, 0
    $Alt Subsystem Name:        Navigation

$Subsystem:                     radar, 10.0, 0.0
    $Alt Subsystem Name:        Radar

$Subsystem:                     sensors, 10.0, 0.0
    $Alt Subsystem Name:        Sensors

$Subsystem:                     weapons, 10.0, 0.0
    $Alt Subsystem Name:        Weapons

$Subsystem:                     engine01, 2.5, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default70

$Subsystem:                     engine02, 2.5, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default70

$Subsystem:                     engine03, 2.5, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default70

$Subsystem:                     engine04, 2.5, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default70
	
$Subsystem:                     engine05, 2.5, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default70
	
$Subsystem:                     engine06, 2.5, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default70

$Subsystem:                     turret01, 5.0, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     turret02, 5.0, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     turret03, 5.0, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0

$Subsystem:                     turret04, 5.0, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0

		
;------------------------------ Caernaven -------------------------------------

$Name:                          Caernaven-class
$Short name:                    Caernaven
$Species:                       Terran
    +Tech Description:          The Caernaven-class frigate is a ubiquitous escort vessel widely seen among both front and rear line forces. The Swiss army knife of the Terran fleet, it is configurable and adaptable for any mission at hand. 

Not only is it fast and nimble, its laser batteries, missile launchers, and rocket pods serve as effective deterrence against Kilrathi fighters and light raiders. 

From assuming a traditional convoy escort role to system patrol duty, this venerable warship still performs whatever role it is assigned with the quiet dignity of a seasoned soldier.
        $end_multi_text

$POF file:                      tcs_caernaven.pof
$POF Target LOD:                1
$Detail distance:               (0, 2290, 3664)

$Density:                       3.0
$Damp:                          1.25
$Rotdamp:                       2.0

$Max Velocity:                  0.0, 0.0, 40.0
$Rotation time:                 20.0, 20.0, 15.0
$Rear Velocity:                 40.0
$Forward accel:                 10.0
$Forward decel:                 10.0
$Slide accel:                   0.0
$Slide decel:                   0.0

$Expl inner rad:                183.210953
$Expl outer rad:                732.843812
$Expl damage:                   300.0
$Expl blast:                    3000.0
$Expl Propagates:               YES            

$Shockwave Speed:               343.0
$Shockwave Count:               1

$Default PBanks:                ()

$Default SBanks:                ()
$SBank Capacity:                ()

$Shields:                       	60000
$Shield Color:                  100 100 255
$Power Output:                  120.0
$Max Oclk Speed:                53.0
$Max Weapon Eng:                300.0
$Hitpoints:                     	40000

$Flags:                         ( "capital" "in tech database" )
$AI Class:                      Captain

$Afterburner:                   NO

$Countermeasures:               0
$Scan time:                     2000
$EngineSnd:                     129
$Closeup_pos:                   0.0, 0.0, -366.42191
$Closeup_zoom:                  0.43633
$Shield_icon:                   caernaven
$Score:                         400

$Thruster01 Radius factor:      0.6
$Thruster02 Radius factor:      0.7
$Thruster02 Length factor:      0.7
$Thruster03 Radius factor:      0.9
$Thruster Distortion:      		NO

$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Hostile
    +As Color:                  (255, 128, 0)
$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Friendly
    +As Color:                  (113, 151, 240)
$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Neutral
    +As Color:                  (255, 128, 0)
$Ship IFF Colors: 
    +Seen By:                   Traitor
    +When IFF Is:               Hostile
    +As Color:                  (255, 128, 0)
$Ship IFF Colors: 
    +Seen By:                   Traitor
    +When IFF Is:               Neutral
    +As Color:                  (255, 128, 0)

$Subsystem:                     intake01, 3.75, 0.0
    $Flags:                     ( "untargetable")

$Subsystem:                     intake02, 3.75, 0.0
    $Flags:                     ( "untargetable")

$Subsystem:                     intake03, 3.75, 0.0
    $Flags:                     ( "untargetable")

$Subsystem:                     intake04, 3.75, 0.0
    $Flags:                     ( "untargetable")

$Subsystem:                     communication, 10.0, 0
    $Alt Subsystem Name:        Comm

$Subsystem:                     navigation01, 10.0, 0
    $Alt Subsystem Name:        Navigation

$Subsystem:                     navigation02, 10.0, 0
    $Alt Subsystem Name:        Navigation

$Subsystem:                     radar01a, 2.0, 0.0
    $Alt Subsystem Name:        Radar

$Subsystem:                     radar02, 2.0, 5.0
    $Alt Subsystem Name:        Radar

$Subsystem:                     radar03, 2.0, 5.0
    $Alt Subsystem Name:        Radar

$Subsystem:                     radar04, 2.0, 5.0
    $Alt Subsystem Name:        Radar

$Subsystem:                     radar05, 2.0, 5.0
    $Alt Subsystem Name:        Radar

$Subsystem:                     sensors, 10.0, 0.0
    $Alt Subsystem Name:        Sensors

$Subsystem:                     weapons, 10.0, 0.0
    $Alt Subsystem Name:        Weapons

$Subsystem:                     engine01, 3.75, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default70

$Subsystem:                     engine02, 3.75, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default70

$Subsystem:                     engine03, 3.75, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default70

$Subsystem:                     engine04, 3.75, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default70

$Subsystem:                     turret01, 1.5625, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     turret02, 1.5625, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0

$Subsystem:                     turret03, 1.5625, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0

$Subsystem:                     turret04, 1.5625, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     turret05, 2.34375, 0.0
    $Alt Subsystem Name:        Miss. Turret
    $Default SBanks:            ( "Spiculum IR#turretSP" )
    $Flags:                     ( "carry no damage" "fire down normals" "check hull" "no subsystem targeting" "reset when idle" )
    
$Subsystem:                     turret06, 2.34375, 0.0
    $Alt Subsystem Name:        Miss. Turret
    $Default SBanks:            ( "Spiculum IR#turretSP" )
    $Flags:                     ( "carry no damage" "fire down normals" "check hull" "no subsystem targeting" "reset when idle" )

$Subsystem:                     turret07, 3.125, 0.0
    $Alt Subsystem Name:        Launcher
    $Default SBanks:            ( "Warhammer CSM" )
    $Flags:                     ( "carry no damage" "fire down normals" "check hull" "no subsystem targeting" "reset when idle" )


;------------------------------ Southampton -----------------------------------

$Name:                          Southampton-class
$Short name:                    Southampton
$Species:                       Terran
    +Tech Description:          The smallest capital ship with true offensive capabilities, Southampton-class destroyers serve a 'jack of all trades' role in the Terran Navy. 

These versatile and multi-purpose vessels can be found as part of carrier battle groups or in destroyer squadrons or even alone. 

Very well shielded and armored for their size, they are capable of engaging both capships and fighters with either their powerful energy weapons or their array of missile tubes. 

In addition, these fast and maneuverable warships can run down any capship in the Kilrathi arsenal.
        $end_multi_text

$POF file:                      tcs_southampton.pof
$POF Target LOD:                3
$Detail distance:               (0, 2300, 3681, 4601)

$Density:                       3.0
$Damp:                          2.0
$Rotdamp:                       3.0

$Max Velocity:                  0.0, 0.0, 40.0
$Rotation time:                 20.0, 24.0, 17.5
$Rear Velocity:                 40.0
$Forward accel:                 12.0
$Forward decel:                 12.0
$Slide accel:                   0.0
$Slide decel:                   0.0

$Expl inner rad:                184.069107
$Expl outer rad:                736.276428
$Expl damage:                   400.0
$Expl blast:                    4000.0
$Expl Propagates:               YES

$Shockwave Speed:               343.0
$Shockwave Count:               1

$Default PBanks:                ()

$Default SBanks:                ()
$SBank Capacity:                ()

$Shields:                       	90000
$Shield Color:                  100 100 255
$Power Output:                  135.0
$Max Oclk Speed:                53.0
$Max Weapon Eng:                360.0
$Hitpoints:                     	60000

$Flags:                         ( "capital" "in tech database" )
$AI Class:                      Captain

$Afterburner:                   NO

$Countermeasures:               0
$Scan time:                     2000
$EngineSnd:                     129
$Closeup_pos:                   0.0, 0.0, -368.13821
$Closeup_zoom:                  0.43633
$Shield_icon:                   southampton
$Score:                         600

$Thruster01 Radius factor:      0.6
$Thruster02 Radius factor:      0.7
$Thruster02 Length factor:      0.7
$Thruster03 Radius factor:      0.9
$Thruster Distortion:      		NO

$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Hostile
    +As Color:                  (255, 128, 0)
$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Friendly
    +As Color:                  (113, 151, 240)
$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Neutral
    +As Color:                  (255, 128, 0)
$Ship IFF Colors: 
    +Seen By:                   Traitor
    +When IFF Is:               Hostile
    +As Color:                  (255, 128, 0)
$Ship IFF Colors: 
    +Seen By:                   Traitor
    +When IFF Is:               Neutral
    +As Color:                  (255, 128, 0)

$Subsystem:                     intake01, 3.75, 0.0
    $Flags:                     ( "untargetable" )

$Subsystem:                     intake02, 3.75, 0.0
    $Flags:                     ( "untargetable" )

$Subsystem:                     intake03, 3.75, 0.0
    $Flags:                     ( "untargetable" )

$Subsystem:                     intake04, 3.75, 0.0
    $Flags:                     ( "untargetable" )

$Subsystem:                     communication, 10.0, 0.0
    $Alt Subsystem Name:        Comm

$Subsystem:                     navigation01, 5.0, 0.0
    $Alt Subsystem Name:        Navigation

$Subsystem:                     navigation02, 5.0, 0.0
    $Alt Subsystem Name:        Navigation

$Subsystem:                     radar, 10.0, 5.0
    $Alt Subsystem Name:        Radar

$Subsystem:                     sensors, 10.0, 0.0
    $Alt Subsystem Name:        Sensors

$Subsystem:                     weapons, 10.0, 0.0
    $Alt Subsystem Name:        Weapons

$Subsystem:                     engine01, 3.75, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default100

$Subsystem:                     engine02, 3.75, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default100

$Subsystem:                     engine03, 3.75, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default100

$Subsystem:                     engine04, 3.75, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default100

$Subsystem:                     turret03, 1.0, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0 

$Subsystem:                     turret04, 1.0, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     turret05, 1.0, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     turret06, 1.0, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     turret07, 1.0, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0

$Subsystem:                     turret08, 1.0, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0

$Subsystem:                     turret09, 1.0, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     turret10, 1.0, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     turret01, 2.0, 6.0
    $Alt Subsystem Name:        Heavy Turret
    $Default PBanks:            ( "Anti-Mater Turret" )
    $Flags:                     ( "carry no damage" "check hull" "no subsystem targeting" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0

$Subsystem:                     turret02, 2.0, 0.0
    $Alt Subsystem Name:        Launcher
    $Default SBanks:            ( "Warhammer CSM" )
    $Flags:                     ( "carry no damage" "fire down normals" "check hull" "no subsystem targeting" "reset when idle" )



;------------------------------ Savannah --------------------------------------

$Name:                          Savannah-class
$Short name:                    Savannah
$Species:                       Terran
    +Tech Description:          This Terran light cruiser is a medium-weight, fast warship that is well adapted to being a carrier escort, convoy raider, or flotilla leader. 

It sacrifices the heavy cruiser's keel-mounted plasma cannon and heavy protection in exchange for faster speed and greater acceleration, but its anti-mater guns and missile tubes still make it a formidable strike platform. 

Savannah-class cruisers blend a dangerous combination of firepower and speed, they can outrun anything they cannot outgun and can outgun anything they cannot outrun.
        $end_multi_text

$POF file:                      tcs_savannah.pof
$POF Target LOD:                3
$Detail distance:               (0, 5511, 8817, 11022)

$Density:                       3.0
$Damp:                          3.0
$Rotdamp:                       4.5

$Max Velocity:                  0.0, 0.0, 35.0
$Rotation time:                 24.0, 24.0, 20.0
$Rear Velocity:                 35.0
$Forward accel:                 13.0
$Forward decel:                 13.0
$Slide accel:                   0.0
$Slide decel:                   0.0

$Expl inner rad:                240.058578
$Expl outer rad:                960.234312
$Expl damage:                   500.0
$Expl blast:                    5000.0
$Expl Propagates:               YES                                                     

$Shockwave Speed:               343.0
$Shockwave Count:               1

$Default PBanks:                ()

$Default SBanks:                ()
$SBank Capacity:                ()

$Shields:                       	135000
$Shield Color:                  100 100 255
$Power Output:                  150.0
$Max Oclk Speed:                46.0
$Max Weapon Eng:                360.0
$Hitpoints:                     	90000

$Flags:                         ( "capital" "in tech database" )
$AI Class:                      Captain

$Afterburner:                   NO

$Countermeasures:               0
$Scan time:                     2000
$EngineSnd:                     129
$Closeup_pos:                   0.0, 0.0, -480.38165
$Closeup_zoom:                  0.43633
$Shield_icon:                   savannah
$Score:                         750

$Thruster01 Radius factor:      0.6
$Thruster02 Radius factor:      0.7
$Thruster02 Length factor:      0.7
$Thruster03 Radius factor:      0.9
$Thruster Distortion:      		NO

$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Hostile
    +As Color:                  (255, 128, 0)
$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Friendly
    +As Color:                  (113, 151, 240)
$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Neutral
    +As Color:                  (255, 128, 0)
$Ship IFF Colors: 
    +Seen By:                   Traitor
    +When IFF Is:               Hostile
    +As Color:                  (255, 128, 0)
$Ship IFF Colors: 
    +Seen By:                   Traitor
    +When IFF Is:               Neutral
    +As Color:                  (255, 128, 0)   

$Subsystem:                     fighterbay, 0, 0.0
    $Flags:                     ( "untargetable")

$Subsystem:                     intake01a, 3.75, 0.0
    $Flags:                     ( "untargetable")

$Subsystem:                     intake02a, 3.75, 0.0
    $Flags:                     ( "untargetable")

$Subsystem:                     intake03a, 3.75, 0.0
    $Flags:                     ( "untargetable")

$Subsystem:                     intake04a, 3.75, 0.0
    $Flags:                     ( "untargetable") 

$Subsystem:                     communication, 10.0, 0.0
    $Alt Subsystem Name:        Comm

$Subsystem:                     navigation01, 10.0, 0.0
    $Alt Subsystem Name:        Navigation

$Subsystem:                     navigation02, 10.0, 0.0
    $Alt Subsystem Name:        Navigation

$Subsystem:                     radar01a, 5.0, 5.0
    $Alt Subsystem Name:        Radar

$Subsystem:                     radar02, 5.0, 5.0
    $Alt Subsystem Name:        Radar

$Subsystem:                     sensors, 10.0, 0.0
    $Alt Subsystem Name:        Sensors

$Subsystem:                     weapons, 10.0, 0.0
    $Alt Subsystem Name:        Weapons

$Subsystem:                     engine01, 2.5, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default150

$Subsystem:                     engine02, 2.5, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default150

$Subsystem:                     engine03, 2.5, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default150

$Subsystem:                     engine04, 2.5, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default150

$Subsystem:                     engine05, 2.5, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default150

$Subsystem:                     engine06, 2.5, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default150

$Subsystem:                     Turret07, 0.55556, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     Turret08, 0.55556, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0

$Subsystem:                     Turret09, 0.55556, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0

$Subsystem:                     Turret10, 0.55556, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0

$Subsystem:                     Turret11, 0.55556, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     Turret12, 0.55556, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     Turret01, 1.11111, 6.0
    $Alt Subsystem Name:        Heavy Turret
    $Default PBanks:            ( "Anti-Mater Turret" )
    $Flags:                     ( "carry no damage" "check hull" "no subsystem targeting" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     Turret02, 1.11111, 6.0
    $Alt Subsystem Name:        Heavy Turret
    $Default PBanks:            ( "Anti-Mater Turret" )
    $Flags:                     ( "carry no damage" "check hull" "no subsystem targeting" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     Turret03, 1.11111, 6.0
    $Alt Subsystem Name:        Heavy Turret
    $Default PBanks:            ( "Anti-Mater Turret" )
    $Flags:                     ( "carry no damage" "check hull" "no subsystem targeting" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0

$Subsystem:                     Turret05, 0.83333, 3.0
    $Alt Subsystem Name:        Miss. Turret
    $Default SBanks:            ( "Spiculum IR#turretMP" )
    $Flags:                     ( "carry no damage" "fire down normals" "check hull" "no subsystem targeting" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0

$Subsystem:                     Turret06, 0.83333, 5.0
    $Alt Subsystem Name:        Miss. Turret
    $Default SBanks:            ( "Spiculum IR#turretMP" )
    $Flags:                     ( "carry no damage" "fire down normals" "check hull" "no subsystem targeting" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0

$Subsystem:                     Turret04, 1.11111, 0.0
    $Alt Subsystem Name:        Launcher
    $Default SBanks:            ( "Warhammer CSM" )
    $Flags:                     ( "carry no damage" "fire down normals" "check hull" "no subsystem targeting" "reset when idle" )



;------------------------------ Tallahassee -----------------------------------

$Name:                          Tallahassee-class
$Short name:                    Tallahasse
$Species:                       Terran
    +Tech Description:          The Terran heavy cruiser is a powerful vessel that can take and dish out considerable amounts of punishment. 

Its 'brute force' concept of firepower is centered about a keel-mounted Mk III Plasma Cannon and several batteries of Anti-Matter Guns and missile tubes. 

It can also deploy a small detachment of fighters and utility craft from its hangar bay for independent flight operations. 
As invaluable fire-support for fleet operations and orbital bombardments, Tallahassee-class cruisers are warships that any Admiral would not mind having more of.
        $end_multi_text

$POF file:                      tcs_tallahassee.pof
$POF Target LOD:                3
$Detail distance:               (0, 3405, 5448, 6810)

$Density:                       3.0
$Damp:                          3.0
$Rotdamp:                       4.5

$Max Velocity:                  0.0, 0.0, 35.0
$Rotation time:                 30.0, 30.0, 24.0
$Rear Velocity:                 35.0
$Forward accel:                 14.0
$Forward decel:                 14.0
$Slide accel:                   0.0
$Slide decel:                   0.0

$Expl inner rad:                272.412201
$Expl outer rad:                1089.648804
$Expl damage:                   500.0
$Expl blast:                    5000.0
$Expl Propagates:               YES                                                    

$Shockwave Speed:               343.0
$Shockwave Count:               1

$Default PBanks:                ()

$Default SBanks:                ()
$SBank Capacity:                ()

$Shields:                       	180000
$Shield Color:                  100 100 255
$Power Output:                  180.0
$Max Oclk Speed:                46.0
$Max Weapon Eng:                360.0
$Hitpoints:                     	120000

$Flags:                         ( "capital" "in tech database" )
$AI Class:                      Captain

$Afterburner:                   NO

$Countermeasures:               0
$Scan time:                     2000
$EngineSnd:                     129
$Closeup_pos:                   0.0, 0.0, -544.8244
$Closeup_zoom:                  0.43633
$Shield_icon:                   tallahassee
$Score:                         1000

$Thruster01 Radius factor:      0.6
$Thruster02 Radius factor:      0.7
$Thruster02 Length factor:      0.7
$Thruster03 Radius factor:      0.9
$Thruster Distortion:      		NO

$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Hostile
    +As Color:                  (255, 128, 0)
$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Friendly
    +As Color:                  (113, 151, 240)
$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Neutral
    +As Color:                  (255, 128, 0)
$Ship IFF Colors: 
    +Seen By:                   Traitor
    +When IFF Is:               Hostile
    +As Color:                  (255, 128, 0)
$Ship IFF Colors: 
    +Seen By:                   Traitor
    +When IFF Is:               Neutral
    +As Color:                  (255, 128, 0)   

$Subsystem:                     intake01, 3.75, 0.0
    $Flags:                     ( "untargetable" )

$Subsystem:                     intake02, 3.75, 0.0
    $Flags:                     ( "untargetable" )

$Subsystem:                     intake03, 3.75, 0.0
    $Flags:                     ( "untargetable" )

$Subsystem:                     intake04, 3.75, 0.0
    $Flags:                     ( "untargetable" )

$Subsystem:                     fighterbay, 0, 0.0
    $Flags:                     ( "untargetable" )    

$Subsystem:                     communication01, 5.0, 0.0
    $Alt Subsystem Name:        Comm

$Subsystem:                     communication02, 5.0, 0.0
    $Alt Subsystem Name:        Comm    

$Subsystem:                     navigation01, 2.5, 0.0
    $Alt Subsystem Name:        Navigation

$Subsystem:                     navigation02, 2.5, 0.0
    $Alt Subsystem Name:        Navigation

$Subsystem:                     navigation03, 2.5, 0.0
    $Alt Subsystem Name:        Navigation

$Subsystem:                     navigation04, 2.5, 0.0
    $Alt Subsystem Name:        Navigation    

$Subsystem:                     radar01, 5.0, 5.0
    $Alt Subsystem Name:        Radar

$Subsystem:                     radar02, 5.0, 5.0
    $Alt Subsystem Name:        Radar

$Subsystem:                     sensors01, 3.33333, 0.0
    $Alt Subsystem Name:        Sensors

$Subsystem:                     sensors02, 3.33333, 0.0
    $Alt Subsystem Name:        Sensors

$Subsystem:                     sensors03, 3.33333, 0.0
    $Alt Subsystem Name:        Sensors    

$Subsystem:                     weapons, 10.0, 0.0
    $Alt Subsystem Name:        Weapons

$Subsystem:                     engine01, 3.75, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default150

$Subsystem:                     engine02, 3.75, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default150

$Subsystem:                     engine03, 3.75, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default150

$Subsystem:                     engine04, 3.75, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default150

$Subsystem:                     turret07, 0.5, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     turret08, 0.5, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     turret09, 0.5, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     turret10, 0.5, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0

$Subsystem:                     turret11, 0.5, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0

$Subsystem:                     turret12, 0.5, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0

$Subsystem:                     turret13, 0.5, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0

$Subsystem:                     turret14, 0.5, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0    

$Subsystem:                     turret01, 1.0, 6.0
    $Alt Subsystem Name:        Heavy Turret
    $Default PBanks:            ( "Anti-Mater Turret" )
    $Flags:                     ( "carry no damage" "check hull" "no subsystem targeting" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     turret02, 1.0, 6.0
    $Alt Subsystem Name:        Heavy Turret
    $Default PBanks:            ( "Anti-Mater Turret" )
    $Flags:                     ( "carry no damage" "check hull" "no subsystem targeting" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     turret03, 1.0, 6.0
    $Alt Subsystem Name:        Heavy Turret
    $Default PBanks:            ( "Anti-Mater Turret" )
    $Flags:                     ( "carry no damage" "check hull" "no subsystem targeting" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     turret04, 1.0, 6.0
    $Alt Subsystem Name:        Heavy Turret
    $Default PBanks:            ( "Anti-Mater Turret" )
    $Flags:                     ( "carry no damage" "check hull" "no subsystem targeting" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0

$Subsystem:                     turret06, 1.0, 0.0
    $Alt Subsystem Name:        Launcher
    $Default SBanks:            ( "Warhammer CSM" )
    $Flags:                     ( "carry no damage" "fire down normals" "check hull" "no subsystem targeting" "reset when idle" )


;------------------------------ Harrier --------------------------------------

$Name:                          Harrier-class
$Short name:                    Harrier
$Species:                       Terran
    +Tech Description:          This advanced escort carrier is light years ahead from its Yorktown and Wake-class counterparts in performance, technology, and striking power. 

Constructed from lessons learned from predecessors such as the TCS Tarawa, individual vessels can be specialized and configured for any particular task on hand. 

Highly automated, they also virtually run themselves, requiring less crew. 
A favored staging platform for various black ops forces and recon fleets, Harrier-class vessels are the most autonomous carriers in the Fleet, able to operate freely without the need for escorts. 
        $end_multi_text

$POF file:                      tcs_eagle.pof
$POF Target LOD:                2
$Detail distance:               (0, 1808, 1960)

$Density:                       3.0
$Damp:                          4.0
$Rotdamp:                       6.0

$Max Velocity:                  0.0, 0.0, 35.0
$Rotation time:                 36.0, 36.0, 24.0
$Rear Velocity:                 35.0
$Forward accel:                 15.0
$Forward decel:                 15.0
$Slide accel:                   0.0
$Slide decel:                   0.0

$Expl inner rad:                391.768799
$Expl outer rad:                1567.075196
$Expl damage:                   500.0
$Expl blast:                    5000.0
$Expl Propagates:               YES

$Shockwave Speed:               391.768799
$Shockwave Count:               1

$Default PBanks:                ()

$Default SBanks:                ()
$SBank Capacity:                ()

$Shields:                       	225000
$Shield Color:                  100 100 255
$Power Output:                  240.0
$Max Oclk Speed:                46.0
$Max Weapon Eng:                400.0
$Hitpoints:                     	150000

$Flags:                         ( "capital" "in tech database" )
$AI Class:                      Captain

$Afterburner:                   NO

$Countermeasures:               0
$Scan time:                     2000
$EngineSnd:                     129                   
$Closeup_pos:                   0.0, 0.0, -783.537598
$Closeup_zoom:                  0.43633
$Shield_icon:                   harrier
$Score:                         1200

$Thruster01 Radius factor:      0.6
$Thruster02 Radius factor:      0.7
$Thruster02 Length factor:      0.7
$Thruster03 Radius factor:      0.9
$Thruster Distortion:      		NO

$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Hostile
    +As Color:                  (255, 128, 0)

$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Friendly
    +As Color:                  (113, 151, 240)

$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Neutral
    +As Color:                  (255, 128, 0)

$Ship IFF Colors: 
    +Seen By:                   Traitor
    +When IFF Is:               Hostile
    +As Color:                  (255, 128, 0)

$Ship IFF Colors: 
    +Seen By:                   Traitor
    +When IFF Is:               Neutral
    +As Color:                  (255, 128, 0)

$Subsystem:                     fighterbay01, 0.0, 0.0
   $Flags:                      ( "untargetable" )

$Subsystem:                     fighterbay02, 0.0, 0.0
   $Flags:                      ( "untargetable" )
   
$Subsystem:                     intake01, 5.0, 0.0
    $Flags:                     ( "untargetable" )

$Subsystem:                     intake02, 5.0, 0.0
    $Flags:                     ( "untargetable" )

$Subsystem:                     intake03, 5.0, 0.0
    $Flags:                     ( "untargetable" )

$Subsystem:                     communication01, 5.0, 0.0
    $Alt Subsystem Name:        Comm

$Subsystem:                     communication02, 5.0, 0.0
    $Alt Subsystem Name:        Comm       

$Subsystem:                     navigation, 10.0, 0.0
    $Alt Subsystem Name:        Navigation

$Subsystem:                     radar01, 5.0, 5.0
    $Alt Subsystem Name:        Radar

$Subsystem:                     radar02, 5.0, 5.0
    $Alt Subsystem Name:        Radar

$Subsystem:                     sensors, 10.0, 0.0
    $Alt Subsystem Name:        Sensors
   
$Subsystem:                     engine01, 2.5, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default200

$Subsystem:                     engine02, 2.5, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default200

$Subsystem:                     engine03, 2.5, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default200

$Subsystem:                     engine04, 2.5, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default200

$Subsystem:                     engine05, 2.5, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default200

$Subsystem:                     engine06, 2.5, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default200
	
$Subsystem:                     weapons, 10.0, 0.0
    $Alt Subsystem Name:        Weapons
	
$Subsystem:                     Turret01, 0.625, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     Turret02, 0.625, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     Turret03, 0.625, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     Turret04, 0.625, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     Turret05, 0.625, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0

$Subsystem:                     Turret06, 0.625, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0

$Subsystem:                     Turret07, 0.625, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0

$Subsystem:                     Turret08, 0.625, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0

$Subsystem:                     Turret09, 0.625, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0

$Subsystem:                     Turret10, 0.625, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0	
		
$Subsystem:                     Turret11, 0.625, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0	
		
$Subsystem:                     Turret12, 0.9375, 5.0
    $Alt Subsystem Name:        Miss. Turret
    $Default SBanks:            ( "Spiculum IR#turretMP" )
    $Flags:                     ( "carry no damage" "fire down normals" "check hull" "no subsystem targeting" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0
		
$Subsystem:                     Turret13, 0.9375, 5.0
    $Alt Subsystem Name:        Miss. Turret
    $Default SBanks:            ( "Spiculum IR#turretMP" )
    $Flags:                     ( "carry no damage" "fire down normals" "check hull" "no subsystem targeting" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

;------------------------------ Yorktown --------------------------------------

$Name:                          Yorktown-class
$Short name:                    Yorktown
$Species:                       Terran
    +Tech Description:          Designed more than fifty years before the Kilrathi War, the Yorktown-class light carrier has been modernized and refitted to keep up with rest of the carrier fleet. 

Its four fighter squadrons offer respectable flexibility and adaptability, from serving in support of a larger confederation carrier to forming the center of a smaller battle group. 

The Kilrathi naval build-up of the past few years and the Confederations losses incurred during the Battle for Earth have shifted these venerable carriers back into front line duty.
        $end_multi_text

$POF file:                      tcs_yorktown.pof
$POF Target LOD:                3
$Detail distance:               (0, 2836, 4460, 9455)

$Density:                       3.0
$Damp:                          4.0
$Rotdamp:                       6.0

$Max Velocity:                  0.0, 0.0, 30.0
$Rotation time:                 36.0, 36.0, 24.0
$Rear Velocity:                 30.0
$Forward accel:                 16.0
$Forward decel:                 16.0
$Slide accel:                   0.0
$Slide decel:                   0.0

$Expl inner rad:                378.228546
$Expl outer rad:                1512.914184
$Expl damage:                   500.0
$Expl blast:                    5000.0
$Expl Propagates:               YES

$Shockwave Speed:               378.228546
$Shockwave Count:               1

$Default PBanks:                ()

$Default SBanks:                ()
$SBank Capacity:                ()

$Shields:                       	270000
$Shield Color:                  100 100 255
$Power Output:                  240.0
$Max Oclk Speed:                40.0
$Max Weapon Eng:                400.0
$Hitpoints:                     	180000

$Flags:                         ( "capital" "in tech database" )
$AI Class:                      Captain

$Afterburner:                   NO

$Countermeasures:               0
$Scan time:                     2000
$EngineSnd:                     129                  
$Closeup_pos:                   0.0, 0.0, -756.457092
$Closeup_zoom:                  0.43633
$Shield_icon:                   yorktown
$Score:                         1200

$Thruster01 Radius factor:      0.6
$Thruster02 Radius factor:      0.7
$Thruster02 Length factor:      0.7
$Thruster03 Radius factor:      0.9
$Thruster Distortion:      		NO

$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Hostile
    +As Color:                  (255, 128, 0)

$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Friendly
    +As Color:                  (113, 151, 240)

$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Neutral
    +As Color:                  (255, 128, 0)

$Ship IFF Colors: 
    +Seen By:                   Traitor
    +When IFF Is:               Hostile
    +As Color:                  (255, 128, 0)

$Ship IFF Colors: 
    +Seen By:                   Traitor
    +When IFF Is:               Neutral
    +As Color:                  (255, 128, 0)

$Subsystem:                     fighterbay01, 0.0, 0.0
    $Flags:                     ( "untargetable" )

$Subsystem:                     fighterbay02, 0.0, 0.0
    $Flags:                     ( "untargetable" )

$Subsystem:                     intake01, 2.5, 0.0
    $Flags:                     ( "untargetable" )

$Subsystem:                     intake02, 2.5, 0.0
    $Flags:                     ( "untargetable" )

$Subsystem:                     intake03, 2.5, 0.0
    $Flags:                     ( "untargetable" )

$Subsystem:                     intake04, 2.5, 0.0
    $Flags:                     ( "untargetable" )
	
$Subsystem:                     intake05, 2.5, 0.0
    $Flags:                     ( "untargetable" )
	
$Subsystem:                     intake06, 2.5, 0.0
    $Flags:                     ( "untargetable" )

$Subsystem:                     communication01, 5.0, 0.0
    $Alt Subsystem Name:        Comm

$Subsystem:                     communication02, 5.0, 0.0
    $Alt Subsystem Name:        Comm       

$Subsystem:                     navigation, 10.0, 0.0
    $Alt Subsystem Name:        Navigation

$Subsystem:                     radar01, 5.0, 5.0
    $Alt Subsystem Name:        Radar

$Subsystem:                     radar02, 5.0, 5.0
    $Alt Subsystem Name:        Radar

$Subsystem:                     sensors01, 5.0, 0.0
    $Alt Subsystem Name:        Sensors

$Subsystem:                     sensors02, 5.0, 0.0
    $Alt Subsystem Name:        Sensors
	
$Subsystem:                     weapons, 10.0, 0.0
    $Alt Subsystem Name:        Weapons

$Subsystem:                     engine01, 2.5, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default200

$Subsystem:                     engine02, 2.5, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default200

$Subsystem:                     engine03, 2.5, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default200

$Subsystem:                     engine04, 2.5, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default200

$Subsystem:                     engine05, 2.5, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default200

$Subsystem:                     engine06, 2.5, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default200
    
$Subsystem:                     Turret01, 0.5, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     Turret02, 0.5, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     Turret03, 0.5, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     Turret04, 0.5, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     Turret05, 0.5, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     Turret06, 0.5, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     Turret07, 0.5, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0

$Subsystem:                     Turret08, 0.5, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0

$Subsystem:                     Turret09, 0.5, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0

$Subsystem:                     Turret10, 0.5, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0
		
$Subsystem:                     Turret11, 0.5, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0



;------------------------------ Jutland ---------------------------------------

$Name:                          Jutland-class
$Short name:                    Jutland
$Species:                       Terran
    +Tech Description:          The Jutland-class carriers are the latest breed of advanced fleet attack carriers, built to support the evolving ConFleet military technology and theory developed during the Kilrathi War. 

Constructed with an emphasis on speed, mobility, and striking power, they are amongst the most formidable carriers in Confederation service. 

These carriers carry nine squadrons of fighters, backed up by various anti-matter guns and missile batteries for additional striking power. 
With the withdrawal of Confed's heaviest carriers and dreadnoughts to defend Earth, Jutland-class carrier now comprise the majority of fleet carriers left on the frontline.
        $end_multi_text

$POF file:                      tcs_jutland.pof
$POF Target LOD:                3
$Detail distance:               (0, 2599, 2709, 14462)

$Density:                       3.0
$Damp:                          4.0
$Rotdamp:                       6.0

$Max Velocity:                  0.0, 0.0, 30.0
$Rotation time:                 36.0, 36.0, 30.0
$Rear Velocity:                 30.0
$Forward accel:                 16.0
$Forward decel:                 16.0
$Slide accel:                   0.0
$Slide decel:                   0.0

$Expl inner rad:                491.122375
$Expl outer rad:                1964.4895
$Expl damage:                   500.0
$Expl blast:                    5000.0
$Expl Propagates:               YES

$Shockwave Speed:               491.122375
$Shockwave Count:               1

$Default PBanks:                ()

$Default SBanks:                ()
$SBank Capacity:                ()

$Shields:                       	300000
$Shield Color:                  100 100 255
$Power Output:                  240.0
$Max Oclk Speed:                40.0
$Max Weapon Eng:                400.0
$Hitpoints:                     	200000

$Flags:                         ( "capital" )
$AI Class:                      Captain

$Afterburner:                   NO

$Countermeasures:               0
$Scan time:                     2000
$EngineSnd:                     129
$Closeup_pos:                   0.0, 0.0, -982.24475
$Closeup_zoom:                  0.43633
$Shield_icon:                   jutland
$Score:                         1500

$Thruster01 Radius factor:      0.6
$Thruster02 Radius factor:      0.7
$Thruster02 Length factor:      0.7
$Thruster03 Radius factor:      0.9
$Thruster Distortion:      		NO

$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Hostile
    +As Color:                  (255, 128, 0)
$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Friendly
    +As Color:                  (113, 151, 240)
$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Neutral
    +As Color:                  (255, 128, 0)
$Ship IFF Colors: 
    +Seen By:                   Traitor
    +When IFF Is:               Hostile
    +As Color:                  (255, 128, 0)
$Ship IFF Colors: 
    +Seen By:                   Traitor
    +When IFF Is:               Neutral
    +As Color:                  (255, 128, 0)

$Subsystem:                     fighterbay01, 0.0, 0.0
    $Flags:                     ( "untargetable" )

$Subsystem:                     fighterbay02, 0.0, 0.0
    $Flags:                     ( "untargetable" )

$Subsystem:                     intake01, 7.5, 0.0
    $Flags:                     ( "untargetable" )

$Subsystem:                     intake02, 7.5, 0.0
    $Flags:                     ( "untargetable" )   

$Subsystem:                     communication01, 5.0, 0.0
    $Alt Subsystem Name:        Comm

$Subsystem:                     communication02, 5.0, 0.0
    $Alt Subsystem Name:        Comm

$Subsystem:                     navigation01, 1.11111, 0.0
    $Alt Subsystem Name:        Navigation

$Subsystem:                     navigation02, 1.11111, 0.0
    $Alt Subsystem Name:        Navigation

$Subsystem:                     navigation03, 1.11111, 0.0
    $Alt Subsystem Name:        Navigation

$Subsystem:                     navigation04, 1.11111, 0.0
    $Alt Subsystem Name:        Navigation

$Subsystem:                     navigation05, 1.11111, 0.0
    $Alt Subsystem Name:        Navigation

$Subsystem:                     navigation06, 1.11111, 0.0
    $Alt Subsystem Name:        Navigation

$Subsystem:                     navigation07, 1.11111, 0.0
    $Alt Subsystem Name:        Navigation

$Subsystem:                     navigation08, 1.11111, 0.0
    $Alt Subsystem Name:        Navigation

$Subsystem:                     navigation09, 1.11111, 0.0
    $Alt Subsystem Name:        Navigation

$Subsystem:                     radar01, 5.0, 5.0
    $Alt Subsystem Name:        Radar

$Subsystem:                     radar02, 5.0, 5.0
    $Alt Subsystem Name:        Radar

$Subsystem:                     sensors01, 2.5, 0.0
    $Alt Subsystem Name:        Sensors

$Subsystem:                     sensors02, 2.5, 0.0
    $Alt Subsystem Name:        Sensors

$Subsystem:                     sensors03, 2.5, 0.0
    $Alt Subsystem Name:        Sensors

$Subsystem:                     sensors04, 2.5, 0.0
    $Alt Subsystem Name:        Sensors    

$Subsystem:                     weapons, 10.0, 0.0
    $Alt Subsystem Name:        Weapons

$Subsystem:                     engine01, 1.875, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default300

$Subsystem:                     engine02, 1.875, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default300

$Subsystem:                     engine03, 1.875, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default300

$Subsystem:                     engine04, 1.875, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default300

$Subsystem:                     engine05, 1.875, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default300

$Subsystem:                     engine06, 1.875, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default300

$Subsystem:                     engine07, 1.875, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default300

$Subsystem:                     engine08, 1.875, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default300

$Subsystem:                     Turret05, 0.29412, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     Turret06, 0.29412, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     Turret07, 0.29412, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     Turret08, 0.29412, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     Turret09, 0.29412, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0

$Subsystem:                     Turret10, 0.29412, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0

$Subsystem:                     Turret11, 0.29412, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0

$Subsystem:                     Turret12, 0.29412, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0

$Subsystem:                     Turret13, 0.29412, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0

$Subsystem:                     Turret14, 0.29412, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     Turret15, 0.29412, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     Turret01, 0.58824, 6.0
    $Alt Subsystem Name:        Heavy Turret
    $Default PBanks:            ( "Anti-Mater Turret" )
    $Flags:                     ( "carry no damage" "check hull" "no subsystem targeting" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     Turret02, 0.58824, 6.0
    $Alt Subsystem Name:        Heavy Turret
    $Default PBanks:            ( "Anti-Mater Turret" )
    $Flags:                     ( "carry no damage" "check hull" "no subsystem targeting" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0

$Subsystem:                     Turret03, 0.44118, 5.0
    $Alt Subsystem Name:        Miss. Turret
    $Default SBanks:            ( "Spiculum IR#turretMP" )
    $Flags:                     ( "carry no damage" "fire down normals" "check hull" "no subsystem targeting" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     Turret04, 0.44118, 5.0
    $Alt Subsystem Name:        Miss. Turret
    $Default SBanks:            ( "Spiculum IR#turretMP" )
    $Flags:                     ( "carry no damage" "fire down normals" "check hull" "no subsystem targeting" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0

$Subsystem:                     Turret16, 0.58824, 0.0
    $Alt Subsystem Name:        Launcher
    $Default SBanks:            ( "Warhammer CSM" )
    $Flags:                     ( "carry no damage" "fire down normals" "check hull" "no subsystem targeting" "reset when idle" )



;------------------------------ Lexington -------------------------------------

$Name:                          Lexington-class
$Short name:                    Lexington
$Species:                       Terran
    +Tech Description:          After the Battle of Earth, the Lexington-class became the new backbone of the Terran Defense Fleet. 

More than a match for their Kilrathi counterparts, these carriers can take critical hits in multiple launch bays and still maintain flight operations. 

They are traditional carriers with minimal weapons and must rely on escorting warships for support, but they do possess a full compliment of fighters and the heaviest shielding and armor this side of a starbase. 
The majority of these vessels have been withheld from the front to defend Earth and the Inner Colonies.
        $end_multi_text

$POF file:                      tcs_lexington.pof
$POF Target LOD:                2
$Detail distance:               (0, 11840, 18945)

$Density:                       3.0
$Damp:                          4.0
$Rotdamp:                       6.0

$Max Velocity:                  0.0, 0.0, 30.0
$Rotation time:                 50.0, 60.0, 40.0
$Rear Velocity:                 30.0
$Forward accel:                 20.0
$Forward decel:                 20.0
$Slide accel:                   0.0
$Slide decel:                   0.0

$Expl inner rad:                560.281311
$Expl outer rad:                2241.125244
$Expl damage:                   500.0
$Expl blast:                    5000.0
$Expl Propagates:               YES                                                     

$Shockwave Speed:               560.281311
$Shockwave Count:               1

$Default PBanks:                ()

$Default SBanks:                ()
$SBank Capacity:                ()

$Shields:                       	540000
$Shield Color:                  100 100 255
$Power Output:                  450.0
$Max Oclk Speed:                40.0
$Max Weapon Eng:                540.0
$Hitpoints:                     	360000

$Flags:                         ( "capital" )
$AI Class:                      Captain

$Afterburner:                   NO

$Countermeasures:               0
$Scan time:                     2000
$EngineSnd:                     129
$Closeup_pos:                   0.0, 0.0, -1148.319336
$Closeup_zoom:                  0.43633
$Shield_icon:                   lexington
$Score:                         2400

$Thruster01 Radius factor:      0.6
$Thruster02 Radius factor:      0.7
$Thruster02 Length factor:      0.7
$Thruster03 Radius factor:      0.9
$Thruster Distortion:      		NO

$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Hostile
    +As Color:                  (255, 128, 0)
$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Friendly
    +As Color:                  (113, 151, 240)
$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Neutral
    +As Color:                  (255, 128, 0)
$Ship IFF Colors: 
    +Seen By:                   Traitor
    +When IFF Is:               Hostile
    +As Color:                  (255, 128, 0)
$Ship IFF Colors: 
    +Seen By:                   Traitor
    +When IFF Is:               Neutral
    +As Color:                  (255, 128, 0)

$Subsystem:                     fighterbay01, 0.0, 0.0
   $Flags:                      ( "untargetable" )

$Subsystem:                     fighterbay02, 0.0, 0.0
   $Flags:                      ( "untargetable" )

$Subsystem:                     intake01, 7.5, 0.0
   $Flags:                      ( "untargetable" )

$Subsystem:                     intake02, 7.5, 0.0
   $Flags:                      ( "untargetable" )

$Subsystem:                     communication, 10.0, 0.0
    $Alt Subsystem Name:        Comm

$Subsystem:                     navigation, 10.0, 0.0
    $Alt Subsystem Name:        Navigation

$Subsystem:                     radar, 10.0, 5.0
    $Alt Subsystem Name:        Radar

$Subsystem:                     sensors01, 5.0, 0.0
    $Alt Subsystem Name:        Sensors

$Subsystem:                     sensors02, 5.0, 0.0
    $Alt Subsystem Name:        Sensors

$Subsystem:                     weapons, 10.0, 0.0
    $Alt Subsystem Name:        Weapons

$Subsystem:                     engine01, 1.875, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default300

$Subsystem:                     engine02, 1.875, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default300

$Subsystem:                     engine03, 1.875, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default300

$Subsystem:                     engine04, 1.875, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default300

$Subsystem:                     engine05, 1.875, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default300

$Subsystem:                     engine06, 1.875, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default300

$Subsystem:                     engine07, 1.875, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default300

$Subsystem:                     engine08, 1.875, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default300

$Subsystem:                     turret04, 0.26316, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     turret05, 0.26316, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     Turret06, 0.26316, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     turret07, 0.26316, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     turret08, 0.26316, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     turret09, 0.26316, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     turret10, 0.26316, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0

$Subsystem:                     turret11, 0.26316, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0

$Subsystem:                     turret12, 0.26316, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0

$Subsystem:                     turret13, 0.26316, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0

$Subsystem:                     turret14, 0.26316, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0

$Subsystem:                     turret15, 0.26316, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0

$Subsystem:                     turret16, 0.26316, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     turret17, 0.26316, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0
    
$Subsystem:                     turret01, 0.394737, 5.0
    $Alt Subsystem Name:        Miss. Turret
    $Default SBanks:            ( "Spiculum IR#turretMP" )
    $Flags:                     ( "carry no damage" "fire down normals" "check hull" "no subsystem targeting" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     turret02, 0.394737, 5.0
    $Alt Subsystem Name:        Miss. Turret
    $Default SBanks:            ( "Spiculum IR#turretMP" )
    $Flags:                     ( "carry no damage" "fire down normals" "check hull" "no subsystem targeting" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     turret03, 0.394737, 5.0
    $Alt Subsystem Name:        Miss. Turret
    $Default SBanks:            ( "Spiculum IR#turretMP" )
    $Flags:                     ( "carry no damage" "fire down normals" "check hull" "no subsystem targeting" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0



;------------------------------ Confederation ---------------------------------

$Name:                          Confederation-class
$Short name:                    Confederation
$Species:                       Terran
    +Tech Description:          Modern Terran dreadnoughts have been extensively upgraded from older sisterships such as the Concordia. 

Originally built to counter Kilrathi designs, they combine the fighter capacity of a fleet carrier with the guns and armor of a battleship. 

Features include streamlined and more efficient naval design, a keel mounted Mark III plasma cannon to replace the retired Phase Transit Cannon, refitted defensive weaponry, and uprated shielding and armor. 

There are far fewer Terran dreadnoughts in service compared to the Kilrathi, and those few ships left are exclusively held within the Terran Defense Fleet.
        $end_multi_text

$POF file:                      tcs_confederation.pof
$POF Target LOD:                3
$Detail distance:               (0, 8512, 13619, 17024)

$Density:                       3.0
$Damp:                          4.0
$Rotdamp:                       6.0

$Max Velocity:                  0.0, 0.0, 30.0
$Rotation time:                 36.0, 40.0, 30.0
$Rear Velocity:                 30.0
$Forward accel:                 16.0
$Forward decel:                 16.0
$Slide accel:                   0.0
$Slide decel:                   0.0

$Expl inner rad:                680.967285
$Expl outer rad:                2723.86914
$Expl damage:                   750.0
$Expl blast:                    7500.0
$Expl Propagates:               YES

$Shockwave Speed:               680.967285
$Shockwave Count:               1

$Default PBanks:                ()

$Default SBanks:                ()
$SBank Capacity:                ()

$Shields:                       	360000
$Shield Color:                  100 100 255
$Power Output:                  300.0
$Max Oclk Speed:                40.0
$Max Weapon Eng:                440.0
$Hitpoints:                     	240000

$Flags:                         ( "capital" "in tech database" )
$AI Class:                      Captain

$Afterburner:                   NO

$Countermeasures:               0
$Scan time:                     2000
$EngineSnd:                     129
$Closeup_pos:                   0.0, 0.0, -1361.93457
$Closeup_zoom:                  0.43633
$Shield_icon:                   confederation
$Score:                         2400

$Thruster01 Radius factor:      0.6
$Thruster02 Radius factor:      0.7
$Thruster02 Length factor:      0.7
$Thruster03 Radius factor:      0.9
$Thruster Distortion:      		NO

$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Hostile
    +As Color:                  (255, 128, 0)

$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Friendly
    +As Color:                  (113, 151, 240)

$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Neutral
    +As Color:                  (255, 128, 0)

$Ship IFF Colors: 
    +Seen By:                   Traitor
    +When IFF Is:               Hostile
    +As Color:                  (255, 128, 0)

$Ship IFF Colors: 
    +Seen By:                   Traitor
    +When IFF Is:               Neutral
    +As Color:                  (255, 128, 0)	
	
$Subsystem:                     fighterbay01, 0.0, 0.0
    $Flags:                     ( "untargetable" )

$Subsystem:                     fighterbay02, 0.0, 0.0
    $Flags:                     ( "untargetable" )

$Subsystem:                     intake01a, 3.75, 0.0
    $Flags:                     ( "untargetable" )

$Subsystem:                     intake02a, 3.75, 0.0
    $Flags:                     ( "untargetable" )

$Subsystem:                     intake03a, 3.75, 0.0
    $Flags:                     ( "untargetable" )

$Subsystem:                     intake04a, 3.75, 0.0
    $Flags:                     ( "untargetable" )

$Subsystem:                     communication, 10.0, 0.0
    $Alt Subsystem Name:        Comm
   
$Subsystem:                     navigation01, 2.0, 0.0
    $Alt Subsystem Name:        Navigation

$Subsystem:                     navigation02, 2.0, 0.0
    $Alt Subsystem Name:        Navigation

$Subsystem:                     navigation03, 2.0, 0.0
    $Alt Subsystem Name:        Navigation

$Subsystem:                     navigation04, 2.0, 0.0
    $Alt Subsystem Name:        Navigation   
	
$Subsystem:                     navigation05, 2.0, 0.0
    $Alt Subsystem Name:        Navigation  
	
$Subsystem:                     radar, 10.0, 5.0
    $Alt Subsystem Name:        Radar

$Subsystem:                     sensors01, 5.0, 0.0
    $Alt Subsystem Name:        Sensors

$Subsystem:                     sensors02, 5.0, 0.0
    $Alt Subsystem Name:        Sensors
	
$Subsystem:                     weapons, 10.0, 0.0
    $Alt Subsystem Name:        Weapons

$Subsystem:                     engine01, 1.25, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default500

$Subsystem:                     engine02, 1.25, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default500

$Subsystem:                     engine03, 1.25, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default500

$Subsystem:                     engine04, 1.25, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default500

$Subsystem:                     engine05, 1.25, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default500

$Subsystem:                     engine06, 1.25, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default500

$Subsystem:                     engine07, 1.25, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default500

$Subsystem:                     engine08, 1.25, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default500

$Subsystem:                     engine09, 1.25, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default500

$Subsystem:                     engine10, 1.25, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default500
	
$Subsystem:                     engine11, 1.25, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default500
	
$Subsystem:                     engine12, 1.25, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default500

$Subsystem:                     Turret12, 0.294118, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     Turret13, 0.294118, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     Turret14, 0.294118, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     Turret15, 0.294118, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     Turret16, 0.294118, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     Turret17, 0.294118, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     Turret18, 0.294118, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0

$Subsystem:                     Turret19, 0.294118, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0

$Subsystem:                     Turret20, 0.294118, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0

$Subsystem:                     Turret21, 0.294118, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0

$Subsystem:                     Turret22, 0.294118, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     Turret23, 0.294118, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     Turret02, 0.588235, 6.0
    $Alt Subsystem Name:        Heavy Turret
    $Default PBanks:            ( "Anti-Mater Turret" )
    $Flags:                     ( "carry no damage" "check hull" "no subsystem targeting" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0,0

$Subsystem:                     Turret03, 0.588235, 6.0
    $Alt Subsystem Name:        Heavy Turret
    $Default PBanks:            ( "Anti-Mater Turret" )
    $Flags:                     ( "carry no damage" "check hull" "no subsystem targeting" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     Turret04, 0.588235, 6.0
    $Alt Subsystem Name:        Heavy Turret
    $Default PBanks:            ( "Anti-Mater Turret" )
    $Flags:                     ( "carry no damage" "check hull" "no subsystem targeting" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     Turret05, 0.588235, 6.0
    $Alt Subsystem Name:        Heavy Turret
    $Default PBanks:            ( "Anti-Mater Turret" )
    $Flags:                     ( "carry no damage" "check hull" "no subsystem targeting" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     Turret06, 0.588235, 6.0
    $Alt Subsystem Name:        Heavy Turret
    $Default PBanks:            ( "Anti-Mater Turret" )
    $Flags:                     ( "carry no damage" "check hull" "no subsystem targeting" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0

$Subsystem:                     Turret07, 0.588235, 6.0
    $Alt Subsystem Name:        Heavy Turret
    $Default PBanks:            ( "Anti-Mater Turret" )
    $Flags:                     ( "carry no damage" "check hull" "no subsystem targeting" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0

$Subsystem:                     Turret08, 0.588235, 6.0
    $Alt Subsystem Name:        Heavy Turret
    $Default PBanks:            ( "Anti-Mater Turret" )
    $Flags:                     ( "carry no damage" "check hull" "no subsystem targeting" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0

$Subsystem:                     Turret09, 0.588235, 6.0
    $Alt Subsystem Name:        Heavy Turret
    $Default PBanks:            ( "Anti-Mater Turret" )
    $Flags:                     ( "carry no damage" "check hull" "no subsystem targeting" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0

$Subsystem:                     Turret24, 0.441177, 5.0
    $Alt Subsystem Name:        Miss. Turret
    $Default SBanks:            ( "Spiculum IR#turretMP" )
    $Flags:                     ( "carry no damage" "fire down normals" "check hull" "no subsystem targeting" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        45, 0, 0

$Subsystem:                     Turret25, 0.441177, 5.0
    $Alt Subsystem Name:        Miss. Turret
    $Default SBanks:            ( "Spiculum IR#turretMP" )
    $Flags:                     ( "carry no damage" "fire down normals" "check hull" "no subsystem targeting" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        45, 0, 0

$Subsystem:                     Turret10, 0.588235, 0.0
    $Alt Subsystem Name:        Launcher
    $Default SBanks:            ( "Warhammer CSM" )
    $Flags:                     ( "carry no damage" "fire down normals" "check hull" "no subsystem targeting" "reset when idle" )

$Subsystem:                     Turret11, 0.588235, 0.0
    $Alt Subsystem Name:        Launcher
    $Default SBanks:            ( "Warhammer CSM" )
    $Flags:                     ( "carry no damage" "fire down normals" "check hull" "no subsystem targeting" "reset when idle" )
	
	
;------------------------------ Behemoth ---------------------------------

$Name:                          Behemoth-class
$Short name:                    Behemoth
$Species:                       Terran
    +Tech Description:          A class of super-dreadnought, the Behemoth has been in development for the past 10 years as the Confederation's Doomsday Weapon. 

The Behemoth's entire naval design is built around its main gun, a series of linked, superconducting energy amplification conduits, focusing an output of five hundred million gigawatts into one lancing point. 

Rumors state the Behemoth is being pressed into service prematurely, and as such, her defensive weapons, shielding, and armor plating are practically nonexistent. 
While Behemoth is the only ship so far in commission, plans are presumably going ahead to build more ships of the class.
        $end_multi_text

$POF file:                      tcs_behemoth.pof
$POF Target LOD:                2
$Detail distance:               (0, 24861, 39778)

$Density:                       6.0
$Damp:                          5.0
$Rotdamp:                       7.5

$Max Velocity:                  0.0, 0.0, 25.0
$Rotation time:                 80.0, 100.0, 60.0
$Rear Velocity:                 25.0
$Forward accel:                 24.0
$Forward decel:                 24.0
$Slide accel:                   0.0
$Slide decel:                   0.0

$Expl inner rad:                1988.947754
$Expl outer rad:                7955.791016
$Expl damage:                   1000.0
$Expl blast:                    10000.0
$Expl Propagates:               YES

$Shockwave Speed:               1988.947754
$Shockwave Count:               1

$Default PBanks:                ()

$Default SBanks:                ()
$SBank Capacity:                ()

$Shields:                       	1800000
$Shield Color:                  100 100 255
$Power Output:                  900.0
$Max Oclk Speed:                33.0
$Max Weapon Eng:                860.0
$Hitpoints:                     	1800000

$Flags:                         ( "capital" "surface shields" "in tech database" )
$AI Class:                      Captain

$Afterburner:                   NO

$Countermeasures:               0
$Scan time:                     2000
$EngineSnd:                     136
$Closeup_pos:                   0.0, 0.0, -3977.895508
$Closeup_zoom:                  0.43633
$Shield_icon:                   behemoth
$Score:                         24000

$Thruster01 Radius factor:      0.6
$Thruster02 Radius factor:      0.7
$Thruster02 Length factor:      0.7
$Thruster03 Radius factor:      0.9
$Thruster Distortion:      		NO

$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Hostile
    +As Color:                  (255, 128, 0)

$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Friendly
    +As Color:                  (113, 151, 240)

$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Neutral
    +As Color:                  (255, 128, 0)

$Ship IFF Colors: 
    +Seen By:                   Traitor
    +When IFF Is:               Hostile
    +As Color:                  (255, 128, 0)

$Ship IFF Colors: 
    +Seen By:                   Traitor
    +When IFF Is:               Neutral
    +As Color:                  (255, 128, 0)
	
$Subsystem:                     communication, 10.0, 0.0
    $Alt Subsystem Name:        Comm
   
$Subsystem:                     navigation, 10.0, 0.0
    $Alt Subsystem Name:        Navigation

$Subsystem:                     sensors, 10.0, 0.0
    $Alt Subsystem Name:        Sensors

$Subsystem:                     engine01, 0.3125, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default1000
	
$Subsystem:                     engine02, 0.3125, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default1000
	
$Subsystem:                     engine03, 0.3125, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default1000
	
$Subsystem:                     engine04, 0.3125, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default1000
	
$Subsystem:                     engine05, 0.3125, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default1000
	
$Subsystem:                     engine06, 0.3125, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default1000
	
$Subsystem:                     engine07, 0.3125, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default1000
	
$Subsystem:                     engine08, 0.3125, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default1000
	
$Subsystem:                     engine09, 0.3125, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default1000
	
$Subsystem:                     engine10, 0.3125, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default1000
	
$Subsystem:                     engine11, 0.3125, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default1000
	
$Subsystem:                     engine12, 0.3125, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default1000
	
$Subsystem:                     engine13, 0.3125, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default1000
	
$Subsystem:                     engine14, 0.3125, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default1000
	
$Subsystem:                     engine15, 0.3125, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default1000
	
$Subsystem:                     engine16, 0.3125, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default1000
	
$Subsystem:                     engine17, 0.3125, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default1000
	
$Subsystem:                     engine18, 0.3125, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default1000
	
$Subsystem:                     engine19, 0.3125, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default1000
	
$Subsystem:                     engine20, 0.3125, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default1000
	
$Subsystem:                     engine21, 0.3125, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default1000
	
$Subsystem:                     engine22, 0.3125, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default1000
	
$Subsystem:                     engine23, 0.3125, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default1000
	
$Subsystem:                     engine24, 0.3125, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default1000
	
$Subsystem:                     engine25, 0.3125, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default1000
	
$Subsystem:                     engine26, 0.3125, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default1000
	
$Subsystem:                     engine27, 0.3125, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default1000
	
$Subsystem:                     engine28, 0.3125, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default1000
	
$Subsystem:                     engine29, 0.3125, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default1000
	
$Subsystem:                     engine30, 0.3125, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default1000
	
$Subsystem:                     engine31, 0.3125, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default1000
	
$Subsystem:                     engine32, 0.3125, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default1000
	
$Subsystem:                     engine33, 0.3125, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default1000
	
$Subsystem:                     engine34, 0.3125, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default1000
	
$Subsystem:                     engine35, 0.3125, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default1000
	
$Subsystem:                     engine36, 0.3125, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default1000
	
$Subsystem:                     engine37, 0.3125, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default1000
	
$Subsystem:                     engine38, 0.3125, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default1000
	
$Subsystem:                     engine39, 0.3125, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default1000
	
$Subsystem:                     engine40, 0.3125, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default1000
	
$Subsystem:                     engine41, 0.3125, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default1000
	
$Subsystem:                     engine42, 0.3125, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default1000
	
$Subsystem:                     engine43, 0.3125, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default1000
	
$Subsystem:                     engine44, 0.3125, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default1000
	
$Subsystem:                     engine45, 0.3125, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default1000
	
$Subsystem:                     engine46, 0.3125, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default1000
	
$Subsystem:                     engine47, 0.3125, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default1000
	
$Subsystem:                     engine48, 0.3125, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default1000

		
;============================>> CONFEDERATION INSTALLATIONS <<=================

;------------------------------ Jump Point Buoy -------------------------------

$Name:                          Jump Point Buoy
$Short name:                    Jump Buoy
$Species:                       Terran

$POF file:                      tb_jump_point_buoy.pof
$POF Target LOD:                1
$Detail distance:               (0, 250, 750)

$Impact Spew:
    +Max particles:             0
$Damage Spew:
    +Max particles:             0

$Density:                       2.0
$Damp:                          0.8
$Rotdamp:                       1.2

$Max Velocity:                  0.0, 0.0, 0.0
$Rotation time:                 10.0, 10.0, 10.0
$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                                                      

$Shockwave Speed:               0.0
$Explosion Animations:          (6, 7, 8)                                             

$Default PBanks:                ()

$Default SBanks:                ()
$SBank Capacity:                ()

$Shields:                       	0
$Power Output:                  0.0
$Max Oclk Speed:                0.0
$Max Weapon Eng:                0.0
$Hitpoints:                     	900

$Flags:                         ( "navbuoy" )
$AI Class:                      Captain

$Afterburner:                   NO

$Countermeasures:               0
$Scan time:                     2000
$Closeup_pos:                   0.0, 0.0, -16.49216
$Closeup_zoom:                  0.43633



;------------------------------ Turret Mine -----------------------------------

$Name:                          Turret Mine
$Short name:                    Turret Mine
$Species:                       Terran
    +Tech Description:          Scattered for picket lines or in defense of space stations, turret mines are autonomous weapon systems that can operate independently from a warship or orbital installation. 

Internal reactors enable them to generate power for its dual turrets and shielding, and there are thrusters for limited movement. 

There are several variants of turret mines, from the most common, featuring standard lasers, to more advanced models toting higher potent beam weapons or missile tubes.
        $end_multi_text

$POF file:                      tb_lasermine.pof
$POF Target LOD:                1
$Detail distance:               (0, 250, 500, 1000, 2000)

$Impact Spew:
    +Max particles:             0
$Damage Spew:
    +Max particles:             0

$Density:                       2.0
$Damp:                          0.3
$Rotdamp:                       0.6

$Max Velocity:                  0.0, 0.0, 0.0
$Rotation time:                 3.0, 3.0, 3.0
$Rear Velocity:                 0.0
$Forward accel:                 0.0
$Forward decel:                 0.0
$Slide accel:                   0.0
$Slide decel:                   0.0

$Expl inner rad:                2.71956
$Expl outer rad:                10.87825
$Expl damage:                   5.0
$Expl blast:                    50.0
$Expl Propagates:               NO 

$Shockwave Speed:               21.7565
$Shockwave Model:               f_shockwave.pof
$Explosion Animations:          (6, 7, 8)

$Default PBanks:                ()

$Default SBanks:                ()
$SBank Capacity:                ()

$Shields:                       	1800
$Shield Color:                  100 100 255
$Power Output:                  0.0
$Max Oclk Speed:                0.0
$Max Weapon Eng:                0.0
$Hitpoints:                     	1200

$Flags:                         ( "sentrygun" "in tech database" )
$AI Class:                      Captain

$Afterburner:                   NO

$Countermeasures:               0
$Scan time:                     2000
$EngineSnd:                     -1
$Closeup_pos:                   0.0, 0.0, -17.0 ;was -10.87825
$Closeup_zoom:                  0.43633
$Shield_icon:                   lasermine
$Score:                         36

$Subsystem:                     sensors, 10, 0.0
    $Alt Subsystem Name:        Sensors

$Subsystem:                     weapons, 10, 0.0
    $Alt Subsystem Name:        Weapons

$Subsystem:                     turret01, 31.25, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     turret02, 31.25, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0


;------------------------------ Supply Depot ------------------------------------

$Name:                          Supply Depot
$Short name:                    Depot
$Species:                       Terran
    +Tech Description:          There are virtually hundreds of these logistics bases scattered throughout Confederation space. 
They are the foundation of the trade routes and convoys that go back and forth throughout Confed space. 

They also have a small unit of shuttles for logistics purposes and most have a squadron of Home Defense fighters. 
        $end_multi_text

$POF file:                      tb_supply_base.pof
$Detail distance:               (0, 9504, 15207, 19009)

$Density:                       4.0
$Damp:                          3.0
$Rotdamp:                       6.0

$Max Velocity:                  0.0, 0.0, 0.0
$Rotation time:                 100.0, 100.0, 100.0
$Rear Velocity:                 0.0
$Forward accel:                 0.0
$Forward decel:                 0.0
$Slide accel:                   0.0
$Slide decel:                   0.0

$Expl inner rad:                760.378784
$Expl outer rad:                3041.515136
$Expl damage:                   400.0
$Expl blast:                    4000.0
$Expl Propagates:               YES 

$Shockwave Speed:               760.378784
$Shockwave Count:               1

$Default PBanks:                ()

$Default SBanks:                ()
$SBank Capacity:                ()

$Shields:                       	225000
$Shield Color:                  100 100 255
$Power Output:                  840.0
$Max Oclk Speed:                0.0
$Max Weapon Eng:                760.0
$Hitpoints:                     	150000

$Flags:                         ( "capital" "surface shields" "in tech database" )
$AI Class:                      Captain

$Afterburner:                   NO

$Countermeasures:               0
$Scan time:                     2000
$EngineSnd:                     130
$Closeup_pos:                   0.0, 0.0, -1520.757568
$Closeup_zoom:                  0.43633
$Shield_icon:                   genericcaps
$Score:                         3000

$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Hostile
    +As Color:                  (255, 128, 0)
$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Friendly
    +As Color:                  (113, 151, 240)
$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Neutral
    +As Color:                  (255, 128, 0)
$Ship IFF Colors: 
    +Seen By:                   Traitor
    +When IFF Is:               Hostile
    +As Color:                  (255, 128, 0)
$Ship IFF Colors: 
    +Seen By:                   Traitor
    +When IFF Is:               Neutral
    +As Color:                  (255, 128, 0)  

$Subsystem:                     fighterbay01, 0, 0.0
   $Flags:                      ( "untargetable" )

$Subsystem:                     fighterbay02, 0, 0.0  
   $Flags:                      ( "untargetable" )
   
$Subsystem:                     communication01, 5.0, 0.0
    $Alt Subsystem Name:        Comm
	
$Subsystem:                     communication02, 5.0, 0.0
    $Alt Subsystem Name:        Comm
   
$Subsystem:                     radar01, 2.5, 0.0
    $Alt Subsystem Name:        Radar
	
$Subsystem:                     radar02, 2.5, 0.0
    $Alt Subsystem Name:        Radar
	
$Subsystem:                     radar03, 2.5, 0.0
    $Alt Subsystem Name:        Radar
	
$Subsystem:                     radar04, 2.5, 0.0
    $Alt Subsystem Name:        Radar
		
		
;------------------------------ Naval Base ------------------------------------

$Name:                          Naval Base
$Short name:                    Naval Base
$Species:                       Terran
    +Tech Description:          These series of installations serve as forward command posts and system HQs for Confed sector forces. 
Being able to hold over 100 combat spacecraft, they also have docking mounts for a dozen capital ships. 

Naval bases feature extensive communications and command and control systems, with the ability to be converted to a Sector HQ if the need ever arises. 

Without any weaponry, their main defense comes from their defense fighters, patrol craft, and a battery of laser turret mines. Notable bases are in Blackmane, Vega, Venice, Vespus, Hell's Kitchen, Gateway, and Enyo.
        $end_multi_text

$POF file:                      tb_naval_base.pof
$POF Target LOD:                4
$Detail distance:               (0, 2000, 4000, 8000, 16000)

$Density:                       4.0
$Damp:                          3.0
$Rotdamp:                       6.0

$Max Velocity:                  0.0, 0.0, 0.0
$Rotation time:                 100.0, 120.0, 80.0
$Rear Velocity:                 0.0
$Forward accel:                 0.0
$Forward decel:                 0.0
$Slide accel:                   0.0
$Slide decel:                   0.0

$Expl inner rad:                1309.535645
$Expl outer rad:                5238.14258
$Expl damage:                   500.0
$Expl blast:                    5000.0
$Expl Propagates:               YES 

$Shockwave Speed:               1309.535645
$Shockwave Count:               1

$Default PBanks:                ()

$Default SBanks:                ()
$SBank Capacity:                ()

$Shields:                       	600000
$Shield Color:                  100 100 255
$Power Output:                  1200.0
$Max Oclk Speed:                0.0
$Max Weapon Eng:                900.0
$Hitpoints:                     	400000

$Flags:                         ( "capital" "surface shields" "in tech database" )
$AI Class:                      Captain

$Afterburner:                   NO

$Countermeasures:               0
$Scan time:                     2000
$EngineSnd:                     130
$Closeup_pos:                   0.0, 0.0, -2709.91431
$Closeup_zoom:                  0.43633
$Shield_icon:                   genericcaps
$Score:                         9000

$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Hostile
    +As Color:                  (255, 128, 0)
$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Friendly
    +As Color:                  (113, 151, 240)
$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Neutral
    +As Color:                  (255, 128, 0)
$Ship IFF Colors: 
    +Seen By:                   Traitor
    +When IFF Is:               Hostile
    +As Color:                  (255, 128, 0)
$Ship IFF Colors: 
    +Seen By:                   Traitor
    +When IFF Is:               Neutral
    +As Color:                  (255, 128, 0)  

$Subsystem:                     fighterbay01, 0, 0.0
   $Flags:                      ( "untargetable" )

$Subsystem:                     fighterbay02, 0, 0.0  
   $Flags:                      ( "untargetable" )

$Subsystem:                     communication01, 2.5, 0.0
    $Alt Subsystem Name:        Comm

$Subsystem:                     communication02, 2.5, 0.0
    $Alt Subsystem Name:        Comm

$Subsystem:                     communication03, 2.5, 0.0
    $Alt Subsystem Name:        Comm

$Subsystem:                     communication04, 2.5, 0.0
    $Alt Subsystem Name:        Comm


;------------------------------ Sector HQ ------------------------------------

$Name:                          Sector HQ
$Short name:                    Sector HQ
$Species:                       Terran
    +Tech Description:          Fleet Command stations are arguably the most formidable Terran battle stations among the front lines. 

Each one is a self-sustaining battle station with the logistics, refit, repair, and communications ability to maintain and command a full-scale fleet. 

Along its armored core are dozens of docking stations for capital ships as well as launch bays to support multiple fighter wings. 
Sector Command Bases are also the toughest bases to crack because layers of defense lines that resemble an onion: there is layer after layer after layer.
        $end_multi_text

$POF file:                      tb_sector_hq.pof
$Detail distance:               (0)

$Density:                       1
$Damp:                          0.2
$Rotdamp:                       2.0

$Max Velocity:                  0.0, 0.0, 0.0
$Rotation time:                 120.0, 150.0, 100.0
$Rear Velocity:                 0.0
$Forward accel:                 0.0
$Forward decel:                 0.0
$Slide accel:                   0.0
$Slide decel:                   0.0

$Expl inner rad:                4065.217285
$Expl outer rad:                16260.86914
$Expl damage:                   1000.0
$Expl blast:                    10000.0
$Expl Propagates:               YES

$Shockwave Speed:               4065.217285
$Shockwave Count:               1

$Default PBanks:                ()

$Default SBanks:                ()
$SBank Capacity:                ()

$Shields:                       	900000
$Shield Color:                  100 100 255
$Power Output:                  1200.0
$Max Oclk Speed:                0.0
$Max Weapon Eng:                900.0
$Hitpoints:                     	600000

$Flags:                         ( "capital" "surface shields" "in tech database" )
$AI Class:                      Captain

$Afterburner:                   NO

$Countermeasures:               0
$Scan time:                     2000
$EngineSnd:                     130
$Closeup_pos:                   0.0, 0.0, -8130.43457
$Closeup_zoom:                  0.43633
$Shield_icon:                   genericcaps
$Score:                         12000

$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Hostile
    +As Color:                  (255, 128, 0)
$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Friendly
    +As Color:                  (113, 151, 240)
$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Neutral
    +As Color:                  (255, 128, 0)
$Ship IFF Colors: 
    +Seen By:                   Traitor
    +When IFF Is:               Hostile
    +As Color:                  (255, 128, 0)
$Ship IFF Colors: 
    +Seen By:                   Traitor
    +When IFF Is:               Neutral
    +As Color:                  (255, 128, 0)  

$Subsystem:                     fighterbay01, 0, 0.0
   $Flags:                      ( "untargetable" )

$Subsystem:                     fighterbay02, 0, 0.0  
   $Flags:                      ( "untargetable" )
   
$Subsystem:                     fighterbay03, 0, 0.0  
   $Flags:                      ( "untargetable" )
   
$Subsystem:                     fighterbay04, 0, 0.0  
   $Flags:                      ( "untargetable" )

$Subsystem:                     communication, 10.0, 0.0
    $Alt Subsystem Name:        Comm
		

;============================>> PIRATE FIGHTERS <<=============================



;------------------------------ Razor -------------------------------------

$Name:                          Razor
$Short name:                    Razor
$Species:                       Pirate
    +Type:                      Light Fighter (Space Superiority) /Damp: 0.3 dps /Rotdamp: 0.45 dps /Density: 1.0 /Decoys: 48
    ;+Velocity:                  120 Mps /Fwd Accel:48Mps /Fwd Decel:96Mps
    +Maneuverability:           120/120/144 dps (Y/P/R) /PC Accel: 411.42 Mps
    ;+Shields:                   153 cm. equiv. (612) /Density: 1.0 /Decoys: 48
    ;+Armor:                     Fore/Aft: 70 cm Right/Left: 50 cm. (350 dru)
    +Manufacturer:              Martina Nostra / Reverse thrust: 120 m/s
    +Description:               Light Fighter
        $end_multi_text
    +Tech Description:          Possibly the second most successful private industries fighter behind the Talon, the Razor has quickly become to traders and privateers what the Tommy gun was to early 20th century Chicago. 

A favorite among pirates and other disreputable civilians, the Razor is cheap, fast, maneuverable and surprisingly well armed for such a small fighter.
	$end_multi_text
    +Length:                    14 meters / Angle of Shooting Guns : 2.5 deg  /Fwd Accel:48Mps /Fwd Decel:96Mps /Shields: 612 /Hull: 350 dru
    +Gun Mounts:                Laser (2), Ion (2) / Speed PC : 360 m/s
    +Missile Banks:             8xHS / Lifetime PC : 720s

$POF file:                      prf_razor.pof
$POF Target LOD:                2
$Detail distance:               (0, 250, 375)

$Density:                       1.0
$Damp:                          0.3
$Rotdamp:                       0.45

$Max Velocity:                  80.0, 80.0, 120.0
$Rotation time:                 3.0, 3.0, 2.5
$Rear Velocity:                 120.0
$Forward accel:                 2.5
$Forward decel:                 1.25
$Slide accel:                   1.75
$Slide decel:                   1.75
$Glide:                         	YES
$Autoaim FOV:                   2.5

$Expl inner rad:                8.418336
$Expl outer rad:                33.673344
$Expl damage:                   15.0
$Expl blast:                    150.0
$Expl Propagates:               NO                                         

$Shockwave Speed:               67.346688
$Shockwave Model:               f_shockwave.pof
$Explosion Animations:          (6, 7, 8)

$Allowed PBanks:                ( "Laser" "Ion" "Photon" "Neutron" "Meson" "Light Tachyon" ) ( "Laser" "Ion" "Photon" "Neutron" "Meson" "Light Tachyon" )
$Allowed Dogfight PBanks:       ( "Laser" "Ion" "Photon" "Neutron" "Meson" "Light Tachyon" ) ( "Laser" "Ion" "Photon" "Neutron" "Meson" "Light Tachyon" )
$Default PBanks:                ( "Laser" "Ion" )

$Allowed SBanks:                ( "Dart Dumbfire" "Pilum FF" "Spiculum IR" "Javelin HS" )
$Allowed Dogfight SBanks:       ( "Dart Dumbfire" "Pilum FF" "Spiculum IR" "Javelin HS" )
$Default SBanks:                ( "Javelin HS" )
$SBank Capacity:                ( 80 )

$Shields:                       	612
$Shield Color:                  255 228 100
$Power Output:                  1.66
$Shield Regeneration Rate:      0.06
$Weapon Regeneration Rate:      0.14
$Max Oclk Speed:                160.0
$Max Weapon Eng:                45.0
$Hitpoints:                     	350

$Flags:                         ( "fighter" "player_ship" "in tech database" )
$AI Class:                      Major

$Afterburner:                   YES
    +Aburn Max Vel:             0.0, 0.0, 360.0
    +Aburn For accel:           0.875
    +Aburn Fuel:                720.0
    +Aburn Burn Rate:           1.0
    +Aburn Rec Rate:            0.0

$Countermeasures:               48
$Scan time:                     2000
$EngineSnd:                     126 
$Closeup_pos:                   0.0, 0.0, -16.836672
$Closeup_zoom:                  0.53633
$Shield_icon:                   razor
$Score:                         10

$Thruster01 Radius factor:      0.6
$Thruster02 Radius factor:      0.7
$Thruster02 Length factor:      0.7
$Thruster03 Radius factor:      0.6
$Thruster Distortion:      		NO

$Subsystem:                     communication, 10.0, 0.0
    $Alt Subsystem Name:        Comm

$Subsystem:                     navigation, 10.0, 0.0
    $Alt Subsystem Name:        Navigation

$Subsystem:                     sensors, 10.0, 0.0
    $Alt Subsystem Name:        Sensors

$Subsystem:                     weapons, 10.0, 0.0
    $Alt Subsystem Name:        Weapons

$Subsystem:                     engine01, 7.5, 0.0  
    $Alt Subsystem Name:        Engine
	
$Subsystem:                     engine02, 7.5, 0.0  
    $Alt Subsystem Name:        Engine
	

;------------------------------ Demon -------------------------------------

$Name:                          Demon
$Short name:                    Demon
$Species:                       Pirate
    +Type:                      Medium/Heavy Fighter (Strategic Assault/Heavy Bomber) /Damp: 0.5 dps /Rotdamp: 0.833 dps /Density: 1.66 /Decoys: 84
    ;+Velocity:                  100 Mps /Fwd Accel:28.57Mps /Fwd Decel:57.14Mps
    +Maneuverability:           72/72/80 dps (Y/P/R) /PC Accel: 258.62 Mps
    ;+Shields:                   400 cm. equiv. (1575) /Density: 1.66 /Decoys: 84
    ;+Armor:                     Aft: 200 cm. Fore/Right/Left: 200 cm. (900 dru)
    +Manufacturer:              Martina Nostra / Reverse thrust: 100 m/s
    +Description:               Heavy Fighter
        $end_multi_text
    +Tech Description:          A favorite civilian design among pirates, mercenaries, and bounty hunters, the Demon heavy fighter is one of the most dangerous publicly available craft on the market. 

Combining the speed and agility of a heavy fighter with a heavy missile loadout capable of bringing down even small capital ships, the customizable Demon is a real threat to be contended with in any situation.
	$end_multi_text
    +Length:                    26 meters / Angle of Shooting Guns : 4 deg  /Fwd Accel:28.57Mps /Fwd Decel:57.14Mps /Shields: 1575 /Hull: 900 dru
    +Gun Mounts:                Meson (2), Ion (2) / Speed PC : 300 m/s
    +Missile Banks:             8xHS, 48xDdf / Lifetime PC : 600s

$POF file:                      prf_demon.pof
$POF Target LOD:                2
$Detail distance:               (0, 375, 750)

$Density:                       1.66
$Damp:                          0.5
$Rotdamp:                       0.833

$Max Velocity:                  50.0, 50.0, 100.0
$Rotation time:                 5.0, 5.0, 4.5
$Rear Velocity:                 100.0
$Forward accel:                 3.5
$Forward decel:                 1.75
$Slide accel:                   2.5
$Slide decel:                   2.5
$Glide:                         	YES
$Autoaim FOV:                   4

$Expl inner rad:                8.028506
$Expl outer rad:                32.114024
$Expl damage:                   15.0
$Expl blast:                    150.0
$Expl Propagates:               NO                                         

$Shockwave Speed:               64.228048
$Shockwave Model:               f_shockwave.pof
$Explosion Animations:          (6, 7, 8)

$Allowed PBanks:                ( "Laser" "Ion" "Photon" "Mass Driver" "Neutron" "Particle" "Meson" "Light Tachyon" "Tachyon" "Plasma" ) ( "Laser" "Ion" "Photon" "Mass Driver" "Neutron" "Particle" "Meson" "Light Tachyon" )
$Allowed Dogfight PBanks:       ( "Laser" "Ion" "Photon" "Mass Driver" "Neutron" "Particle" "Meson" "Light Tachyon" "Tachyon" "Plasma" ) ( "Laser" "Ion" "Photon" "Mass Driver" "Neutron" "Particle" "Meson" "Light Tachyon" )
$Default PBanks:                ( "Meson" "Ion" )

$Allowed SBanks:                ( "Dart Dumbfire" "Pilum FF" "Spiculum IR" "Javelin HS" "Porcupine" "Lance" )
$Allowed Dogfight SBanks:       ( "Dart Dumbfire" "Pilum FF" "Spiculum IR" "Javelin HS" "Porcupine" "Lance" )
$Default SBanks:                ( "Javelin HS" "Dart Dumbfire" )
$SBank Capacity:                ( 80, 120 )

$Shields:                       	1575
$Shield Color:                  255 228 100
$Power Output:                  3.0
$Shield Regeneration Rate:      0.08
$Weapon Regeneration Rate:      0.10
$Max Oclk Speed:                133.0
$Max Weapon Eng:                67.5
$Hitpoints:                     	900

$Flags:                         ( "fighter" "player_ship" "in tech database" )
$AI Class:                      Major

$Afterburner:                   YES
    +Aburn Max Vel:             0.0, 0.0, 300.0
    +Aburn For accel:           1.16
    +Aburn Fuel:                600.0
    +Aburn Burn Rate:           1.0
    +Aburn Rec Rate:            0.0

$Countermeasures:               84
$Scan time:                     2000
$EngineSnd:                     126 
$Closeup_pos:                   0.0, 0.0, -16.057012
$Closeup_zoom:                  1.03633
$Shield_icon:                   demon
$Score:                         10

$Thruster01 Radius factor:      0.6
$Thruster02 Radius factor:      0.7
$Thruster02 Length factor:      0.7
$Thruster03 Radius factor:      0.9
$Thruster Distortion:      		NO

$Subsystem:                     communication, 10.0, 0.0
    $Alt Subsystem Name:        Comm

$Subsystem:                     navigation, 10.0, 0.0
    $Alt Subsystem Name:        Navigation

$Subsystem:                     sensors, 10.0, 0.0
    $Alt Subsystem Name:        Sensors

$Subsystem:                     weapons, 10.0, 0.0
    $Alt Subsystem Name:        Weapons

$Subsystem:                     engine01, 3.75, 0.0  
    $Alt Subsystem Name:        Engine
	
$Subsystem:                     engine02, 3.75, 0.0  
    $Alt Subsystem Name:        Engine
	
$Subsystem:                     engine03, 3.75, 0.0  
    $Alt Subsystem Name:        Engine
	
$Subsystem:                     engine04, 3.75, 0.0  
    $Alt Subsystem Name:        Engine


;============================>> PIRATE CAP SHIPS <<============================
	
;------------------------------ Caernaven -------------------------------------

$Name:                          Caernaven-class#PR
$Short name:                    Caernaven
$Species:                       Pirate

$POF file:                      prs_caernaven.pof
$POF Target LOD:                1
$Detail distance:               (0, 2290, 3664)

$Density:                       3.0
$Damp:                          1.25
$Rotdamp:                       2.0

$Max Velocity:                  0.0, 0.0, 35.0
$Rotation time:                 20.0, 20.0, 15.0
$Rear Velocity:                 35.0
$Forward accel:                 10.0
$Forward decel:                 10.0
$Slide accel:                   0.0
$Slide decel:                   0.0

$Expl inner rad:                183.210953
$Expl outer rad:                732.843812
$Expl damage:                   300.0
$Expl blast:                    3000.0
$Expl Propagates:               YES            

$Shockwave Speed:               343.0
$Shockwave Count:               1

$Default PBanks:                ()

$Default SBanks:                ()
$SBank Capacity:                ()

$Shields:                       	60000
$Shield Color:                  255 228 100
$Power Output:                  120.0
$Max Oclk Speed:                46.0
$Max Weapon Eng:                300.0
$Hitpoints:                     	40000

$Flags:                         ( "capital" "in tech database" )
$AI Class:                      Captain

$Afterburner:                   NO

$Countermeasures:               0
$Scan time:                     2000
$EngineSnd:                     129
$Closeup_pos:                   0.0, 0.0, -366.42191
$Closeup_zoom:                  0.43633
$Shield_icon:                   caernaven
$Score:                         400

$Thruster01 Radius factor:      0.6
$Thruster02 Radius factor:      0.7
$Thruster02 Length factor:      0.7
$Thruster03 Radius factor:      0.9
$Thruster Distortion:      		NO

$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Hostile
    +As Color:                  (255, 128, 0)
$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Friendly
    +As Color:                  (113, 151, 240)
$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Neutral
    +As Color:                  (255, 128, 0)
$Ship IFF Colors: 
    +Seen By:                   Traitor
    +When IFF Is:               Hostile
    +As Color:                  (255, 128, 0)
$Ship IFF Colors: 
    +Seen By:                   Traitor
    +When IFF Is:               Neutral
    +As Color:                  (255, 128, 0)

$Subsystem:                     intake01, 3.75, 0.0
    $Flags:                     ( "untargetable")

$Subsystem:                     intake02, 3.75, 0.0
    $Flags:                     ( "untargetable")

$Subsystem:                     intake03, 3.75, 0.0
    $Flags:                     ( "untargetable")

$Subsystem:                     intake04, 3.75, 0.0
    $Flags:                     ( "untargetable")

$Subsystem:                     communication, 10.0, 0
    $Alt Subsystem Name:        Comm

$Subsystem:                     navigation01, 10.0, 0
    $Alt Subsystem Name:        Navigation

$Subsystem:                     navigation02, 10.0, 0
    $Alt Subsystem Name:        Navigation

$Subsystem:                     radar01a, 2.0, 0.0
    $Alt Subsystem Name:        Radar

$Subsystem:                     radar02, 2.0, 5.0
    $Alt Subsystem Name:        Radar

$Subsystem:                     radar03, 2.0, 5.0
    $Alt Subsystem Name:        Radar

$Subsystem:                     radar04, 2.0, 5.0
    $Alt Subsystem Name:        Radar

$Subsystem:                     radar05, 2.0, 5.0
    $Alt Subsystem Name:        Radar

$Subsystem:                     sensors, 10.0, 0.0
    $Alt Subsystem Name:        Sensors

$Subsystem:                     weapons, 10.0, 0.0
    $Alt Subsystem Name:        Weapons

$Subsystem:                     engine01, 3.75, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default70

$Subsystem:                     engine02, 3.75, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default70

$Subsystem:                     engine03, 3.75, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default70

$Subsystem:                     engine04, 3.75, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default70

$Subsystem:                     turret01, 1.5625, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     turret02, 1.5625, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0

$Subsystem:                     turret03, 1.5625, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0

$Subsystem:                     turret04, 1.5625, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     turret05, 2.34375, 0.0
    $Alt Subsystem Name:        Miss. Turret
    $Default SBanks:            ( "Spiculum IR#turretSP" )
    $Flags:                     ( "carry no damage" "fire down normals" "check hull" "no subsystem targeting" "reset when idle" )
    
$Subsystem:                     turret06, 2.34375, 0.0
    $Alt Subsystem Name:        Miss. Turret
    $Default SBanks:            ( "Spiculum IR#turretSP" )
    $Flags:                     ( "carry no damage" "fire down normals" "check hull" "no subsystem targeting" "reset when idle" )

$Subsystem:                     turret07, 3.125, 0.0
    $Alt Subsystem Name:        Launcher
    $Default SBanks:            ( "Warhammer CSM" )
    $Flags:                     ( "carry no damage" "fire down normals" "check hull" "no subsystem targeting" "reset when idle" )


;============================>> KILRATHI FIGHTERS <<===========================

;------------------------------ Darket ----------------------------------------

$Name:                          Darket
$Short name:                    Darket
$Species:                       Kilrathi
    +Type:                      Light Fighter (Space Sup/Interceptor) /Damp: 0.3 dps /Rotdamp: 0.45 dps /Density: 1.0 /Decoys: 48
    ;+Velocity:                  138 Mps /Fwd Accel:55Mps /Fwd Decel:110Mps
    +Maneuverability:           100/144/180 dps (Y/P/R) /PC Accel: 470.85 Mps
    ;+Shields:                   145 cm. equiv. (580) /Density: 1.0 /Decoys: 48
    ;+Armor:                     Fore/Aft: 70 cm Right/Left: 50 cm. (350 dru)
    +Manufacturer:              Kilrathi Industries / Reverse thrust: 138 m/s
    +Description:               Light Fighter
        $end_multi_text
    +Tech Description:          The Darket is a light fighter with jump capabilities and an incredibly fast turn rate. 

Its light armor and shielding are counter-balanced by its speed and acceleration, making it difficult to track during battle.
        $end_multi_text
    +Length:                    14 meters / Angle of Shooting Guns : 5 deg  /Fwd Accel:55Mps /Fwd Decel:110Mps /Shields: 580 /Hull: 350 dru
    +Gun Mounts:                Photon (2) / Speed PC : 412 m/s
    +Missile Banks:             4xStalker / Lifetime PC : 780s

$POF file:                      kif_darket.pof
$POF Target LOD:                2
$Detail distance:               (0, 250, 375)

$Density:                       1.0
$Damp:                          0.3
$Rotdamp:                       0.45

$Max Velocity:                  92.0, 92.0, 138.0
$Rotation time:                 2.5, 3.6, 2.0
$Rear Velocity:                 138.0
$Forward accel:                 2.5
$Forward decel:                 1.25
$Slide accel:                   1.5
$Slide decel:                   1.5
$Glide:                         	YES
$Autoaim FOV:                   5

$Expl inner rad:                12.203496
$Expl outer rad:                48.813984
$Expl damage:                   15.0
$Expl blast:                    150.0
$Expl Propagates:               NO                                                      

$Shockwave Speed:               97.627968
$Shockwave Model:               f_shockwave.pof
$Explosion Animations:          (6, 7, 8)

$Allowed PBanks:                ( "K Laser" "K Ion" "K Photon" "K Mass Driver" "K Neutron" "K Meson" "K Reaper" "K Light Tachyon" )
$Allowed Dogfight PBanks:       ( "K Laser" "K Ion" "K Photon" "K Mass Driver" "K Neutron" "K Meson" "K Reaper" "K Light Tachyon" )
$Default PBanks:                ( "K Photon" )

$Allowed SBanks:        	( "Paw" "Fang" "Claw" "Stalker" )
$Allowed Dogfight SBanks: 	( "Paw" "Fang" "Claw" "Stalker" )
$Default SBanks:                ( "Stalker" )
$SBank Capacity:                ( 40 )

$Shields:                       	580
$Shield Color:                  255 92 92
$Power Output:                  1.75
$Shield Regeneration Rate:      0.09
$Weapon Regeneration Rate:      0.18
$Max Oclk Speed:                184.0
$Max Weapon Eng:                40.0
$Hitpoints:                     	350

$Flags:                         ( "fighter" "player_ship" "in tech database" )
$AI Class:                      Major

$Afterburner:                   YES
    +Aburn Max Vel:             0.0, 0.0, 412.0
    +Aburn For accel:           0.875
    +Aburn Fuel:                780.0
    +Aburn Burn Rate:           1.0
    +Aburn Rec Rate:            0.0

$Countermeasures:               48
$Scan time:                     2000
$EngineSnd:                     131
$Closeup_pos:                   0.0, 0.0, -24.406992
$Closeup_zoom:                  0.53633
$Shield_icon:                   darket
$Score:                         10

$Thruster01 Radius factor:      0.6
$Thruster02 Radius factor:      0.7
$Thruster02 Length factor:      0.7
$Thruster03 Radius factor:      0.9
$Thruster Distortion:      		NO

$Subsystem:                     communication, 10.0, 0.0
    $Alt Subsystem Name:        Comm

$Subsystem:                     navigation, 10.0, 0.0
    $Alt Subsystem Name:        Navigation

$Subsystem:                     sensors, 10.0, 0.0
    $Alt Subsystem Name:        Sensors

$Subsystem:                     weapons, 10.0, 0.0
    $Alt Subsystem Name:        Weapons

$Subsystem:                     engines, 15.0, 0.0
    $Alt Subsystem Name:        Engines


;------------------------------ Darket Ace ------------------------------------

$Name:                          Darket#Ace
$Short name:                    Fireclaw
$Species:                       Kilrathi
    +Type:                      Light Fighter - "Fireclaw" (Space Superiority) /Damp: 0.35 dps /Rotdamp: 0.525 dps /Density: 1.0 /Decoys: 48
    ;+Velocity:                  138 Mps /Fwd Accel:46Mps /Fwd Decel:92Mps
    +Maneuverability:           80/120/144 dps (Y/P/R) /PC Accel: 412 Mps
    ;+Shields:                   186 cm. equiv. (750) /Density: 1.0 /Decoys: 48
    ;+Armor:                     Fore/Aft: 90 cm Right/Left: 65 cm. (450 dru)
    +Manufacturer:              Kilrathi Industries / Reverse thrust: 138 m/s
    +Description:               Light Fighter
        $end_multi_text
    +Tech Description:          This highly modified Darket was customized by Najji 'Fireclaw' Ragitagha to emphasize on endurance and firepower. 

This Darket has been equipped with powerful Tachyon cannons and a heavy missile loadout. 
In addition, the hull has been strengthened and reinforced to accommodate the heavier weaponry, but armor has remained the same. 

The power reactor has been finetuned to give greater shielding and enhanced maximum speed, and custom thrusters enable auto-sliding ability. 
For longer lasting engagements, Fireclaw has expanded fuel tanks and extra missile decoys.
        $end_multi_text
    +Length:                    16 meters / Angle of Shooting Guns : 6 deg  /Fwd Accel:46Mps /Fwd Decel:92Mps /Shields: 750 /Hull: 450 dru
    +Gun Mounts:                Light Tachyon (2) / Speed PC : 412 m/s
    +Missile Banks:             6xClaw Ace / Lifetime PC : 720s

$POF file:                      kif_darket_a.pof
$POF Target LOD:                2
$Detail distance:               (0, 250, 375)

$Density:                       1.0
$Damp:                          0.35
$Rotdamp:                       0.525

$Max Velocity:                  92.0, 92.0, 138.0
$Rotation time:                 3.0, 4.5, 2.5
$Rear Velocity:                 138.0
$Forward accel:                 3.0
$Forward decel:                 1.5
$Slide accel:                   1.75
$Slide decel:                   1.75
$Glide:                         	YES
$Autoaim FOV:                   6

$Expl inner rad:                12.203496
$Expl outer rad:                48.813984
$Expl damage:                   15.0
$Expl blast:                    150.0
$Expl Propagates:               NO                                                      

$Shockwave Speed:               97.627968
$Shockwave Model:               f_shockwave.pof
$Explosion Animations:          (6, 7, 8)

$Allowed PBanks:                ( "K Laser" "K Ion" "K Photon" "K Mass Driver" "K Neutron" "K Meson" "K Reaper" "K Light Tachyon" "K Tachyon" )
$Allowed Dogfight PBanks:       ( "K Laser" "K Ion" "K Photon" "K Mass Driver" "K Neutron" "K Meson" "K Reaper" "K Light Tachyon" "K Tachyon" )
$Default PBanks:                ( "K Light Tachyon" )

$Allowed SBanks:        	( "Paw" "Fang" "Claw" "Stalker" "Claw Ace" "Fang Ace" )
$Allowed Dogfight SBanks: 	( "Paw" "Fang" "Claw" "Stalker" "Claw Ace" "Fang Ace" )
$Default SBanks:                ( "Claw Ace" )
$SBank Capacity:                ( 60 )

$Shields:                       	750
$Shield Color:                  255 92 92
$Power Output:                  1.75
$Shield Regeneration Rate:      0.10
$Weapon Regeneration Rate:      0.20
$Max Oclk Speed:                184.0
$Max Weapon Eng:                45.0
$Hitpoints:                     	450

$Flags:                         ( "fighter" "player_ship" )
$AI Class:                      Ace

$Afterburner:                   YES
    +Aburn Max Vel:             0.0, 0.0, 412.0
    +Aburn For accel:           1.0
    +Aburn Fuel:                720.0
    +Aburn Burn Rate:           1.0
    +Aburn Rec Rate:            0.0

$Countermeasures:               48
$Scan time:                     2000
$EngineSnd:                     131
$Closeup_pos:                   0.0, 0.0, -24.406992
$Closeup_zoom:                  0.53633
$Shield_icon:                   darket
$Score:                         30

$Thruster01 Radius factor:      0.6
$Thruster02 Radius factor:      0.7
$Thruster02 Length factor:      0.7
$Thruster03 Radius factor:      0.9
$Thruster Distortion:      		NO

$Subsystem:                     communication, 10, 0.0
    $Alt Subsystem Name:        Comm

$Subsystem:                     navigation, 10.0, 0.0
    $Alt Subsystem Name:        Navigation

$Subsystem:                     sensors, 10, 0.0
    $Alt Subsystem Name:        Sensors

$Subsystem:                     weapons, 10.0, 0.0
    $Alt Subsystem Name:        Weapons

$Subsystem:                     engines, 15.0, 0.0
    $Alt Subsystem Name:        Engines


;------------------------------ Dralthi IV ------------------------------------

$Name:                          Dralthi IV
$Short name:                    Dralthi IV
$Species:                       Kilrathi
    +Type:                      Medium Fighter (Space Superiority) /Damp: 0.35 dps /Rotdamp: 0.525 dps /Density: 1.125 /Decoys: 60
    ;+Velocity:                  110 Mps /Fwd Accel:33.84Mps /Fwd Decel:67.69Mps
    +Maneuverability:           80/130/120 dps (Y/P/R) /PC Accel: 300 Mps
    ;+Shields:                   228 cm. equiv. (915) /Density: 1.125 /Decoys: 60
    ;+Armor:                     Fore/Aft: 140 cm Right/Left: 100 cm. (550 dru)
    +Manufacturer:              Kilrathi Industries / Reverse thrust: 110 m/s
    +Description:               Medium Fighter
        $end_multi_text
    +Tech Description:          Having endured decades of revision, the fourth generation of the Dralthi medium fighter is comparable to the F-86C Hellcat V. 

It's slightly faster and more manoeuvrable, but has mediocre shielding and armour.
        $end_multi_text
    +Length:                    22 meters / Angle of Shooting Guns : 4.5 deg  /Fwd Accel:33.84Mps /Fwd Decel:67.69Mps /Shields: 915 /Hull: 550 dru
    +Gun Mounts:                Ion (2), Particle (1) / Speed PC : 330 m/s
    +Missile Banks:             3xClaw, 3xClaw / Lifetime PC : 720s

$POF file:                      kif_dralthi_mk_iv.pof
$POF Target LOD:                2
$Detail distance:               (0, 250, 375)

$Density:                       1.125
$Damp:                          0.35
$Rotdamp:                       0.525

$Max Velocity:                  55.0, 55.0, 110.0
$Rotation time:                 2.76, 4.5, 3.0
$Rear Velocity:                 110.0
$Forward accel:                 3.25
$Forward decel:                 1.625
$Slide accel:                   1.75
$Slide decel:                   1.75
$Glide:                         	YES
$Autoaim FOV:                   4.5

$Expl inner rad:                10.681494
$Expl outer rad:                42.725976
$Expl damage:                   15.0
$Expl blast:                    150.0
$Expl Propagates:               NO                                                      

$Shockwave Speed:               85.451952
$Shockwave Model:               f_shockwave.pof
$Explosion Animations:          (6, 7, 8)

$Allowed PBanks:                ( "K Laser" "K Ion" "K Photon" "K Neutron" "K Particle" "K Meson" "K Reaper" "K Light Tachyon" "K Tachyon" )
$Allowed Dogfight PBanks:       ( "K Laser" "K Ion" "K Photon" "K Neutron" "K Particle" "K Meson" "K Reaper" "K Light Tachyon" "K Tachyon" )
$Default PBanks:                ( "K Ion" "K Particle" )

$Allowed SBanks:        	( "Paw" "Fang" "Claw" "Stalker" "Scratch" )
$Allowed Dogfight SBanks: 	( "Paw" "Fang" "Claw" "Stalker" "Scratch" )
$Default SBanks:                ( "Claw" "Claw" )
$SBank Capacity:                ( 30, 30 )

$Shields:                       	915
$Shield Color:                  255 92 92
$Power Output:                  3.0
$Shield Regeneration Rate:      0.07
$Weapon Regeneration Rate:      0.16
$Max Oclk Speed:                146.0
$Max Weapon Eng:                60.0
$Hitpoints:                     	550

$Flags:                         ( "fighter" "player_ship" "in tech database" )
$AI Class:                      Major

$Afterburner:                   YES
    +Aburn Max Vel:             0.0, 0.0, 330.0
    +Aburn For accel:           1.1
    +Aburn Fuel:                720.0
    +Aburn Burn Rate:           1.0
    +Aburn Rec Rate:            0.0

$Countermeasures:               60
$Scan time:                     2000
$EngineSnd:                     131                  
$Closeup_pos:                   0.0, 0.0, -21.362988
$Closeup_zoom:                  0.83633
$Shield_icon:                   dralthi
$Score:                         12

$Thruster01 Radius factor:      0.6
$Thruster02 Radius factor:      0.7
$Thruster02 Length factor:      0.7
$Thruster03 Radius factor:      0.9
$Thruster Distortion:      		NO

$Subsystem:                     communication, 10.0, 0.0
    $Alt Subsystem Name:        Comm

$Subsystem:                     navigation, 10.0, 0.0
    $Alt Subsystem Name:        Navigation

$Subsystem:                     sensors, 10.0, 0.0
    $Alt Subsystem Name:        Sensors

$Subsystem:                     weapons, 10.0, 0.0
    $Alt Subsystem Name:        Weapons

$Subsystem:                     engine01, 7.5, 0.0
    $Alt Subsystem Name:        Engine

$Subsystem:                     engine02, 7.5, 0.0
    $Alt Subsystem Name:        Engine


;------------------------------ Dralthi IV Ace ------------------------------------

$Name:                          Dralthi IV#Ace
$Short name:                    Deathstroke
$Species:                       Kilrathi
    +Type:                      Medium Fighter - "Deathstroke" (Space Superiority/Light Bomber) /Damp: 0.35 dps /Rotdamp: 0.525 dps /Density: 1.20 /Decoys: 60
    ;+Velocity:                  115 Mps /Fwd Accel:38.33Mps /Fwd Decel:76.66Mps
    +Maneuverability:           100/130/120 dps (Y/P/R) /PC Accel: 345 Mps
    ;+Shields:                   228 cm. equiv. (915) /Density: 1.20 /Decoys: 60
    ;+Armor:                     Fore/Aft: 140 cm Right/Left: 100 cm. (550 dru)
    +Manufacturer:              Kilrathi Industries / Reverse thrust: 115 m/s
    +Description:               Medium Fighter
        $end_multi_text
    +Tech Description:          Dakhath Deathstroke has modified this fighter to further accommodate his war rampage mentality. 
His Dralthi IV is a threat to both fighters and capital ships alike, with its missile-torpedo configuration. 

He has installed a pair of Tachyon cannons and a single Plasma gun as his standard weaponry. His firepower has lead initial intelligence reports into mistaking that the Dralthi IV had firepower rivaling our Thunderbolts. 

In addition, the Dralthi IV is faster and more maneuverable, and is superior to our own Hellcats in dogfighting ability.
        $end_multi_text
    +Length:                    22 meters / Angle of Shooting Guns : 5.5 deg  /Fwd Accel:38.33Mps /Fwd Decel:76.66Mps /Shields: 915 /Hull: 550 dru
    +Gun Mounts:                Reaper (2), Plasma (1) / Speed PC : 345 m/s
    +Missile Banks:             3xClaw Ace, 3xClaw Ace, 1xSpear / Lifetime PC : 660s

$POF file:                      kif_dralthi_mk_iv_a.pof
$POF Target LOD:                2
$Detail distance:               (0, 250, 375)

$Density:                       1.20
$Damp:                          0.35
$Rotdamp:                       0.525

$Max Velocity:                  58.0, 58.0, 115.0
$Rotation time:                 2.76, 3.6, 3.0
$Rear Velocity:                 115.0
$Forward accel:                 3.0
$Forward decel:                 1.5
$Slide accel:                   1.5
$Slide decel:                   1.5
$Glide:                         	YES
$Autoaim FOV:                   5.5

$Expl inner rad:                10.681494
$Expl outer rad:                42.725976
$Expl damage:                   15.0
$Expl blast:                    150.0
$Expl Propagates:               NO                                                       

$Shockwave Speed:               85.451952
$Shockwave Model:               f_shockwave.pof
$Explosion Animations:          (6, 7, 8)

$Allowed PBanks:                ( "K Laser" "K Ion" "K Photon" "K Neutron" "K Particle" "K Meson" "K Reaper" "K Light Tachyon" "K Tachyon" "K Plasma" )
$Allowed Dogfight PBanks:       ( "K Laser" "K Ion" "K Photon" "K Neutron" "K Particle" "K Meson" "K Reaper" "K Light Tachyon" "K Tachyon" "K Plasma" )
$Default PBanks:                ( "K Reaper" "K Plasma" )

$Allowed SBanks:        	( "Paw" "Fang" "Claw" "Stalker" "Spear" "Scratch" "Claw Ace" "Fang Ace" )
$Allowed Dogfight SBanks: 	( "Paw" "Fang" "Claw" "Stalker" "Spear" "Scratch" "Claw Ace" "Fang Ace" )
$Default SBanks:                ( "Claw Ace" "Claw Ace" "Spear" ) 
$SBank Capacity:                ( 30, 30, 40 )

$Shields:                       	915
$Shield Color:                  255 92 92
$Power Output:                  3.0
$Shield Regeneration Rate:      0.08
$Weapon Regeneration Rate:      0.18
$Max Oclk Speed:                153.0
$Max Weapon Eng:                67.5
$Hitpoints:                     	550

$Flags:                         ( "fighter" "player_ship" )
$AI Class:                      Ace

$Afterburner:                   YES
    +Aburn Max Vel:             0.0, 0.0, 345.0
    +Aburn For accel:           1.0
    +Aburn Fuel:                660.0
    +Aburn Burn Rate:           1.0
    +Aburn Rec Rate:            0.0

$Countermeasures:               60
$Scan time:                     2000
$EngineSnd:                     131
$Closeup_pos:                   0.0, 0.0, -24.406992
$Closeup_zoom:                  0.83633
$Shield_icon:                   dralthi
$Score:                         36

$Thruster01 Radius factor:      0.6
$Thruster02 Radius factor:      0.7
$Thruster02 Length factor:      0.7
$Thruster03 Radius factor:      0.9
$Thruster Distortion:      		NO

$Subsystem:                     communication, 10.0, 0.0
    $Alt Subsystem Name:        Comm

$Subsystem:                     navigation, 10.0, 0.0
    $Alt Subsystem Name:        Navigation

$Subsystem:                     sensors, 10.0, 0.0
    $Alt Subsystem Name:        Sensors

$Subsystem:                     weapons, 10.0, 0.0
    $Alt Subsystem Name:        Weapons

$Subsystem:                     engine01, 7.5, 0.0
    $Alt Subsystem Name:        Engine

$Subsystem:                     engine02, 7.5, 0.0
    $Alt Subsystem Name:        Engine

;------------------------------ Strakha ---------------------------------------

$Name:                          Strakha
$Short name:                    Strakha
$Species:                       Kilrathi
    +Type:                      Light Fighter (Stealth Recon) /Damp: 0.3 dps /Rotdamp: 0.45 dps /Density: 1.0 /Decoys: 60
    ;+Velocity:                  120 Mps /Fwd Accel:48Mps /Fwd Decel:96Mps
    +Maneuverability:           100/120/144 dps (Y/P/R) /PC Accel: 411.42 Mps
    ;+Shields:                   166 cm. equiv. (666) /Density: 1.0 /Decoys: 60
    ;+Armor:                     Fore/Aft: 60 cm Right/Left: 50 cm. (400 dru)
    +Manufacturer:              Kilrathi Industries / Reverse thrust: 120 m/s
    +Description:               Light Fighter
        $end_multi_text
    +Tech Description:          The only stealth fighter in mass production, the Strakha is a recon ship that relies more on secrecy than firepower. 
Its minimal shielding and armor is counterbalanced by speed, maneuverability, missile loadout, and above all else, stealth. 

Sensor distorting materials are incorporated into a hull already designed to confuse most scanning systems, but even worse, the Strakha mounts a cloaking device to render it invisible on the entire electromagnetic spectrum. 

Used to great effects by a Kilrathi pilot who knows how to push it to its limits, a lone Strakha has been known to eliminate four Hellcats in the space of ten minutes.
        $end_multi_text
    +Length:                    17.5 meters / Angle of Shooting Guns : 4.5 deg  /Fwd Accel:48Mps /Fwd Decel:96Mps /Shields: 666 /Hull: 400 dru
    +Gun Mounts:                Laser (2), Light Tachyon (2) / Speed PC : 360 m/s
    +Missile Banks:             8xFang / Lifetime PC : 720s

$POF file:                      kif_strakha.pof
$POF Target LOD:                1
$Detail distance:               (0, 107, 172)

$Density:                       1.0
$Damp:                          0.3
$Rotdamp:                       0.45

$Max Velocity:                  80.0, 80.0, 120.0
$Rotation time:                 3.0, 3.6, 2.5
$Rear Velocity:                 120.0
$Forward accel:                 2.5
$Forward decel:                 1.25
$Slide accel:                   2.0
$Slide decel:                   2.0
$Glide:                         	YES
$Autoaim FOV:                   4.5

$Expl inner rad:                8.622159
$Expl outer rad:                34.488636
$Expl damage:                   20.0
$Expl blast:                    200.0
$Expl Propagates:               NO                                                      

$Shockwave Speed:               68.977272
$Shockwave Model:               f_shockwave.pof
$Explosion Animations:          (6, 7, 8)

$Allowed PBanks:                ( "K Laser" "K Ion" "K Photon" "K Neutron" "K Particle" "K Meson" "K Reaper" "K Light Tachyon" "K Tachyon" )
$Allowed Dogfight PBanks:       ( "K Laser" "K Ion" "K Photon" "K Neutron" "K Particle" "K Meson" "K Reaper" "K Light Tachyon" "K Tachyon" )
$Default PBanks:                ( "K Laser" "K Light Tachyon" )

$Allowed SBanks:        	( "Paw" "Fang" "Claw" "Stalker" "Scratch" )
$Allowed Dogfight SBanks: 	( "Paw" "Fang" "Claw" "Stalker" "Scratch" )
$Default SBanks:                ( "Fang" )
$SBank Capacity:                ( 80 )

$Shields:                       	666
$Shield Color:                  255 92 92
$Power Output:                  3.5
$Shield Regeneration Rate:      0.08 
$Weapon Regeneration Rate:      0.14
$Max Oclk Speed:                160.0
$Max Weapon Eng:                60.0
$Hitpoints:                     	400

$Flags:                         ( "fighter" "player_ship" "in tech database" )
$AI Class:                      Major

$Afterburner:                   YES
    +Aburn Max Vel:             0.0, 0.0, 360.0
    +Aburn For accel:           0.875
    +Aburn Fuel:                720.0
    +Aburn Burn Rate:           1.0
    +Aburn Rec Rate:            0.0

$Countermeasures:               60
$Scan time:                     2000
$EngineSnd:                     131                   
$Closeup_pos:                   0.0, 0.0, -17.244318
$Closeup_zoom:                  0.93633
$Shield_icon:                   strakha
$Score:                         16

$Thruster01 Radius factor:      0.6
$Thruster02 Radius factor:      0.7
$Thruster02 Length factor:      0.7
$Thruster03 Radius factor:      0.9
$Thruster Distortion:      		NO

$Subsystem:                     communication, 10.0, 0.0
    $Alt Subsystem Name:        Comm

$Subsystem:                     navigation, 10.0, 0.0
    $Alt Subsystem Name:        Navigation

$Subsystem:                     sensors, 10.0, 0.0
    $Alt Subsystem Name:        Sensors

$Subsystem:                     weapons, 10.0, 0.0
    $Alt Subsystem Name:        Weapons

$Subsystem:                     engines, 15.0, 0.0
    $Alt Subsystem Name:        Engines

;------------------------------------------------------------------------------

$Name:                          Strakha#Cloak
$Short name:                    Strakha
$Species:                       Kilrathi

$POF file:                      kif_strakha_c.pof
$POF Target LOD:                1
$Detail distance:               (0, 107, 172)

$Density:                       1.0
$Damp:                          0.3
$Rotdamp:                       0.45

$Max Velocity:                  80.0, 80.0, 120.0
$Rotation time:                 3.0, 3.6, 2.5
$Rear Velocity:                 120.0
$Forward accel:                 2.5
$Forward decel:                 1.25
$Slide accel:                   2.0
$Slide decel:                   2.0
$Glide:                         	YES
$Autoaim FOV:                   3

$Expl inner rad:                8.622159
$Expl outer rad:                34.488636
$Expl damage:                   20.0
$Expl blast:                    200.0
$Expl Propagates:               NO                                                       

$Shockwave Speed:               68.977272
$Shockwave Model:               f_shockwave.pof
$Explosion Animations:          (6, 7, 8)

$Default PBanks:                ( "K Laser" "K Light Tachyon" )

$Default SBanks:                ( "Fang" )
$SBank Capacity:                ( 80 )

$Shields:                       	660
$Shield Color:                  255 92 92
$Power Output:                  3.5
$Shield Regeneration Rate:      0.04 
$Weapon Regeneration Rate:      0.10
$Max Oclk Speed:                160.0
$Max Weapon Eng:                60.0
$Hitpoints:                     	400

$Flags:                         ( "fighter" )
$AI Class:                      Major

$Afterburner:                   YES
    +Aburn Max Vel:             0.0, 0.0, 360.0
    +Aburn For accel:           0.875
    +Aburn Fuel:                720.0
    +Aburn Burn Rate:           1.0
    +Aburn Rec Rate:            0.0

$Countermeasures:               60
$Scan time:                     2000
$EngineSnd:                     131                 
$Closeup_pos:                   0.0, 0.0, -17.244318
$Closeup_zoom:                  0.43633
$Shield_icon:                   strakha
$Score:                         16

$Thruster01 Radius factor:      0.6
$Thruster02 Radius factor:      0.7
$Thruster02 Length factor:      0.7
$Thruster03 Radius factor:      0.9
$Thruster Distortion:      		NO

$Subsystem:                     communication, 10.0, 0.0
    $Alt Subsystem Name:        Comm

$Subsystem:                     navigation, 10.0, 0.0
    $Alt Subsystem Name:        Navigation

$Subsystem:                     sensors, 10.0, 0.0
    $Alt Subsystem Name:        Sensors

$Subsystem:                     weapons, 10.0, 0.0
    $Alt Subsystem Name:        Weapons

$Subsystem:                     engines, 15.0, 0.0
    $Alt Subsystem Name:        Engines

;------------------------------------------------------------------------------

$Name:                          Strakha#Decloak
$Short name:                    Strakha
$Species:                       Kilrathi

$POF file:                      kif_strakha_d.pof
$POF Target LOD:                1
$Detail distance:               (0, 107, 172)

$Density:                       1.0
$Damp:                          0.3
$Rotdamp:                       0.45

$Max Velocity:                  80.0, 80.0, 120.0
$Rotation time:                 3.0, 3.6, 2.5
$Rear Velocity:                 120.0
$Forward accel:                 2.5
$Forward decel:                 1.25
$Slide accel:                   2.0
$Slide decel:                   2.0
$Glide:                         	YES
$Autoaim FOV:                   4

$Expl inner rad:                8.622159
$Expl outer rad:                34.488636
$Expl damage:                   20.0
$Expl blast:                    200.0
$Expl Propagates:               NO                                                       

$Shockwave Speed:               68.977272
$Shockwave Model:               f_shockwave.pof
$Explosion Animations:          (6, 7, 8)

$Default PBanks:                ( "K Laser" "K Light Tachyon" )

$Default SBanks:                ( "Fang" )
$SBank Capacity:                ( 80 )

$Shields:                       	660
$Shield Color:                  255 92 92
$Power Output:                  3.5
$Shield Regeneration Rate:      0.08 
$Weapon Regeneration Rate:      0.14
$Max Oclk Speed:                160.0
$Max Weapon Eng:                60.0
$Hitpoints:                     	400

$Flags:                         ( "fighter" )
$AI Class:                      Major

$Afterburner:                   YES
    +Aburn Max Vel:             0.0, 0.0, 360.0
    +Aburn For accel:           0.875
    +Aburn Fuel:                720.0
    +Aburn Burn Rate:           1.0
    +Aburn Rec Rate:            0.0

$Countermeasures:               60
$Scan time:                     2000
$EngineSnd:                     131                 
$Closeup_pos:                   0.0, 0.0, -17.244318
$Closeup_zoom:                  0.43633
$Shield_icon:                   strakha
$Score:                         16

$Thruster01 Radius factor:      0.6
$Thruster02 Radius factor:      0.7
$Thruster02 Length factor:      0.7
$Thruster03 Radius factor:      0.9
$Thruster Distortion:      		NO

$Subsystem:                     communication, 10.0, 0.0
    $Alt Subsystem Name:        Comm

$Subsystem:                     navigation, 10.0, 0.0
    $Alt Subsystem Name:        Navigation

$Subsystem:                     sensors, 10.0, 0.0
    $Alt Subsystem Name:        Sensors

$Subsystem:                     weapons, 10.0, 0.0
    $Alt Subsystem Name:        Weapons

$Subsystem:                     engines, 15.0, 0.0
    $Alt Subsystem Name:        Engines

;------------------------------------------------------------------------------

$Name:                          Strakha#Inv
$Short name:                    Strakha
$Species:                       Kilrathi

$POF file:                      kif_strakha_i.pof
$POF Target LOD:                1
$Detail distance:               (0, 107, 172)

$Density:                       1.0
$Damp:                          0.3
$Rotdamp:                       0.45

$Max Velocity:                  80.0, 80.0, 120.0
$Rotation time:                 3.0, 3.6, 2.5
$Rear Velocity:                 120.0
$Forward accel:                 2.5
$Forward decel:                 1.25
$Slide accel:                   2.0
$Slide decel:                   2.0
$Glide:                         	YES
$Autoaim FOV:                   3

$Expl inner rad:                8.622159
$Expl outer rad:                34.488636
$Expl damage:                   20.0
$Expl blast:                    200.0
$Expl Propagates:               NO                                                       

$Shockwave Speed:               68.977272
$Shockwave Model:               f_shockwave.pof
$Explosion Animations:          (6, 7, 8)

$Default PBanks:                ( "K Laser" "K Light Tachyon" )

$Default SBanks:                ( "Fang" )
$SBank Capacity:                ( 80 )

$Shields:                       	660
$Shield Color:                  255 92 92
$Power Output:                  3.5
$Shield Regeneration Rate:      0.04 
$Weapon Regeneration Rate:      0.10
$Max Oclk Speed:                160.0
$Max Weapon Eng:                60.0
$Hitpoints:                     	400

$Flags:                         ( "fighter" )
$AI Class:                      Major

$Afterburner:                   YES
    +Aburn Max Vel:             0.0, 0.0, 360.0
    +Aburn For accel:           0.875
    +Aburn Fuel:                720.0
    +Aburn Burn Rate:           1.0
    +Aburn Rec Rate:            0.0

$Countermeasures:               60
$Scan time:                     2000
$EngineSnd:                     131                 
$Closeup_pos:                   0.0, 0.0, -17.244318
$Closeup_zoom:                  0.43633
$Shield_icon:                   strakha
$Score:                         16

$Thruster01 Radius factor:      0.6
$Thruster02 Radius factor:      0.7
$Thruster02 Length factor:      0.7
$Thruster03 Radius factor:      0.9
$Thruster Distortion:      		NO

$Subsystem:                     communication, 10.0, 0.0
    $Alt Subsystem Name:        Comm

$Subsystem:                     navigation, 10.0, 0.0
    $Alt Subsystem Name:        Navigation

$Subsystem:                     sensors, 10.0, 0.0
    $Alt Subsystem Name:        Sensors

$Subsystem:                     weapons, 10.0, 0.0
    $Alt Subsystem Name:        Weapons

$Subsystem:                     engines, 15.0, 0.0
    $Alt Subsystem Name:        Engines



;------------------------------ Stalker ---------------------------------------

$Name:                          Strakha#Ace
$Short name:                    Stalker
$Species:                       Kilrathi
    +Type:                      Light Fighter - "Stalker" (Stealth Recon) /Damp: 0.35 dps /Rotdamp: 0.525 dps /Density: 1.20 /Decoys: 60
    ;+Velocity:                  120 Mps /Fwd Accel:40Mps /Fwd Decel:80Mps
    +Maneuverability:           90/100/120 dps (Y/P/R) /PC Accel: 360 Mps
    ;+Shields:                   208 cm. equiv. (833) /Density: 1.20 /Decoys: 60
    ;+Armor:                     Fore/Aft: 100 cm Right/Left: 75 cm. (500 dru)
    +Manufacturer:              Kilrathi Industries / Reverse thrust: 120 m/s
    +Description:               Light Fighter
        $end_multi_text
    +Tech Description:          The only stealth fighter in mass production, the Strakha is a recon ship that relies more on secrecy than firepower. 
The "Stalker" in addition, have a hull has been strengthened and reinforced to accommodate the heavier weaponry, but armor has remained the same ; but acceleration and maneuverability is less better at first Strakha, missile loadout, and above all else, stealth. 

Sensor distorting materials are incorporated into a hull already designed to confuse most scanning systems, but even worse, the Strakha mounts a cloaking device to render it invisible on the entire electromagnetic spectrum. 

Used to great effects by a Kilrathi pilot who knows how to push it to its limits, a lone Strakha has been known to eliminate four Hellcats in the space of ten minutes.
        $end_multi_text
    +Length:                    17.5 meters / Angle of Shooting Guns : 5.5 deg  /Fwd Accel:40Mps /Fwd Decel:80Mps /Shields: 833 /Hull: 500 dru
    +Gun Mounts:                Ion (2), Tachyon (2) / Speed PC : 360 m/s
    +Missile Banks:             8xFang Ace / Lifetime PC : 660s

$POF file:                      kif_strakha_a.pof
$POF Target LOD:                1
$Detail distance:               (0, 107, 172)

$Density:                       1.20
$Damp:                          0.35
$Rotdamp:                       0.525

$Max Velocity:                  60.0, 60.0, 120.0
$Rotation time:                 3.6, 4.0, 3.0
$Rear Velocity:                 120.0
$Forward accel:                 3.0
$Forward decel:                 1.5
$Slide accel:                   2.25
$Slide decel:                   2.25
$Glide:                         	YES
$Autoaim FOV:                   5.5

$Expl inner rad:                8.622159
$Expl outer rad:                34.488636
$Expl damage:                   20.0
$Expl blast:                    200.0
$Expl Propagates:               NO                                                      

$Shockwave Speed:               68.977272
$Shockwave Model:               f_shockwave.pof
$Explosion Animations:          (6, 7, 8)

$Allowed PBanks:                ( "K Laser" "K Ion" "K Photon" "K Neutron" "K Particle" "K Meson" "K Reaper" "K Light Tachyon" "K Tachyon" )
$Allowed Dogfight PBanks:       ( "K Laser" "K Ion" "K Photon" "K Neutron" "K Particle" "K Meson" "K Reaper" "K Light Tachyon" "K Tachyon" )
$Default PBanks:                ( "K Ion" "K Tachyon" )

$Allowed SBanks:        	( "Paw" "Fang" "Claw" "Stalker" "Scratch" "Claw Ace" "Fang Ace" )
$Allowed Dogfight SBanks: 	( "Paw" "Fang" "Claw" "Stalker" "Scratch" "Claw Ace" "Fang Ace" )
$Default SBanks:                ( "Fang Ace" )
$SBank Capacity:                ( 80 )

$Shields:                       	833
$Shield Color:                  255 92 92
$Power Output:                  3.5
$Shield Regeneration Rate:      0.09
$Weapon Regeneration Rate:      0.16
$Max Oclk Speed:                160.0
$Max Weapon Eng:                67.5
$Hitpoints:                     	500

$Flags:                         ( "fighter" "player_ship" )
$AI Class:                      Ace

$Afterburner:                   YES
    +Aburn Max Vel:             0.0, 0.0, 360.0
    +Aburn For accel:           1.0
    +Aburn Fuel:                660.0
    +Aburn Burn Rate:           1.0
    +Aburn Rec Rate:            0.0

$Countermeasures:               60
$Scan time:                     2000
$EngineSnd:                     131
$Closeup_pos:                   0.0, 0.0, -17.244318
$Closeup_zoom:                  0.93633
$Shield_icon:                   strakha
$Score:                         48

$Thruster01 Radius factor:      0.6
$Thruster02 Radius factor:      0.7
$Thruster02 Length factor:      0.7
$Thruster03 Radius factor:      0.9
$Thruster Distortion:      		NO

$Subsystem:                     communication, 10.0, 0.0
    $Alt Subsystem Name:        Comm

$Subsystem:                     navigation, 10.0, 0.0
    $Alt Subsystem Name:        Navigation

$Subsystem:                     sensors, 10.0, 0.0
    $Alt Subsystem Name:        Sensors

$Subsystem:                     weapons, 10.0, 0.0
    $Alt Subsystem Name:        Weapons

$Subsystem:                     engines, 15.0, 0.0
    $Alt Subsystem Name:        Engine

;------------------------------------------------------------------------------

$Name:                          Strakha#Ace Cloak
$Short name:                    Stalker
$Species:                       Kilrathi

$POF file:                      kif_strakha_a_c.pof
$POF Target LOD:                1
$Detail distance:               (0, 107, 172)

$Density:                       1.20
$Damp:                          0.35
$Rotdamp:                       0.525

$Max Velocity:                  60.0, 60.0, 120.0
$Rotation time:                 3.6, 4.0, 3.0
$Rear Velocity:                 120.0
$Forward accel:                 3.0
$Forward decel:                 1.5
$Slide accel:                   2.25
$Slide decel:                   2.25
$Glide:                         	YES
$Autoaim FOV:                   3

$Expl inner rad:                8.622159
$Expl outer rad:                34.488636
$Expl damage:                   20.0
$Expl blast:                    200.0
$Expl Propagates:               NO                                                      

$Shockwave Speed:               68.977272
$Shockwave Model:               f_shockwave.pof
$Explosion Animations:          (6, 7, 8)

$Default PBanks:                ( "K Ion" "K Tachyon" )

$Default SBanks:                ( "Fang Ace" )
$SBank Capacity:                ( 80 )

$Shields:                       	830
$Shield Color:                  255 92 92
$Power Output:                  3.5
$Shield Regeneration Rate:      0.05 
$Weapon Regeneration Rate:      0.12
$Max Oclk Speed:                160.0
$Max Weapon Eng:                67.5
$Hitpoints:                     	500

$Flags:                         ( "fighter" )
$AI Class:                      Ace

$Afterburner:                   YES
    +Aburn Max Vel:             0.0, 0.0, 360.0
    +Aburn For accel:           1.0
    +Aburn Fuel:                660.0
    +Aburn Burn Rate:           1.0
    +Aburn Rec Rate:            0.0

$Countermeasures:               60
$Scan time:                     2000
$EngineSnd:                     131
$Closeup_pos:                   0.0, 0.0, -17.244318
$Closeup_zoom:                  0.43633
$Shield_icon:                   strakha
$Score:                         48

$Thruster01 Radius factor:      0.6
$Thruster02 Radius factor:      0.7
$Thruster02 Length factor:      0.7
$Thruster03 Radius factor:      0.9
$Thruster Distortion:      		NO

$Subsystem:                     communication, 10.0, 0.0
    $Alt Subsystem Name:        Comm

$Subsystem:                     navigation, 10.0, 0.0
    $Alt Subsystem Name:        Navigation

$Subsystem:                     sensors, 10.0, 0.0
    $Alt Subsystem Name:        Sensors

$Subsystem:                     weapons, 10.0, 0.0
    $Alt Subsystem Name:        Weapons

$Subsystem:                     engines, 15.0, 0.0
    $Alt Subsystem Name:        Engine

;------------------------------------------------------------------------------

$Name:                          Strakha#Ace Decloak
$Short name:                    Stalker
$Species:                       Kilrathi

$POF file:                      kif_strakha_a_d.pof
$POF Target LOD:                1
$Detail distance:               (0, 107, 172)

$Density:                       1.20
$Damp:                          0.35
$Rotdamp:                       0.525

$Max Velocity:                  60.0, 60.0, 120.0
$Rotation time:                 3.6, 4.0, 3.0
$Rear Velocity:                 120.0
$Forward accel:                 3.0
$Forward decel:                 1.5
$Slide accel:                   2.25
$Slide decel:                   2.25
$Glide:                         	YES
$Autoaim FOV:                   4

$Expl inner rad:                8.622159
$Expl outer rad:                34.488636
$Expl damage:                   20.0
$Expl blast:                    200.0
$Expl Propagates:               NO                                                      

$Shockwave Speed:               68.977272
$Shockwave Model:               f_shockwave.pof
$Explosion Animations:          (6, 7, 8)

$Default PBanks:                ( "K Ion" "K Tachyon" )

$Default SBanks:                ( "Fang Ace" )
$SBank Capacity:                ( 80 )

$Shields:                       	830
$Shield Color:                  255 92 92
$Power Output:                  3.5
$Shield Regeneration Rate:      0.09 
$Weapon Regeneration Rate:      0.16
$Max Oclk Speed:                160.0
$Max Weapon Eng:                67.5
$Hitpoints:                     	500

$Flags:                         ( "fighter" )
$AI Class:                      Ace

$Afterburner:                   YES
    +Aburn Max Vel:             0.0, 0.0, 360.0
    +Aburn For accel:           1.0
    +Aburn Fuel:                660.0
    +Aburn Burn Rate:           1.0
    +Aburn Rec Rate:            0.0

$Countermeasures:               60
$Scan time:                     2000
$EngineSnd:                     131
$Closeup_pos:                   0.0, 0.0, -17.244318
$Closeup_zoom:                  0.43633
$Shield_icon:                   strakha
$Score:                         48

$Thruster01 Radius factor:      0.6
$Thruster02 Radius factor:      0.7
$Thruster02 Length factor:      0.7
$Thruster03 Radius factor:      0.9
$Thruster Distortion:      		NO

$Subsystem:                     communication, 10.0, 0.0
    $Alt Subsystem Name:        Comm

$Subsystem:                     navigation, 10.0, 0.0
    $Alt Subsystem Name:        Navigation

$Subsystem:                     sensors, 10.0, 0.0
    $Alt Subsystem Name:        Sensors

$Subsystem:                     weapons, 10.0, 0.0
    $Alt Subsystem Name:        Weapons

$Subsystem:                     engines, 15.0, 0.0
    $Alt Subsystem Name:        Engine

;------------------------------------------------------------------------------

$Name:                          Strakha#Ace Inv
$Short name:                    Stalker
$Species:                       Kilrathi

$POF file:                      kif_strakha_a_i.pof
$POF Target LOD:                1
$Detail distance:               (0, 107, 172)

$Density:                       1.20
$Damp:                          0.35
$Rotdamp:                       0.525

$Max Velocity:                  60.0, 60.0, 120.0
$Rotation time:                 3.6, 4.0, 3.0
$Rear Velocity:                 120.0
$Forward accel:                 3.0
$Forward decel:                 1.5
$Slide accel:                   2.25
$Slide decel:                   2.25
$Glide:                         	YES
$Autoaim FOV:                   3

$Expl inner rad:                8.622159
$Expl outer rad:                34.488636
$Expl damage:                   20.0
$Expl blast:                    200.0
$Expl Propagates:               NO                                                      

$Shockwave Speed:               68.977272
$Shockwave Model:               f_shockwave.pof
$Explosion Animations:          (6, 7, 8)

$Default PBanks:                ( "K Ion" "K Tachyon" )

$Default SBanks:                ( "Fang Ace" )
$SBank Capacity:                ( 80 )

$Shields:                       	830
$Shield Color:                  255 92 92
$Power Output:                  3.5
$Shield Regeneration Rate:      0.05 
$Weapon Regeneration Rate:      0.12
$Max Oclk Speed:                160.0
$Max Weapon Eng:                67.5
$Hitpoints:                     	500

$Flags:                         ( "fighter" )
$AI Class:                      Ace

$Afterburner:                   YES
    +Aburn Max Vel:             0.0, 0.0, 360.0
    +Aburn For accel:           1.0
    +Aburn Fuel:                660.0
    +Aburn Burn Rate:           1.0
    +Aburn Rec Rate:            0.0

$Countermeasures:               60
$Scan time:                     2000
$EngineSnd:                     131
$Closeup_pos:                   0.0, 0.0, -17.244318
$Closeup_zoom:                  0.43633
$Shield_icon:                   strakha
$Score:                         48

$Thruster01 Radius factor:      0.6
$Thruster02 Radius factor:      0.7
$Thruster02 Length factor:      0.7
$Thruster03 Radius factor:      0.9
$Thruster Distortion:      		NO

$Subsystem:                     communication, 10.0, 0.0
    $Alt Subsystem Name:        Comm

$Subsystem:                     navigation, 10.0, 0.0
    $Alt Subsystem Name:        Navigation

$Subsystem:                     sensors, 10.0, 0.0
    $Alt Subsystem Name:        Sensors

$Subsystem:                     weapons, 10.0, 0.0
    $Alt Subsystem Name:        Weapons

$Subsystem:                     engines, 15.0, 0.0
    $Alt Subsystem Name:        Engine

;------------------------------ Gothri ---------------------------------------

$Name:                          Gothri
$Short name:                    Gothri
$Species:                       Kilrathi
    +Type:                      Medium/Heavy Fighter (Space Superiority) /Damp: 0.4 dps /Rotdamp: 0.6 dps /Density: 1.33 /Decoys: 72
    ;+Velocity:                  105 Mps /Fwd Accel:30Mps /Fwd Decel:60Mps
    +Maneuverability:           80/90/100 dps (Y/P/R) /PC Accel: 271.55 Mps
    ;+Shields:                   300 cm. equiv. (1200) /Density: 1.33 /Decoys: 72
    ;+Armor:                     Fore/Aft: 200 cm Right/Left: 150 cm. (800 dru)
    +Manufacturer:              Kilrathi Industries / Reverse thrust: 105 m/s
    +Description:               Heavy Fighter
        $end_multi_text
    +Tech Description:          Introduced in early 2667, the Gothri has distinguished itself as an exceptional heavy fighter and bomber. 

Upon reaching the front lines, the heavy fighter quickly began to gain favor over the aging Jalkehi, a venerable heavy fighter which was first sighted in the early 2650's. 

Though generally displaced recently on the front lines by the Vaktoth and the Paktahn in the heavy fighter and bomber role, respectively, the Gothri is still a dangerous and versatile adversary.
        $end_multi_text
    +Length:                    26 meters / Angle of Shooting Guns : 3.5 deg  /Fwd Accel:30Mps /Fwd Decel:60Mps /Shields: 1200 /Hull: 800 dru
    +Gun Mounts:                Meson (2), Ion (2) / Speed PC : 315 m/s
    +Missile Banks:             5xStalker, 5xClaw / Lifetime PC : 660s
    ;+Turrets:                   Laser (1x2)

$POF file:                      kif_gothri.pof
$POF Target LOD:                2
$Detail distance:               (0, 375, 700, 1500)

$Density:                       1.33
$Damp:                          0.4
$Rotdamp:                       0.6

$Max Velocity:                  52.0, 52.0, 105.0
$Rotation time:                 4.0, 4.5, 3.6
$Rear Velocity:                 105.0
$Forward accel:                 3.5
$Forward decel:                 1.75
$Slide accel:                   2.5
$Slide decel:                   2.5
$Glide: 				YES
$Autoaim FOV:                   3.5

$Expl inner rad:                11.142742
$Expl outer rad:                44.570968
$Expl damage:                   20.0
$Expl blast:                    200.0
$Expl Propagates:               NO

$Shockwave Speed:               89.141936
$Shockwave Model:               f_shockwave.pof
$Explosion Animations:          (6, 7, 8)

$Allowed PBanks:                ( "K Laser" "K Ion" "K Photon" "K Mass Driver" "K Neutron" "K Particle" "K Meson" "K Reaper" "K Light Tachyon" "K Tachyon" )
$Allowed Dogfight PBanks:       ( "K Laser" "K Ion" "K Photon" "K Mass Driver" "K Neutron" "K Particle" "K Meson" "K Reaper" "K Light Tachyon" "K Tachyon" )
$Default PBanks:                ( "K Meson" "K Ion" )

$Allowed SBanks:        	( "Paw" "Fang" "Claw" "Stalker" "Scratch" )
$Allowed Dogfight SBanks: 	( "Paw" "Fang" "Claw" "Stalker" "Scratch" )
$Default SBanks:                ( "Stalker" "Claw" )
$SBank Capacity:                ( 50, 50 )

$Shields:                       	1200
$Shield Color:                  255 92 92
$Power Output:                  3.75
$Shield Regeneration Rate:      0.08
$Weapon Regeneration Rate:      0.15
$Max Oclk Speed:                140.0
$Max Weapon Eng:                67.5
$Hitpoints:                     	800

$Flags:                         ( "fighter" "player_ship" "in tech database" )
$AI Class:                      Major

$Afterburner:                   YES
    +Aburn Max Vel:             0.0, 0.0, 315.0
    +Aburn For accel:           1.16
    +Aburn Fuel:                660.0
    +Aburn Burn Rate:           1.0
    +Aburn Rec Rate:            0.0

$Countermeasures:               72
$Scan time:                     2000
$EngineSnd:                     132
$Closeup_pos:                   0.0, 0.0, -22.285484
$Closeup_zoom:                  0.83633
$Shield_icon:                   gothri
$Score:                         16

$Thruster01 Radius factor:      0.5
$Thruster02 Radius factor:      0.5
$Thruster02 Length factor:      0.5
$Thruster03 Radius factor:      0.7
$Thruster Distortion:      		NO

$Subsystem:                     communication, 10.0, 0.0
    $Alt Subsystem Name:        Comm

$Subsystem:                     navigation, 10.0, 0.0
    $Alt Subsystem Name:        Navigation

$Subsystem:                     sensors, 10.0, 0.0
    $Alt Subsystem Name:        Sensors

$Subsystem:                     weapons, 10.0, 0.0
    $Alt Subsystem Name:        Weapons

$Subsystem:                     engines, 15.0, 0.0
    $Alt Subsystem Name:        Engine

$Subsystem:                     turret01a, 5.0, 2.0
    $Alt Subsystem Name:        Turret
    $Default PBanks:            ( "K Laser" )
    $Flags:                     ( "carry no damage" "check hull" "no subsystem targeting" "fire on target" "reset when idle" )
	

;------------------------------ Gothri (Bomber) ---------------------------------------

$Name:                          Gothri#B
$Short name:                    Gothri
$Species:                       Kilrathi
    +Type:                      Medium/Heavy Fighter (Space Sup/Light Bomber) /Damp: 0.4 dps /Rotdamp: 0.6 dps /Density: 1.33 /Decoys: 72
    ;+Velocity:                  105 Mps /Fwd Accel:30Mps /Fwd Decel:60Mps
    +Maneuverability:           80/90/100 dps (Y/P/R) /PC Accel: 271.55 Mps
    ;+Shields:                   333 cm. equiv. (1333) /Density: 1.33 /Decoys: 72
    ;+Armor:                     Fore/Aft: 200 cm Right/Left: 150 cm. (800 dru)
    +Manufacturer:              Kilrathi Industries / Reverse thrust: 105 m/s
    +Description:               Heavy Fighter
        $end_multi_text
    +Length:                    26 meters / Angle of Shooting Guns : 3.5 deg  /Fwd Accel:30Mps /Fwd Decel:60Mps /Shields: 1333 /Hull: 800 dru
    +Gun Mounts:                Neutron (2), Ion (2) / Speed PC : 315 m/s
    +Missile Banks:             10xFang, 2xSpear / Lifetime PC : 600s
    ;+Turrets:                   Photon (1x2)

$POF file:                      kif_gothri.pof
$POF Target LOD:                2
$Detail distance:               (0, 375, 700, 1500)

$Density:                       1.33
$Damp:                          0.4
$Rotdamp:                       0.6

$Max Velocity:                  52.0, 52.0, 105.0
$Rotation time:                 4.0, 4.5, 3.6
$Rear Velocity:                 105.0
$Forward accel:                 3.5
$Forward decel:                 1.75
$Slide accel:                   2.5
$Slide decel:                   2.5
$Glide: 				YES
$Autoaim FOV:                   3.5

$Expl inner rad:                11.142742
$Expl outer rad:                44.570968
$Expl damage:                   20.0
$Expl blast:                    200.0
$Expl Propagates:               NO

$Shockwave Speed:               89.141936
$Shockwave Model:               f_shockwave.pof
$Explosion Animations:          (6, 7, 8)

$Allowed PBanks:                ( "K Laser" "K Ion" "K Photon" "K Mass Driver" "K Neutron" "K Particle" "K Meson" "K Reaper" "K Light Tachyon" "K Tachyon" "K Plasma" )
$Allowed Dogfight PBanks:       ( "K Laser" "K Ion" "K Photon" "K Mass Driver" "K Neutron" "K Particle" "K Meson" "K Reaper" "K Light Tachyon" "K Tachyon" "K Plasma" )
$Default PBanks:                ( "K Neutron" "K Ion" )

$Allowed SBanks:        	( "Paw" "Fang" "Claw" "Stalker" "Spear" "Scratch" )
$Allowed Dogfight SBanks: 	( "Paw" "Fang" "Claw" "Stalker" "Spear" "Scratch" )
$Default SBanks:                ( "Fang" "Spear" )
$SBank Capacity:                ( 100, 80 )

$Shields:                       	1333
$Shield Color:                  255 92 92
$Power Output:                  3.75
$Shield Regeneration Rate:      0.08
$Weapon Regeneration Rate:      0.13
$Max Oclk Speed:                140.0
$Max Weapon Eng:                75.0
$Hitpoints:                     	800

$Flags:                         ( "bomber" "player_ship" )
$AI Class:                      Major

$Afterburner:                   YES
    +Aburn Max Vel:             0.0, 0.0, 315.0
    +Aburn For accel:           1.16
    +Aburn Fuel:                600.0
    +Aburn Burn Rate:           1.0
    +Aburn Rec Rate:            0.0

$Countermeasures:               72
$Scan time:                     2000
$EngineSnd:                     132
$Closeup_pos:                   0.0, 0.0, -22.285484
$Closeup_zoom:                  0.83633
$Shield_icon:                   gothri
$Score:                         20

$Thruster01 Radius factor:      0.5
$Thruster02 Radius factor:      0.5
$Thruster02 Length factor:      0.5
$Thruster03 Radius factor:      0.7
$Thruster Distortion:      		NO

$Subsystem:                     communication, 10.0, 0.0
    $Alt Subsystem Name:        Comm

$Subsystem:                     navigation, 10.0, 0.0
    $Alt Subsystem Name:        Navigation

$Subsystem:                     sensors, 10.0, 0.0
    $Alt Subsystem Name:        Sensors

$Subsystem:                     weapons, 10.0, 0.0
    $Alt Subsystem Name:        Weapons

$Subsystem:                     engines, 15.0, 0.0
    $Alt Subsystem Name:        Engine

$Subsystem:                     turret01a, 5.0, 2.0
    $Alt Subsystem Name:        Turret
    $Default PBanks:            ( "K Photon" )
    $Flags:                     ( "carry no damage" "check hull" "no subsystem targeting" "fire on target" "reset when idle" )
	

;------------------------------ Vaktoth ---------------------------------------

$Name:                          Vaktoth
$Short name:                    Vaktoth
$Species:                       Kilrathi
    +Type:                      Heavy Fighter (Strategic Assault) /Damp: 0.5 dps /Rotdamp: 0.75 dps /Density: 1.5 /Decoys: 84
    ;+Velocity:                  95 Mps /Fwd Accel:23.75Mps /Fwd Decel:47.5Mps
    +Maneuverability:           66/85/80 dps (Y/P/R) /Speed PC: 288 Mps /PC Accel: 216.54 Mps
    ;+Shields:                   415 cm. equiv. (1666) /Density: 1.5 /Decoys: 84
    ;+Armor:                     Fore/Aft: 280 cm Right/Left: 200 cm. (1000 dru)
    +Manufacturer:              Kilrathi Industries / Reverse thrust: 95 m/s
    +Description:               Heavy Fighter
        $end_multi_text
    +Tech Description:          The Vaktoth is a heavy Kilrathi fighter whose performance is slightly better than that of the Confederation Thunderbolt. 

With its jump capabilities and auxiliary meson guns, this fighter is primarily used for escort and scout missions that do not involve capital ships.
        $end_multi_text
    +Length:                    30 meters / Angle of Shooting Guns : 4 deg  /Fwd Accel:23.75Mps /Fwd Decel:47.5Mps /Shields: 1666 /Hull: 1000 dru
    +Gun Mounts:                Ion (2), Tachyon (2), Plasma (1)
    +Missile Banks:             6xFang, 6xStalker / Lifetime PC : 600s
    ;+Turrets:                   Meson (1x1)

$POF file:                      kif_vaktoth.pof
$POF Target LOD:                0
$Detail distance:               (0)

$Density:                       1.5
$Damp:                          0.5
$Rotdamp:                       0.75

$Max Velocity:                  48.0, 48.0, 95.0
$Rotation time:                 4.23, 5.5, 4.5
$Rear Velocity:                 95.0
$Forward accel:                 4.0
$Forward decel:                 2.0
$Slide accel:                   3.0
$Slide decel:                   3.0
$Glide:                         	YES
$Autoaim FOV:                   4

$Expl inner rad:                13.702312
$Expl outer rad:                54.809248
$Expl damage:                   17.0
$Expl blast:                    170.0
$Expl Propagates:               NO                                                      

$Shockwave Speed:               109.618496
$Shockwave Model:               f_shockwave.pof
$Explosion Animations:          (6, 7, 8)

$Allowed PBanks:                ( "K Laser" "K Ion" "K Photon" "K Mass Driver" "K Neutron" "K Particle" "K Meson" "K Reaper" "K Light Tachyon" "K Tachyon" "K Plasma" )
$Allowed Dogfight PBanks:       ( "K Laser" "K Ion" "K Photon" "K Mass Driver" "K Neutron" "K Particle" "K Meson" "K Reaper" "K Light Tachyon" "K Tachyon" "K Plasma" )
$Default PBanks:                ( "K Ion" "K Tachyon" "K Plasma" )

$Allowed SBanks:        	( "Paw" "Fang" "Claw" "Stalker" "Spear" "Scratch" )
$Allowed Dogfight SBanks: 	( "Paw" "Fang" "Claw" "Stalker" "Spear" "Scratch" )
$Default SBanks:                ( "Fang" "Stalker" )
$SBank Capacity:                ( 60, 60 )

$Shields:                       	1666
$Shield Color:                  255 92 92
$Power Output:                  4.0
$Shield Regeneration Rate:      0.06
$Weapon Regeneration Rate:      0.12
$Max Oclk Speed:                126.0
$Max Weapon Eng:                80.0
$Hitpoints:                     	1000

$Flags:                         ( "fighter" "player_ship" "in tech database" )
$AI Class:                      Major

$Afterburner:                   YES
    +Aburn Max Vel:             0.0, 0.0, 288.0
    +Aburn For accel:           1.33
    +Aburn Fuel:                600.0
    +Aburn Burn Rate:           1.0
    +Aburn Rec Rate:            0.0

$Countermeasures:               84
$Scan time:                     2000
$EngineSnd:                     131                   
$Closeup_pos:                   0.0, 0.0, -27.404624
$Closeup_zoom:                  0.83633
$Shield_icon:                   vaktoth
$Score:                         20

$Thruster01 Radius factor:      0.6
$Thruster02 Radius factor:      0.7
$Thruster02 Length factor:      0.7
$Thruster03 Radius factor:      0.9
$Thruster Distortion:      		NO

$Subsystem:                     communication, 10.0, 0.0
    $Alt Subsystem Name:        Comm

$Subsystem:                     navigation, 10.0, 0.0
    $Alt Subsystem Name:        Navigation

$Subsystem:                     sensors, 10.0, 0.0
    $Alt Subsystem Name:        Sensors

$Subsystem:                     weapons, 10.0, 0.0
    $Alt Subsystem Name:        Weapons

$Subsystem:                     engine01, 7.5, 0.0
    $Alt Subsystem Name:        Engine

$Subsystem:                     engine02, 7.5, 0.0
    $Alt Subsystem Name:        Engine

$Subsystem:                     turret01, 5.0, 2.0
    $Alt Subsystem Name:        Turret
    $Default PBanks:            ( "K Meson" )
    $Flags:                     ( "carry no damage" "check hull" "no subsystem targeting" "fire on target" "reset when idle" )

;------------------------------ Deathfang ---------------------------------------

$Name:                          Vaktoth#Ace
$Short name:                    Deathfang
$Species:                       Kilrathi
    +Type:                      Heavy Fighter - "Deathfang" (Strategic Assault/Space Sup) /Damp: 0.45 dps /Rotdamp: 0.675 dps /Density: 1.5 /Decoys: 84
    ;+Velocity:                  100 Mps /Fwd Accel:28.57Mps /Fwd Decel:57.14Mps
    +Maneuverability:           72/90/80 dps (Y/P/R) /Speed PC: 300 Mps /PC Accel: 266.66 Mps
    ;+Shields:                   415 cm. equiv. (1666) /Density: 1.5 /Decoys: 84
    ;+Armor:                     Fore/Aft: 200 cm Right/Left: 150 cm. (800 dru)
    +Manufacturer:              Kilrathi Industries / Reverse thrust: 100 m/s
    +Description:               Heavy Fighter
        $end_multi_text
    +Tech Description:          Kramm Deathfang has modified his heavy fighter to specs that exceed our Thunderbolts in pure dogfighting ability. 

This customized Vaktoth can hold up to a dozen anti-fighter missiles, and can support torpedoes if needed. His engines have been customized to give increased maneuverability, speed, and acceleration and his gun loadout has been modified for greater power. 

Lastly, extra thrusters give Deathfang the ability to auto-slide, kick-stop, and reverse thrust at will, giving him an advantage during close in dogfights.
        $end_multi_text
    +Length:                    30 meters / Angle of Shooting Guns : 5 deg  /Fwd Accel:28.57Mps /Fwd Decel:57.14Mps /Shields: 1666 /Hull: 800 dru
    +Gun Mounts:                Ion (2), Tachyon (2), Plasma (1)
    +Missile Banks:             6xClaw Ace, 6xFang Ace / Lifetime PC : 660s
    ;+Turrets:                   Meson (1x1)

$POF file:                      kif_vaktoth_a.pof
$POF Target LOD:                0
$Detail distance:               (0)

$Density:                       1.5
$Damp:                          0.45
$Rotdamp:                       0.675

$Max Velocity:                  50.0, 50.0, 100.0
$Rotation time:                 4.0, 5.0, 4.5
$Rear Velocity:                 100.0
$Forward accel:                 3.5
$Forward decel:                 1.75
$Slide accel:                   2.75
$Slide decel:                   2.75
$Glide:                         	YES
$Autoaim FOV:                   5

$Expl inner rad:                13.702312
$Expl outer rad:                54.809248
$Expl damage:                   17.0
$Expl blast:                    170.0
$Expl Propagates:               NO                                                      

$Shockwave Speed:               109.618496
$Shockwave Model:               f_shockwave.pof
$Explosion Animations:          (6, 7, 8)

$Allowed PBanks:                ( "K Laser" "K Ion" "K Photon" "K Mass Driver" "K Neutron" "K Particle" "K Meson" "K Reaper" "K Light Tachyon" "K Tachyon" "K Plasma" )
$Allowed Dogfight PBanks:       ( "K Laser" "K Ion" "K Photon" "K Mass Driver" "K Neutron" "K Particle" "K Meson" "K Reaper" "K Light Tachyon" "K Tachyon" "K Plasma" )
$Default PBanks:                ( "K Ion" "K Tachyon" "K Plasma" )

$Allowed SBanks:        	( "Paw" "Fang" "Claw" "Stalker" "Spear" "Scratch" "Claw Ace" "Fang Ace" )
$Allowed Dogfight SBanks: 	( "Paw" "Fang" "Claw" "Stalker" "Spear" "Scratch" "Claw Ace" "Fang Ace" )
$Default SBanks:                ( "Claw Ace" "Fang Ace" )
$SBank Capacity:                ( 60, 60 )

$Shields:                       	1666
$Shield Color:                  255 92 92
$Power Output:                  4.0
$Shield Regeneration Rate:      0.07
$Weapon Regeneration Rate:      0.14
$Max Oclk Speed:                133.0
$Max Weapon Eng:                90.0
$Hitpoints:                     	800

$Flags:                         ( "fighter" "player_ship" )
$AI Class:                      Ace

$Afterburner:                   YES
    +Aburn Max Vel:             0.0, 0.0, 300.0
    +Aburn For accel:           1.125
    +Aburn Fuel:                660.0
    +Aburn Burn Rate:           1.0
    +Aburn Rec Rate:            0.0

$Countermeasures:               84
$Scan time:                     2000
$EngineSnd:                     131                   
$Closeup_pos:                   0.0, 0.0, -27.404624
$Closeup_zoom:                  0.83633
$Shield_icon:                   vaktoth
$Score:                         60

$Thruster01 Radius factor:      0.6
$Thruster02 Radius factor:      0.7
$Thruster02 Length factor:      0.7
$Thruster03 Radius factor:      0.9
$Thruster Distortion:      		NO

$Subsystem:                     communication, 10.0, 0.0
    $Alt Subsystem Name:        Comm

$Subsystem:                     navigation, 10.0, 0.0
    $Alt Subsystem Name:        Navigation

$Subsystem:                     sensors, 10.0, 0.0
    $Alt Subsystem Name:        Sensors

$Subsystem:                     weapons, 10.0, 0.0
    $Alt Subsystem Name:        Weapons

$Subsystem:                     engine01, 7.5, 0.0
    $Alt Subsystem Name:        Engine

$Subsystem:                     engine02, 7.5, 0.0
    $Alt Subsystem Name:        Engine

$Subsystem:                     turret01, 5.0, 2.0
    $Alt Subsystem Name:        Turret
    $Default PBanks:            ( "K Meson" )
    $Flags:                     ( "carry no damage" "check hull" "no subsystem targeting" "fire on target" "reset when idle" )
	

$Name:                          Vaktoth#AceCloak
$Short name:                    Deathfang
$Species:                       Kilrathi

$POF file:                      kif_vaktoth_a_c.pof
$POF Target LOD:                0
$Detail distance:               (0)

$Density:                       1.5
$Damp:                          0.45
$Rotdamp:                       0.675

$Max Velocity:                  50.0, 50.0, 100.0
$Rotation time:                 4.0, 5.0, 4.5
$Rear Velocity:                 100.0
$Forward accel:                 3.5
$Forward decel:                 1.75
$Slide accel:                   2.75
$Slide decel:                   2.75
$Glide:                         	YES
$Autoaim FOV:                   3

$Expl inner rad:                13.702312
$Expl outer rad:                54.809248
$Expl damage:                   17.0
$Expl blast:                    170.0
$Expl Propagates:               NO                                                      

$Shockwave Speed:               109.618496
$Shockwave Model:               f_shockwave.pof
$Explosion Animations:          (6, 7, 8)

$Default PBanks:                ( "K Ion" "K Tachyon" "K Plasma" )

$Default SBanks:                ( "Claw Ace" "Fang Ace" )
$SBank Capacity:                ( 60, 60 )

$Shields:                       	1660
$Shield Color:                  255 92 92
$Power Output:                  4.0
$Shield Regeneration Rate:      0.03 
$Weapon Regeneration Rate:      0.10
$Max Oclk Speed:                133.0
$Max Weapon Eng:                90.0
$Hitpoints:                     	800

$Flags:                         ( "fighter" )
$AI Class:                      Ace

$Afterburner:                   YES
    +Aburn Max Vel:             0.0, 0.0, 300.0
    +Aburn For accel:           1.125
    +Aburn Fuel:                660.0
    +Aburn Burn Rate:           1.0
    +Aburn Rec Rate:            0.0

$Countermeasures:               84
$Scan time:                     2000
$EngineSnd:                     131                   
$Closeup_pos:                   0.0, 0.0, -27.404624
$Closeup_zoom:                  0.43633
$Shield_icon:                   vaktoth
$Score:                         60

$Thruster01 Radius factor:      0.6
$Thruster02 Radius factor:      0.7
$Thruster02 Length factor:      0.7
$Thruster03 Radius factor:      0.9
$Thruster Distortion:      		NO

$Subsystem:                     communication, 10.0, 0.0
    $Alt Subsystem Name:        Comm

$Subsystem:                     navigation, 10.0, 0.0
    $Alt Subsystem Name:        Navigation

$Subsystem:                     sensors, 10.0, 0.0
    $Alt Subsystem Name:        Sensors

$Subsystem:                     weapons, 10.0, 0.0
    $Alt Subsystem Name:        Weapons

$Subsystem:                     engine01, 7.5, 0.0
    $Alt Subsystem Name:        Engine

$Subsystem:                     engine02, 7.5, 0.0
    $Alt Subsystem Name:        Engine

$Subsystem:                     turret01, 5.0, 2.0
    $Alt Subsystem Name:        Turret
    $Default PBanks:            ( "K Meson" )
    $Flags:                     ( "carry no damage" "check hull" "no subsystem targeting" "fire on target" "reset when idle" )
	
	
$Name:                          Vaktoth#AceDecloak
$Short name:                    Deathfang
$Species:                       Kilrathi

$POF file:                      kif_vaktoth_a_d.pof
$POF Target LOD:                0
$Detail distance:               (0)

$Density:                       1.5
$Damp:                          0.45
$Rotdamp:                       0.675

$Max Velocity:                  50.0, 50.0, 100.0
$Rotation time:                 4.0, 5.0, 4.5
$Rear Velocity:                 100.0
$Forward accel:                 3.5
$Forward decel:                 1.75
$Slide accel:                   2.75
$Slide decel:                   2.75
$Glide:                         	YES
$Autoaim FOV:                   4

$Expl inner rad:                13.702312
$Expl outer rad:                54.809248
$Expl damage:                   17.0
$Expl blast:                    170.0
$Expl Propagates:               NO                                                      

$Shockwave Speed:               109.618496
$Shockwave Model:               f_shockwave.pof
$Explosion Animations:          (6, 7, 8)

$Default PBanks:                ( "K Ion" "K Tachyon" "K Plasma" )

$Default SBanks:                ( "Claw Ace" "Fang Ace" )
$SBank Capacity:                ( 60, 60 )

$Shields:                       	1660
$Shield Color:                  255 92 92
$Power Output:                  4.0
$Shield Regeneration Rate:      0.07 
$Weapon Regeneration Rate:      0.12
$Max Oclk Speed:                133.0
$Max Weapon Eng:                90.0
$Hitpoints:                     	800

$Flags:                         ( "fighter" )
$AI Class:                      Ace

$Afterburner:                   YES
    +Aburn Max Vel:             0.0, 0.0, 300.0
    +Aburn For accel:           1.125
    +Aburn Fuel:                660.0
    +Aburn Burn Rate:           1.0
    +Aburn Rec Rate:            0.0

$Countermeasures:               84
$Scan time:                     2000
$EngineSnd:                     131                   
$Closeup_pos:                   0.0, 0.0, -27.404624
$Closeup_zoom:                  0.43633
$Shield_icon:                   vaktoth
$Score:                         60

$Thruster01 Radius factor:      0.6
$Thruster02 Radius factor:      0.7
$Thruster02 Length factor:      0.7
$Thruster03 Radius factor:      0.9
$Thruster Distortion:      		NO

$Subsystem:                     communication, 10.0, 0.0
    $Alt Subsystem Name:        Comm

$Subsystem:                     navigation, 10.0, 0.0
    $Alt Subsystem Name:        Navigation

$Subsystem:                     sensors, 10.0, 0.0
    $Alt Subsystem Name:        Sensors

$Subsystem:                     weapons, 10.0, 0.0
    $Alt Subsystem Name:        Weapons

$Subsystem:                     engine01, 7.5, 0.0
    $Alt Subsystem Name:        Engine

$Subsystem:                     engine02, 7.5, 0.0
    $Alt Subsystem Name:        Engine

$Subsystem:                     turret01, 5.0, 2.0
    $Alt Subsystem Name:        Turret
    $Default PBanks:            ( "K Meson" )
    $Flags:                     ( "carry no damage" "check hull" "no subsystem targeting" "fire on target" "reset when idle" )
	
	
$Name:                          Vaktoth#AceInv
$Short name:                    Deathfang
$Species:                       Kilrathi

$POF file:                      kif_vaktoth_a_i.pof
$POF Target LOD:                0
$Detail distance:               (0)

$Impact Spew:
    +Max particles:             0
$Damage Spew:
    +Max particles:             0

$Density:                       1.5
$Damp:                          0.45
$Rotdamp:                       0.675

$Max Velocity:                  50.0, 50.0, 100.0
$Rotation time:                 4.0, 5.0, 4.5
$Rear Velocity:                 100.0
$Forward accel:                 3.5
$Forward decel:                 1.75
$Slide accel:                   2.75
$Slide decel:                   2.75
$Glide:                         	YES
$Autoaim FOV:                   3

$Expl inner rad:                13.702312
$Expl outer rad:                54.809248
$Expl damage:                   17.0
$Expl blast:                    170.0
$Expl Propagates:               NO                                                      

$Shockwave Speed:               109.618496
$Shockwave Model:               f_shockwave.pof
$Explosion Animations:          (6, 7, 8)

$Default PBanks:                ( "K Ion" "K Tachyon" "K Plasma" )

$Default SBanks:                ( "Claw Ace" "Fang Ace" )
$SBank Capacity:                ( 60, 60 )

$Shields:                       	1660
$Shield Color:                  255 92 92
$Power Output:                  4.0
$Shield Regeneration Rate:      0.03 
$Weapon Regeneration Rate:      0.10
$Max Oclk Speed:                133.0
$Max Weapon Eng:                90.0
$Hitpoints:                     	800

$Flags:                         ( "fighter" )
$AI Class:                      Ace

$Afterburner:                   YES
    +Aburn Max Vel:             0.0, 0.0, 300.0
    +Aburn For accel:           1.125
    +Aburn Fuel:                660.0
    +Aburn Burn Rate:           1.0
    +Aburn Rec Rate:            0.0

$Countermeasures:               84
$Scan time:                     2000
$EngineSnd:                     131                   
$Closeup_pos:                   0.0, 0.0, -27.404624
$Closeup_zoom:                  0.43633
$Shield_icon:                   vaktoth
$Score:                         60

$Thruster01 Radius factor:      0.6
$Thruster02 Radius factor:      0.7
$Thruster02 Length factor:      0.7
$Thruster03 Radius factor:      0.9
$Thruster Distortion:      		NO

$Subsystem:                     communication, 10.0, 0.0
    $Alt Subsystem Name:        Comm

$Subsystem:                     navigation, 10.0, 0.0
    $Alt Subsystem Name:        Navigation

$Subsystem:                     sensors, 10.0, 0.0
    $Alt Subsystem Name:        Sensors

$Subsystem:                     weapons, 10.0, 0.0
    $Alt Subsystem Name:        Weapons

$Subsystem:                     engine01, 7.5, 0.0
    $Alt Subsystem Name:        Engine

$Subsystem:                     engine02, 7.5, 0.0
    $Alt Subsystem Name:        Engine

$Subsystem:                     turret01, 5.0, 2.0
    $Alt Subsystem Name:        Turret
    $Default PBanks:            ( "K Meson" )
    $Flags:                     ( "carry no damage" "check hull" "no subsystem targeting" "fire on target" "reset when idle" )


;------------------------------ Paktahn ---------------------------------------

$Name:                          Paktahn
$Short name:                    Paktahn
$Species:                       Kilrathi
    +Type:                      Heavy Bomber (Advanced Heavy Strategic Assault) /Damp: 0.6 dps /Rotdamp: 0.9 dps /Density: 2.0 /Decoys: 96
    ;+Velocity:                  85 Mps /Fwd Accel:17Mps /Fwd Decel:28.33Mps
    +Maneuverability:           60/66/72 dps (Y/P/R) /PC Accel: 150.6 Mps
    ;+Shields:                   500 cm. equiv. (2000) /Density: 2.0 /Decoys: 96
    ;+Armor:                     Fore/Aft: 320 cm Right/Left: 240 cm. (1200 dru)
    +Manufacturer:              Kilrathi Industries / Reverse thrust: 85 m/s
    +Description:               Bomber
        $end_multi_text
    +Tech Description:          The Kilrathi Paktahn is similar to the Longbow by virtue of its torpedo attack capabilities. 

With 2 (2x2) torpedos hardpoints and an impressive array of guns, this bomber can engage several fighters at once during a single run. 

Terran intelligence reports that Paktahns most often fly with Dralthi or Darket escorts.
        $end_multi_text
    +Length:                    34 meters / Angle of Shooting Guns : 2.5 deg  /Fwd Accel:17Mps /Fwd Decel:28.33Mps /Shields: 2000 /Hull: 1200 dru
    +Gun Mounts:                Plasma (4), Ion (2) / Speed PC : 250 m/s
    +Missile Banks:             8xFang, 8xStalker, 4xSpear / Lifetime PC : 540s
    ;+Turrets:                   Mass Driver (1x2)

$POF file:                      kib_paktahn.pof
$POF Target LOD:                0
$Detail distance:               (0)

$Density:                       2.0
$Damp:                          0.6
$Rotdamp:                       0.9

$Max Velocity:                  42.0, 42.0, 85.0
$Rotation time:                 5.5, 6.0, 5.0
$Rear Velocity:                 85.0
$Forward accel:                 5.0
$Forward decel:                 3.0
$Slide accel:                   2.75
$Slide decel:                   2.75
$Glide: 				YES
$Autoaim FOV:                   2.5

$Expl inner rad:                11.836191
$Expl outer rad:                47.344764
$Expl damage:                   30.0
$Expl blast:                    300.0
$Expl Propagates:               NO

$Shockwave Speed:               94.689528
$Shockwave Model:               f_shockwave.pof
$Explosion Animations:          (6, 7, 8)

$Allowed PBanks:                ( "K Laser" "K Ion" "K Photon" "K Mass Driver" "K Neutron" "K Particle" "K Meson" "K Reaper" "K Light Tachyon" "K Tachyon" "K Plasma" )
$Allowed Dogfight PBanks:       ( "K Laser" "K Ion" "K Photon" "K Mass Driver" "K Neutron" "K Particle" "K Meson" "K Reaper" "K Light Tachyon" "K Tachyon" "K Plasma" )
$Default PBanks:                ( "K Plasma" "K Ion" )

$Allowed SBanks:        	( "Paw" "Fang" "Claw" "Stalker" "Spear" "Scratch" )
$Allowed Dogfight SBanks: 	( "Paw" "Fang" "Claw" "Stalker" "Spear" "Scratch" )
$Default SBanks:                ( "Fang" "Stalker" "Spear" )
$SBank Capacity:                ( 80, 80, 160 )

$Shields:                       	2000
$Shield Color:                  255 92 92
$Power Output:                  4.5
$Shield Regeneration Rate:      0.05
$Weapon Regeneration Rate:      0.10
$Max Oclk Speed:                114.0
$Max Weapon Eng:                85.0
$Hitpoints:                     	1200

$Flags:                         ( "bomber" "player_ship" "in tech database" )
$AI Class:                      Major

$Afterburner:                   YES
    +Aburn Max Vel:             0.0, 0.0, 250.0
    +Aburn For accel:           1.66
    +Aburn Fuel:                540.0
    +Aburn Burn Rate:           1.0
    +Aburn Rec Rate:            0.0

$Countermeasures:               96
$Scan time:                     2000
$EngineSnd:                     132
$Closeup_pos:                   0.0, 0.0, -23.672382
$Closeup_zoom:                  0.83633
$Shield_icon:                   paktahn
$Score:                         30

$Thruster01 Radius factor:      0.6
$Thruster02 Radius factor:      0.7
$Thruster02 Length factor:      0.7
$Thruster03 Radius factor:      0.9
$Thruster Distortion:      		NO

$Subsystem:                     communication, 10.0, 0.0
    $Alt Subsystem Name:        Comm

$Subsystem:                     navigation, 10.0, 0.0
    $Alt Subsystem Name:        Navigation

$Subsystem:                     sensors, 10.0, 0.0
    $Alt Subsystem Name:        Sensors

$Subsystem:                     weapons, 10.0, 0.0
    $Alt Subsystem Name:        Weapons

$Subsystem:                     engine01, 7.5, 0.0
    $Alt Subsystem Name:        Engine

$Subsystem:                     engine02, 7.5, 0.0
    $Alt Subsystem Name:        Engine

$Subsystem:                     turret01, 5.0, 2.0
    $Alt Subsystem Name:        Turret
    $Default PBanks:            ( "K Mass Driver" )
    $Flags:                     ( "carry no damage" "check hull" "no subsystem targeting" "fire on target" "reset when idle" )


;------------------------------ Paktahn Ace ---------------------------------------

$Name:                          Paktahn#Ace
$Short name:                    Bloodmist
$Species:                       Kilrathi
    +Type:                      Heavy Bomber - "Bloodmist" (Advanced Heavy Strategic Assault) /Damp: 0.8 dps /Rotdamp: 1.2 dps /Density: 2.0 /Decoys: 96
    ;+Velocity:                  75 Mps /Fwd Accel:12.5Mps /Fwd Decel:18.75Mps
    +Maneuverability:           48/60/66 dps (Y/P/R) /PC Accel: 121.14 Mps
    ;+Shields:                   800 cm. equiv. (3200) /Density: 2.0 /Decoys: 96
    ;+Armor:                     Fore/Aft: 420 cm Right/Left: 340 cm. (1600 dru)
    +Manufacturer:              Kilrathi Industries / Reverse thrust: 75 m/s
    +Description:               Bomber
        $end_multi_text
    +Tech Description:          This Paktahn has been refitted with even more torpedoes, giving Bhuk Bloodmist a much more dangerous presence. 

Bloodmist's Paktahn has the firepower to fully destroy two or three carriers in one single loadout. And his extra shielding and armor makes his already durable bomber an even tougher nut to crack. 

In addition to four plasma cannon, Bloodmist has added a quad set of laser cannons, presumably to give him a rapid fire deterrence against incoming missiles, and tachyon cannons on his rear turret. 
His afterburner speed has also been tuned.
        $end_multi_text
    +Length:                    34 meters / Angle of Shooting Guns : 3 deg  /Fwd Accel:12.5Mps /Fwd Decel:18.75Mps /Shields: 3200 /Hull: 1600 dru
    +Gun Mounts:                Plasma (4), Laser (4) / Speed PC : 212 m/s
    +Missile Banks:             8xFang Ace, 8xClaw Ace, 6xSpear / Lifetime PC : 420s
    ;+Turrets:                   Tachyon (1x2)

$POF file:                      kib_paktahn_a.pof
$POF Target LOD:                0
$Detail distance:               (0)

$Density:                       2.0
$Damp:                          0.8
$Rotdamp:                       1.2

$Max Velocity:                  38.0, 38.0, 75.0
$Rotation time:                 6.0, 7.5, 5.5
$Rear Velocity:                 75.0
$Forward accel:                 6.0
$Forward decel:                 4.0
$Slide accel:                   3.25
$Slide decel:                   3.25
$Glide: 				YES
$Autoaim FOV:                   3

$Expl inner rad:                11.836191
$Expl outer rad:                47.344764
$Expl damage:                   30.0
$Expl blast:                    300.0
$Expl Propagates:               NO

$Shockwave Speed:               94.689528
$Shockwave Model:               f_shockwave.pof
$Explosion Animations:          (6, 7, 8)

$Allowed PBanks:                ( "K Laser" "K Ion" "K Photon" "K Mass Driver" "K Neutron" "K Particle" "K Meson" "K Reaper" "K Light Tachyon" "K Tachyon" "K Plasma" )
$Allowed Dogfight PBanks:       ( "K Laser" "K Ion" "K Photon" "K Mass Driver" "K Neutron" "K Particle" "K Meson" "K Reaper" "K Light Tachyon" "K Tachyon" "K Plasma" )
$Default PBanks:                ( "K Plasma" "K Laser" )

$Allowed SBanks:        	( "Paw" "Fang" "Claw" "Stalker" "Spear" "Scratch" "Claw Ace" "Fang Ace" "Predator" )
$Allowed Dogfight SBanks: 	( "Paw" "Fang" "Claw" "Stalker" "Spear" "Scratch" "Claw Ace" "Fang Ace" "Predator" )
$Default SBanks:                ( "Fang Ace" "Claw Ace" "Spear" )
$SBank Capacity:                ( 80, 80, 240 )

$Shields:                       	3200
$Shield Color:                  255 92 92
$Power Output:                  4.5
$Shield Regeneration Rate:      0.06
$Weapon Regeneration Rate:      0.12
$Max Oclk Speed:                100.0
$Max Weapon Eng:                107.5
$Hitpoints:                     	1600

$Flags:                         ( "bomber" "player_ship" )
$AI Class:                      Ace

$Afterburner:                   YES
    +Aburn Max Vel:             0.0, 0.0, 212.0
    +Aburn For accel:           1.75
    +Aburn Fuel:                420.0
    +Aburn Burn Rate:           1.0
    +Aburn Rec Rate:            0.0

$Countermeasures:               96
$Scan time:                     2000
$EngineSnd:                     132
$Closeup_pos:                   0.0, 0.0, -23.672382
$Closeup_zoom:                  0.83633
$Shield_icon:                   paktahn
$Score:                         90

$Thruster01 Radius factor:      0.6
$Thruster02 Radius factor:      0.7
$Thruster02 Length factor:      0.7
$Thruster03 Radius factor:      0.9
$Thruster Distortion:      		NO

$Subsystem:                     communication, 10.0, 0.0
    $Alt Subsystem Name:        Comm

$Subsystem:                     navigation, 10.0, 0.0
    $Alt Subsystem Name:        Navigation

$Subsystem:                     sensors, 10.0, 0.0
    $Alt Subsystem Name:        Sensors

$Subsystem:                     weapons, 10.0, 0.0
    $Alt Subsystem Name:        Weapons

$Subsystem:                     engine01, 7.5, 0.0
    $Alt Subsystem Name:        Engine

$Subsystem:                     engine02, 7.5, 0.0
    $Alt Subsystem Name:        Engine

$Subsystem:                     turret01, 5.0, 2.0
    $Alt Subsystem Name:        Turret
    $Default PBanks:            ( "K Tachyon" )
    $Flags:                     ( "carry no damage" "check hull" "no subsystem targeting" "fire on target" "reset when idle" )


;------------------------------ Sorthak ---------------------------------------

$Name:                          Sorthak
$Short name:                    Sorthak
$Species:                       Kilrathi
    +Type:                      ADV Super Heavy Bomber (Advanced Heavy Strategic Assault) /Damp: 1.0 dps /Rotdamp: 1.75 dps /Density: 2.0 /Decoys: 108
    ;+Velocity:                  80 Mps /Fwd Accel:13.33Mps /Fwd Decel:20Mps
    +Maneuverability:           45/48/66 dps (Y/P/R) /PC Accel: 112.5 Mps
    ;+Shields:                   900 cm. equiv. (3600) /Density: 2.0 /Decoys: 108
    ;+Armor:                     Fore/Aft: 480 cm Right/Left: 360 cm. (1800 dru)
    +Manufacturer:              Kilrathi Industries / Reverse thrust: 80 m/s
    +Description:               Heavy Bomber
        $end_multi_text
    +Tech Description:          Designed to lay waste to entire Terran fighter formations, the Sorthak fighter-destroyer is unlike any other heavy fighter flown by the Kilrathi. 

Fast and maneuverable for her large size, the Sorthak has massive guns protruding from the front and the rear, and it mounts multiple missile and torpedo hardpoints to be a threat to any fighter or capship. 

Specialized for long range space superiority missions, it has the jump capability and fuel capacity to have an extended operating range greater than that of the Vaktoth.
        $end_multi_text
    +Length:                    46.4 meters / Angle of Shooting Guns : 2 deg  /Fwd Accel:13.33Mps /Fwd Decel:20Mps /Shields: 3600 /Hull: 1800 dru
    +Gun Mounts:                Reaper (2), Plasma (4) / Speed PC : 225 m/s
    +Missile Banks:             12xFang, 12xClaw, 8xSpear / Lifetime PC : 480s
    ;+Turrets:                   Meson (3x2)

$POF file:                      kif_sorthak.pof
$POF Target LOD:                2
$Detail distance:               (0, 250, 375, 437)

$Impact Spew:
    +Max particles:             0
$Damage Spew:
    +Max particles:             0

$Density:                       2.0
$Damp:                          1.0
$Rotdamp:                       1.75

$Max Velocity:                  40.0, 40.0, 80.0
$Rotation time:                 7.5, 8.0, 5.5
$Rear Velocity:                 80.0
$Forward accel:                 6.0
$Forward decel:                 4.0
$Slide accel:                   3.5
$Slide decel:                   3.5
$Glide: 				YES
$Autoaim FOV:                   2

$Expl inner rad:                25.468838
$Expl outer rad:                101.875352
$Expl damage:                   30.0
$Expl blast:                    300.0
$Expl Propagates:               NO

$Shockwave Speed:               203.750704
$Shockwave Model:               f_shockwave.pof
$Explosion Animations:          (6, 7, 8)

$Allowed PBanks:                ( "K Laser" "K Ion" "K Photon" "K Mass Driver" "K Neutron" "K Particle" "K Meson" "K Reaper" "K Light Tachyon" "K Tachyon" "K Plasma" )
$Allowed Dogfight PBanks:       ( "K Laser" "K Ion" "K Photon" "K Mass Driver" "K Neutron" "K Particle" "K Meson" "K Reaper" "K Light Tachyon" "K Tachyon" "K Plasma" )
$Default PBanks:                ( "K Reaper" "K Plasma" )

$Allowed SBanks:        	( "Paw" "Fang" "Claw" "Stalker" "Spear" "Scratch" "Predator" )
$Allowed Dogfight SBanks: 	( "Paw" "Fang" "Claw" "Stalker" "Spear" "Scratch" "Predator" )
$Default SBanks:                ( "Fang" "Claw" "Spear" )
$SBank Capacity:                ( 120, 120, 320 )

$Shields:                       	3600
$Shield Color:                  255 92 92
$Power Output:                  5.0
$Shield Regeneration Rate:      0.12
$Weapon Regeneration Rate:      0.08
$Max Oclk Speed:                106.0
$Max Weapon Eng:                120.0
$Hitpoints:                     	1800

$Flags:                         ( "bomber" "player_ship" "in tech database" )
$AI Class:                      Major

$Afterburner:                   YES
    +Aburn Max Vel:             0.0, 0.0, 225.0
    +Aburn For accel:           2.0
    +Aburn Fuel:                480.0
    +Aburn Burn Rate:           1.0
    +Aburn Rec Rate:            0.0

$Countermeasures:               108
$Scan time:                     2000
$EngineSnd:                     132                   
$Closeup_pos:                   0.0, 0.0, -50.937676
$Closeup_zoom:                  0.53633
$Shield_icon:                   sorthak
$Score:                         36

$Thruster01 Radius factor:      0.5
$Thruster02 Radius factor:      0.6
$Thruster02 Length factor:      0.6
$Thruster03 Radius factor:      0.8
$Thruster Distortion:      		NO

$Subsystem:                     communication, 10.0, 0.0
    $Alt Subsystem Name:        Comm

$Subsystem:                     navigation, 10.0, 0.0
    $Alt Subsystem Name:        Navigation

$Subsystem:                     sensors, 10.0, 0.0
    $Alt Subsystem Name:        Sensors

$Subsystem:                     weapons, 10.0, 0.0
    $Alt Subsystem Name:        Weapons

$Subsystem:                     engine01, 7.5, 0.0
    $Alt Subsystem Name:        Engines

$Subsystem:                     engine02, 7.5, 0.0
    $Alt Subsystem Name:        Engines

$Subsystem:                     turret01, 5.0, 2.0
    $Alt Subsystem Name:        Turret
    $Default PBanks:            ( "K Meson" "K Meson" )
    $Flags:                     ( "carry no damage" "check hull" "no subsystem targeting" "fire on target" "reset when idle" )

$Subsystem:                     turret02, 5.0, 2.0
    $Alt Subsystem Name:        Turret
    $Default PBanks:            ( "K Meson" "K Meson" )
    $Flags:                     ( "carry no damage" "check hull" "no subsystem targeting" "fire on target" "reset when idle" )

$Subsystem:                     turret03, 5.0, 2.0
    $Alt Subsystem Name:        Turret
    $Default PBanks:            ( "K Meson" "K Meson" )
    $Flags:                     ( "carry no damage" "check hull" "no subsystem targeting" "fire on target" "reset when idle" )


;------------------------------ Ekapshi ----------------------------------------

$Name:                          Ekapshi
$Short name:                    Ekapshi
$Species:                       Kilrathi
    +Type:                      Medium/Heavy Fighter (Interceptor) /Damp: 0.4 dps /Rotdamp: 0.6 dps /Density: 1.25 /Decoys: 72
    ;+Velocity:                  112 Mps /Fwd Accel:37.5Mps /Fwd Decel:75Mps
    +Maneuverability:           80/100/100 dps (Y/P/R) /PC Accel: 338 Mps
    ;+Shields:                   290 cm. equiv. (1166) /Density: 1.25 /Decoys: 72
    ;+Armor:                     Fore/Aft: 160 cm Right/Left: 120 cm. (700 dru)
    +Manufacturer:              Kilrathi Industries / Reverse thrust: 112 m/s
    +Description:               Medium Fighter
        $end_multi_text
    +Tech Description:          The Ekapshi is a high-performance jet interceptor that can only function in planetary atmosphere: it cannot be deployed into space. 
In spite of this shortcoming, the Ekapshi is more than capable in its own element. 

Even though its tonnage is among lightweight-class fighters, it is well armed and shielded, with incredible acceleration and maneuverability in atmospheric conditions. 
Ekapshi are mostly deployed with planetary garrisons as a main deterrence against attacking fighters and ground assault units. 
        $end_multi_text
    +Length:                    21 meters / Angle of Shooting Guns : 4 deg  /Fwd Accel:37.5Mps /Fwd Decel:75Mps /Shields: 1166 /Hull: 700 dru
    +Gun Mounts:                Meson (2), Laser (4) / Speed PC : 338 m/s
    +Missile Banks:             10xStalker / Lifetime PC : 660s

$POF file:                      kif_ekapshi.pof
$POF Target LOD:                2
$Detail distance:               (0, 250, 375)

$Density:                       1.25
$Damp:                          0.4
$Rotdamp:                       0.6

$Max Velocity:                  56.0, 56.0, 112.0
$Rotation time:                 3.6, 4.5, 3.6
$Rear Velocity:                 112.0
$Forward accel:                 3.0
$Forward decel:                 1.5
$Slide accel:                   2.0
$Slide decel:                   2.0
$Glide:                         	YES
$Autoaim FOV:                   4

$Expl inner rad:                8.393338
$Expl outer rad:                33.573352
$Expl damage:                   15.0
$Expl blast:                    150.0
$Expl Propagates:               NO                                                      

$Shockwave Speed:               67.146704
$Shockwave Model:               f_shockwave.pof
$Explosion Animations:          (6, 7, 8)

$Allowed PBanks:                ( "K Laser" "K Ion" "K Photon" "K Neutron" "K Particle" "K Meson" "K Reaper" "K Light Tachyon" )
$Allowed Dogfight PBanks:       ( "K Laser" "K Ion" "K Photon" "K Neutron" "K Particle" "K Meson" "K Reaper" "K Light Tachyon" )
$Default PBanks:                ( "K Meson" "K Laser" )

$Allowed SBanks:        	( "Paw" "Fang" "Claw" "Stalker" "Scratch" )
$Allowed Dogfight SBanks: 	( "Paw" "Fang" "Claw" "Stalker" "Scratch" )
$Default SBanks:                ( "Stalker" )
$SBank Capacity:                ( 100 )

$Shields:                       	1166
$Shield Color:                  255 92 92
$Power Output:                  3.5
$Shield Regeneration Rate:      0.06 
$Weapon Regeneration Rate:      0.12
$Max Oclk Speed:                150.0
$Max Weapon Eng:                67.5
$Hitpoints:                     	700

$Flags:                         ( "fighter" "player_ship" "in tech database" )
$AI Class:                      Major

$Afterburner:                   YES
    +Aburn Max Vel:             0.0, 0.0, 338.0
    +Aburn For accel:           1.0
    +Aburn Fuel:                660.0
    +Aburn Burn Rate:           1.0
    +Aburn Rec Rate:            0.0

$Countermeasures:               72
$Scan time:                     2000
$EngineSnd:                     131                   
$Closeup_pos:                   0.0, 0.0, -16.786676
$Closeup_zoom:                  0.83633
$Shield_icon:                   ekapshi
$Score:                         14

$Thruster01 Radius factor:      0.6
$Thruster02 Radius factor:      0.7
$Thruster02 Length factor:      0.7
$Thruster03 Radius factor:      0.9
$Thruster Distortion:      		NO

$Subsystem:                     communication, 10.0, 0.0
    $Alt Subsystem Name:        Comm

$Subsystem:                     navigation, 10.0, 0.0
    $Alt Subsystem Name:        Navigation

$Subsystem:                     sensors, 10.0, 0.0
    $Alt Subsystem Name:        Sensors

$Subsystem:                     weapons, 10.0, 0.0
    $Alt Subsystem Name:        Weapons

$Subsystem:                     engines, 15.0, 0.0
    $Alt Subsystem Name:        Engines


;------------------------------ K'ha'haf --------------------------------------

$Name:                          Khahaf
$Alt Name:                      K'ha'haf
$Short name:                    K'ha'haf
$Species:                       Kilrathi
    +Type:                      Heavy Fighter (Heavy Assault) /Damp: 1.2 dps /Rotdamp: 2.4 dps /Density: 2.5 /Decoys: 120
    ;+Velocity:                  75 Mps /Fwd Accel:10Mps /Fwd Decel:15Mps
    +Maneuverability:           40/48/60 dps (Y/P/R) /PC Accel: 80 Mps
    ;+Shields:                   450 cm. equiv. (1800) /Density: 2.5 /Decoys: 120
    ;+Armor:                     Fore/Aft: 640 cm Right/Left: 480 cm. (2400 dru)
    +Manufacturer:              Kilrathi Industries / Reverse thrust: 75 m/s
    +Description:               Heavy Fighter
        $end_multi_text
    +Tech Description:          The K'ha'haf is a crude heavy fighter covered in a few tons of rock. 
They're usually used to mine and patrol approaches to secret Kilrathi bases hidden in asteroid fields. These rock fighters have lots of armor, not much shielding. 

Intel does not recommend, under any circumstances, colliding with these fighters in a lighter ship. Also watch out for large chunks of solid rock debris they throw off as they take damage.
        $end_multi_text
    +Length:                    36 meters / Angle of Shooting Guns : 6 deg  /Fwd Accel:10Mps /Fwd Decel:15Mps /Shields: 1800 /Hull: 2400 dru
    +Gun Mounts:                Reaper (4), Meson (2) / Speed PC : 200 m/s
    +Missile Banks:             12xFang, 12xClaw / Lifetime PC : 360s

$POF file:                      kif_khahaf.pof
$POF Target LOD:                1
$Detail distance:               (0, 250, 375)

$Density:                       2.5
$Damp:                          1.2
$Rotdamp:                       2.4

$Max Velocity:                  38.0, 38.0, 75.0
$Rotation time:                 7.5, 9.0, 6.0
$Rear Velocity:                 75.0
$Forward accel:                 7.5
$Forward decel:                 5.0
$Slide accel:                   3.75
$Slide decel:                   3.75
$Glide: 				YES
$Autoaim FOV:                   6

$Expl inner rad:                19.080301
$Expl outer rad:                76.321204
$Expl damage:                   20.0
$Expl blast:                    200.0
$Expl Propagates:               NO                                                      

$Shockwave Speed:               152.642408
$Shockwave Model:               f_shockwave.pof
$Explosion Animations:          (6, 7, 8)

$Allowed PBanks:                ( "K Laser" "K Ion" "K Photon" "K Mass Driver" "K Neutron" "K Particle" "K Meson" "K Reaper" "K Light Tachyon" "K Tachyon" "K Plasma" )
$Allowed Dogfight PBanks:       ( "K Laser" "K Ion" "K Photon" "K Mass Driver" "K Neutron" "K Particle" "K Meson" "K Reaper" "K Light Tachyon" "K Tachyon" "K Plasma" )
$Default PBanks:                ( "K Reaper" "K Meson" )

$Allowed SBanks:        	( "Paw" "Fang" "Claw" "Stalker" "Scratch" )
$Allowed Dogfight SBanks: 	( "Paw" "Fang" "Claw" "Stalker" "Scratch" )
$Default SBanks:                ( "Fang" "Claw" )
$SBank Capacity:                ( 120, 120 )

$Shields:                       	1800
$Shield Color:                  255 92 92
$Power Output:                  5.0
$Shield Regeneration Rate:      0.08 
$Weapon Regeneration Rate:      0.08
$Max Oclk Speed:                100.0
$Max Weapon Eng:                105.0
$Hitpoints:                     	2400

$Flags:                         ( "fighter" "player_ship" "in tech database" )
$AI Class:                      Major

$Afterburner:                   YES
    +Aburn Max Vel:             0.0, 0.0, 200.0
    +Aburn For accel:           2.5
    +Aburn Fuel:                360.0
    +Aburn Burn Rate:           1.0
    +Aburn Rec Rate:            0.0

$Countermeasures:               120
$Scan time:                     2000
$EngineSnd:                     131                  
$Closeup_pos:                   0.0, 0.0, -38.160602
$Closeup_zoom:                  0.53633
$Shield_icon:                   khahaf
$Score:                         24

$Thruster01 Radius factor:      0.6
$Thruster02 Radius factor:      0.7
$Thruster02 Length factor:      0.7
$Thruster03 Radius factor:      0.9
$Thruster Distortion:      		NO

$Subsystem:                     communication, 10.0, 0.0
    $Alt Subsystem Name:        Comm

$Subsystem:                     navigation, 10.0, 0.0
    $Alt Subsystem Name:        Navigation

$Subsystem:                     sensors, 10.0, 0.0
    $Alt Subsystem Name:        Sensors

$Subsystem:                     weapons, 10.0, 0.0
    $Alt Subsystem Name:        Weapons

$Subsystem:                     engines, 15.0, 0.0
    $Alt Subsystem Name:        Engine



;============================>> KILRATHI UTILITY CRAFT <<======================

;------------------------------ Zartoth ---------------------------------------
      
$Name:                          Zartoth
$Short name:                    Zartoth
$Species:                       Kilrathi
    +Type:                      Heavy Fighter (Electronic Warfare/Recon) /Damp: 0.5 dps /Rotdamp: 0.75 dps /Density: 1.5 /Decoys: 84
    ;+Velocity:                  95 Mps /Fwd Accel:27.14Mps /Fwd Decel:54.28Mps
    +Maneuverability:           72/85/80 dps (Y/P/R) /PC Accel: 230 Mps
    ;+Shields:                   415 cm. equiv. (1666) /Density: 1.5 /Decoys: 84
    ;+Armor:                     Fore/Aft: 280 cm Right/Left: 200 cm. (1000 dru)
    +Manufacturer:              Kilrathi Industries / Reverse thrust: 95 m/s
    +Description:               Heavy Fighter
        $end_multi_text
    +Tech Description:          The Zartoth is an electronic warfare variant of the Vaktoth heavy fighter. Lightly armed, the Zartoth is crammed with electronics gear and electronic countermeasure systems. 

They are most useful when it was necessary to pinpoint and destroy enemy targets by detecting energy outputs, or when it was deemed advisable to knock out defending sensors or communications channels. 

The Zartoth’s versatility gives the Kilrathi the electronic warfare edge over the Confederation, which uses obsolete corvettes for the role.
	$end_multi_text
    +Length:                    30.5 meters / Angle of Shooting Guns : 4 deg  /Fwd Accel:27.14Mps /Fwd Decel:54.28Mps /Shields: 1666 /Hull: 1000 dru
    +Gun Mounts:                Ion (2), Tachyon (1) / Speed PC : 288 m/s
    +Missile Banks:             3xFang, 3xStalker / Lifetime PC : 600s

$POF file:                      kif_zartoth.pof
$POF Target LOD:                0
$Detail distance:               (0)

$Density:                       1.5
$Damp:                          0.5
$Rotdamp:                       0.75

$Max Velocity:                  48.0, 48.0, 95.0
$Rotation time:                 4.23, 5.0, 4.5
$Rear Velocity:                 95.0
$Forward accel:                 3.5
$Forward decel:                 1.75
$Slide accel:                   2.75
$Slide decel:                   2.75
$Glide:                         	YES
$Autoaim FOV:                   4

$Expl inner rad:                17.127890
$Expl outer rad:                68.51156
$Expl damage:                   15.0
$Expl blast:                    250.0
$Expl Propagates:               NO                                                      

$Shockwave Speed:               137.02312
$Shockwave Model:               f_shockwave.pof
$Explosion Animations:          (6, 7, 8)

$Allowed PBanks:                ( "K Laser" "K Ion" "K Photon" "K Mass Driver" "K Neutron" "K Particle" "K Meson" "K Reaper" "K Light Tachyon" "K Tachyon" )
$Allowed Dogfight PBanks:       ( "K Laser" "K Ion" "K Photon" "K Mass Driver" "K Neutron" "K Particle" "K Meson" "K Reaper" "K Light Tachyon" "K Tachyon" )
$Default PBanks:                ( "K Ion" "K Tachyon" )

$Allowed SBanks:        	( "Paw" "Fang" "Claw" "Stalker" "Scratch" )
$Allowed Dogfight SBanks: 	( "Paw" "Fang" "Claw" "Stalker" "Scratch" )
$Default SBanks:                ( "Fang" "Stalker" )
$SBank Capacity:                ( 30, 30 )

$Shields:                       	1666
$Shield Color:                  255 92 92
$Power Output:                  3.0
$Shield Regeneration Rate:      0.08
$Weapon Regeneration Rate:      0.12
$Max Oclk Speed:                126.0
$Max Weapon Eng:                50.0
$Hitpoints:                     	1000

$Flags:                         ( "fighter" "player_ship" "in tech database" )
$AI Class:                      Major

$Afterburner:                   YES
    +Aburn Max Vel:             0.0, 0.0, 288.0
    +Aburn For accel:           1.25
    +Aburn Fuel:                600.0
    +Aburn Burn Rate:           1.0
    +Aburn Rec Rate:            0.0

$Countermeasures:               84
$Scan time:                     2000
$EngineSnd:                     131                  
$Closeup_pos:                   0.0, 0.0, -34.25578
$Closeup_zoom:                  0.73633
$Shield_icon:                   vaktoth
$Score:                         24

$Thruster01 Radius factor:      0.6
$Thruster02 Radius factor:      0.7
$Thruster02 Length factor:      0.7
$Thruster03 Radius factor:      0.9
$Thruster Distortion:      		NO

$Subsystem:                     antenna01a, 10.0, 0.0
    $Flags:                     ( "untargetable" )  

$Subsystem:                     communication, 10.0, 0.0
    $Alt Subsystem Name:        Comm

$Subsystem:                     navigation, 10.0, 0.0
    $Alt Subsystem Name:        Navigation

$Subsystem:                     sensors, 10.0, 0.0
    $Alt Subsystem Name:        Sensors

$Subsystem:                     weapons, 10.0, 0.0
    $Alt Subsystem Name:        Weapons

$Subsystem:                     engine01, 7.5, 0.0
    $Alt Subsystem Name:        Engine

$Subsystem:                     engine02, 7.5, 0.0
    $Alt Subsystem Name:        Engine



;------------------------------ Naktarg ---------------------------------------

$Name:                          Naktarg
$Short name:                    Naktarg
$Species:                       Kilrathi
    +Type:                      Shuttle (Strategic Support) /Damp: 1.2 dps /Rotdamp: 1.8 dps /Density: 2.5 /Decoys: 108
    ;+Velocity:                  65 Mps /Fwd Accel:8.125Mps /Fwd Decel:10.83Mps
    +Maneuverability:           24/30/40 dps (Y/P/R) /PC Accel: 93.75 Mps
    ;+Shields:                   1250 cm. equiv. (5000) /Density: 2.5 /Decoys: 108
    ;+Armor:                     Fore/Aft: 800 cm Right/Left: 600 cm. (3000 dru)
    +Manufacturer:              Kilrathi Industries / Reverse thrust: 65 m/s
    +Description:               Shuttle
       $end_multi_text
    +Tech Description:          The Kilrathi have one basic shuttlecraft design for a number of different purposes. The Naktarg is the original version, an assault shuttle large enough to hold Kilrathi Marines. 

A Search and Rescue variant, the Rogharth, is similiar to the Terran Type-R shuttle. The Graltha is a bizarre type that is used for command and control duties, it can duplicate the tracking, communications, and tactical computer functions that is normally found on a standard fleet attack carrier. 

The Kofar is the last shuttle variant, a flying munitions dump that can dock with a Kilrathi fighter in space and resupply it with fuel and missiles.
       $end_multi_text
    +Length:                    64.2 meters  /Fwd Accel:8.125Mps /Fwd Decel:10.83Mps /Shields: 5000 /Hull: 3000 dru
    +Gun Mounts:                - ( ), - ( ) / Speed PC : 188 m/s
    +Missile Banks:             -x , -x  / Lifetime PC : 300s
    ;+Turrets:                   Laser (2x1)

$POF file:                      kis_naktarg.pof
$POF target LOD:                2
$Detail distance:               (0, 250, 375, 437)

$Density:                       2.5 
$Damp:                          1.2
$Rotdamp:                       1.8

$Max Velocity:                  32.0, 32.0, 65.0
$Rotation time:                 12.0, 15.0, 9.0
$Rear Velocity:                 65.0
$Forward accel:                 8.0
$Forward decel:                 6.0
$Slide accel:                   4.0
$Slide decel:                   4.0
$Glide: 				YES
$Autoaim FOV:                   9

$Expl inner rad:                28.204918
$Expl outer rad:                112.819672
$Expl damage:                   30.0
$Expl blast:                    300.0
$Expl Propagates:               NO

$Shockwave Speed:               225.639344
$Shockwave Model:               f_shockwave.pof
$Explosion Animations:          (6, 7, 8)

$Allowed PBanks:                (  )
$Allowed Dogfight PBanks:       (  )
$Default PBanks:                (  )

$Allowed SBanks:                (  )
$Allowed Dogfight SBanks:       (  )
$Default SBanks:                (  )
$SBank Capacity:                (  )   

$Shields:                       	5000
$Shield Color:                  255 92 92
$Power Output:                  8.0
$Shield Regeneration Rate:      0.1
$Weapon Regeneration Rate:      0.15
$Max Oclk Speed:                86.0
$Max Weapon Eng:                90.0
$Hitpoints:                     	3000

$Flags:                         ( "Transport" "in tech database" "player_ship" )
$AI Class:                      Captain

$Afterburner:           YES
	+Aburn Max Vel: 0.0, 0.0, 188.0
	+Aburn For accel:       2.0
	+Aburn Fuel:            300.0
	+Aburn Burn Rate:       1.0
	+Aburn Rec Rate:        0.0

$Countermeasures:               108
$Scan time:                     2000
$EngineSnd:                     133
$Closeup_pos:                   0.0, 0.0, -56.409836
$Closeup_zoom:                  0.73633
$Shield_icon:                   naktarg
$Score:                         60

$Thruster01 Radius factor:      0.6
$Thruster02 Radius factor:      0.7
$Thruster02 Length factor:      0.7
$Thruster03 Radius factor:      0.9
$Thruster Distortion:      		NO

$Subsystem:                     communication, 10.0, 0.0
    $Alt Subsystem Name:        Comm

$Subsystem:                     navigation, 10.0, 0.0
    $Alt Subsystem Name:        Navigation

$Subsystem:                     sensors, 10.0, 0.0
    $Alt Subsystem Name:        Sensors

$Subsystem:                     weapons, 10.0, 0.0
    $Alt Subsystem Name:        Weapons

$Subsystem:                     engine01, 7.5, 0.0
    $Alt Subsystem Name:        Engine

$Subsystem:                     engine02, 7.5, 0.0
    $Alt Subsystem Name:        Engine

$Subsystem:                     turret01, 50.0, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0     

$Subsystem:                     turret02, 50.0, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0



;============================>> KILRATHI CAP SHIPS <<==========================

;------------------------------ Sha'Kar ---------------------------------------

$Name:                          Sha'kar-class
$Short name:                    Sha'kar
$Species:                       Kilrathi
    +Tech Description:          With its cheap and modular design, the Sha'kar-class is the mainstay of the Kilrathi logistics fleet. 

Of medium tonnage, it can be configured to carry anything important to the Kilrathi war machine, including armaments, fuel, general supplies and personnel. 

Slow, under-armed, under-armored and susceptible to attack by even the lightest Terran fighter, these cannon fodder transports rely on fighters or other capships for protection.
        $end_multi_text
	
$POF file:                      kis_sha'kar.pof
$POF Target LOD:                2
$Detail distance:               (0, 1391, 2226, 2782)

$Density:                       2.5
$Damp:                          2.0
$Rotdamp:                       3.0

$Max Velocity:                  0.0, 0.0, 30.0
$Rotation time:                 15.0, 15.0, 15.0
$Rear Velocity:                 30.0
$Forward accel:                 10.0
$Forward decel:                 10.0
$Slide accel:                   0.0
$Slide decel:                   0.0

$Expl inner rad:                111.303299
$Expl outer rad:                445.213196
$Expl damage:                   200.0
$Expl blast:                    2000.0
$Expl Propagates:               YES

$Shockwave Speed:               222.606598
$Shockwave Count:               1

$Default PBanks:                ()

$Default SBanks:                ()
$SBank Capacity:                ()

$Shields:                       	12000
$Shield Color:                  255 92 92
$Power Output:                  90.0
$Max Oclk Speed:                40.0
$Max Weapon Eng:                120.0
$Hitpoints:                     	20000

$Flags:                         ( "capital" "in tech database" )
$AI Class:                      Captain

$Afterburner:                   NO

$Countermeasures:               0
$Scan time:                     2000
$EngineSnd:                     134
$Closeup_pos:                   0.0, 0.0, -222.606598
$Closeup_zoom:                  0.43633
$Shield_icon:                   sha'kar
$Score:                         300

$Thruster01 Radius factor:      0.6
$Thruster02 Radius factor:      0.7
$Thruster02 Length factor:      0.7
$Thruster03 Radius factor:      0.9
$Thruster Distortion:      		NO

$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Hostile
    +As Color:                  (255, 128, 0)
$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Friendly
    +As Color:                  (113, 151, 240)
$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Neutral
    +As Color:                  (255, 128, 0)
$Ship IFF Colors: 
    +Seen By:                   Traitor
    +When IFF Is:               Hostile
    +As Color:                  (255, 128, 0)
$Ship IFF Colors: 
    +Seen By:                   Traitor
    +When IFF Is:               Neutral
    +As Color:                  (255, 128, 0) 

$Subsystem:                     cargoa, 25.0, 0.0
    $Flags:                     ( "carry no damage" "untargetable" )

$Subsystem:                     communication, 10.0, 0.0
    $Alt Subsystem Name:        Comm 

$Subsystem:                     navigation, 10.0, 0.0
    $Alt Subsystem Name:        Navigation

$Subsystem:                     sensors, 10.0, 0.0
    $Alt Subsystem Name:        Sensors  

$Subsystem:                     weapons, 10.0, 0.0
    $Alt Subsystem Name:        Weapons
	
$Subsystem:                     engine01, 3.75, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default50

$Subsystem:                     engine02, 3.75, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default50

$Subsystem:                     engine03, 3.75, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default50

$Subsystem:                     engine04, 3.75, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default50

$Subsystem:                     turret01, 6.25, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0   

$Subsystem:                     turret02, 6.25, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0   



;------------------------------ Dukara ----------------------------------------

$Name:                          Dukara-class
$Short name:                    Dukara
$Species:                       Kilrathi
    +Tech Description:          The Dukara is a troop carrier that can carry a legion of Kilrathi Marines and their equipment, logistics, and battle vehicles. 

It is also atmospheric capable, with the ability to deploy assault shuttles and dropships from its landing bay. 

Lightly armed and vulnerable to fighter attack, it still requires a destroyer or fighter escort. 
HQ has deemed trooper transports a high priority target; each one destroyed is one thousand less Kilrathi Marines for our own Marines to face in combat.
        $end_multi_text

$POF file:                      kis_dukara.pof
$POF Target LOD:                2
$Detail distance:               (0, 1505, 2409, 3011)

$Density:                       2.5
$Damp:                          1.2
$Rotdamp:                       1.8

$Max Velocity:                  0.0, 0.0, 40.0
$Rotation time:                 15.0, 15.0, 12.0
$Rear Velocity:                 40.0
$Forward accel:                 8.0
$Forward decel:                 8.0
$Slide accel:                   0.0
$Slide decel:                   0.0

$Expl inner rad:                120.479607
$Expl outer rad:                481.918428
$Expl damage:                   200.0
$Expl blast:                    2000.0
$Expl Propagates:               YES

$Shockwave Speed:               240.959214
$Shockwave Count:               1

$Default PBanks:                ()

$Default SBanks:                ()
$SBank Capacity:                ()

$Shields:                       	15000
$Shield Color:                  255 92 92
$Power Output:                  100.0
$Max Oclk Speed:                53.0
$Max Weapon Eng:                140.0
$Hitpoints:                     	30000

$Flags:                         ( "capital" "in tech database" )
$AI Class:                      Captain

$Afterburner:                   NO

$Countermeasures:               0
$Scan time:                     2000
$EngineSnd:                     134
$Closeup_pos:                   0.0, 0.0, -240.959214
$Closeup_zoom:                  0.43633
$Shield_icon:                   dukara
$Score:                         360

$Thruster01 Radius factor:      0.6
$Thruster02 Radius factor:      0.7
$Thruster02 Length factor:      0.7
$Thruster03 Radius factor:      0.9
$Thruster Distortion:      		NO

$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Hostile
    +As Color:                  (255, 128, 0)
$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Friendly
    +As Color:                  (113, 151, 240)
$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Neutral
    +As Color:                  (255, 128, 0)
$Ship IFF Colors: 
    +Seen By:                   Traitor
    +When IFF Is:               Hostile
    +As Color:                  (255, 128, 0)
$Ship IFF Colors: 
    +Seen By:                   Traitor
    +When IFF Is:               Neutral
    +As Color:                  (255, 128, 0) 

$Subsystem:                     communication, 10.0, 0.0
    $Alt Subsystem Name:        Comm 

$Subsystem:                     navigation, 10.0, 0.0
    $Alt Subsystem Name:        Navigation

$Subsystem:                     sensors, 10.0, 0.0
    $Alt Subsystem Name:        Sensors  

$Subsystem:                     weapons, 10.0, 0.0
    $Alt Subsystem Name:        Weapons

$Subsystem:                     engine01, 2.5, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default50

$Subsystem:                     engine02, 2.5, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default50

$Subsystem:                     engine03, 2.5, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default50

$Subsystem:                     engine04, 2.5, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default50

$Subsystem:                     engine05, 2.5, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default50

$Subsystem:                     engine06, 2.5, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default50

$Subsystem:                     turret01, 2.5, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0     

$Subsystem:                     turret02, 2.5, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0

$Subsystem:                     turret03, 3.75, 0.0
    $Alt Subsystem Name:        Miss. Turret
    $Default SBanks:            ( "Claw#turret" )
    $Flags:                     ( "carry no damage" "fire down normals" "no subsystem targeting" "check hull" "reset when idle" )


;------------------------------ Kamrani ---------------------------------------

$Name:                          Kamrani-class
$Short name:                    Kamrani
$Species:                       Kilrathi
    +Tech Description:          The Kilrathi's obsession with hit-and-run strikes and wolfpack tactics is manifested in their latest model corvette. 

Its combination of offensive anti-shipping missiles and high speed enable these corvettes to attack Confederation convoys before they have adequate time to muster a counterattack. 
Even though it is lightly armored, the Kamrani's multiple turrets are a danger to any attacking Terran fighter.
        $end_multi_text

$POF file:                      kis_kamrani.pof
$POF target LOD:                2
$Detail distance:               (0, 756, 1211, 1513)

$Density:                       3.0
$Damp:                          2.0
$Rotdamp:                       3.0

$Max Velocity:                  0.0, 0.0, 45.0
$Rotation time:                 12.0, 12.0, 10.0
$Rear Velocity:                 45.0
$Forward accel:                 8.0
$Forward decel:                 6.0
$Slide accel:                   0.0
$Slide decel:                   0.0

$Expl inner rad:                60.559319
$Expl outer rad:                242.237276
$Expl damage:                   200.0
$Expl blast:                    2000.0
$Expl Propagates:               YES

$Shockwave Speed:               121.118638
$Shockwave Count:               1

$Default PBanks:                ()

$Default SBanks:                ()
$SBank Capacity:                ()

$Shields:                       	13000
$Shield Color:                  255 92 92
$Power Output:                  140.0
$Max Oclk Speed:                60.0
$Max Weapon Eng:                280.0
$Hitpoints:                     	20000

$Flags:                         ( "capital" "in tech database" )
$AI Class:                      Captain

$Afterburner:                   NO

$Countermeasures:               0
$Scan time:                     2000
$EngineSnd:                     134
$Closeup_pos:                   0.0, 0.0, -121.118638
$Closeup_zoom:                  0.83633
$Shield_icon:                   kamrani
$Score:                         300

$Thruster01 Radius factor:      0.6
$Thruster02 Radius factor:      0.7
$Thruster02 Length factor:      0.7
$Thruster03 Radius factor:      0.9
$Thruster Distortion:      		NO

$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Hostile
    +As Color:                  (255, 128, 0)
$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Friendly
    +As Color:                  (113, 151, 240)
$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Neutral
    +As Color:                  (255, 128, 0)
$Ship IFF Colors: 
    +Seen By:                   Traitor
    +When IFF Is:               Hostile
    +As Color:                  (255, 128, 0)
$Ship IFF Colors: 
    +Seen By:                   Traitor
    +When IFF Is:               Neutral
    +As Color:                  (255, 128, 0)

$Subsystem:                     intake01, 7.5, 0.0
    $Flags:                     ( "untargetable" )

$Subsystem:                     intake02, 7.5, 0.0
    $Flags:                     ( "untargetable" )

$Subsystem:                     communication, 10.0, 0.0
    $Alt Subsystem Name:        Comm

$Subsystem:                     navigation, 10.0, 0.0
    $Alt Subsystem Name:        Navigation

$Subsystem:                     sensors, 10.0, 0.0
    $Alt Subsystem Name:        Sensors

$Subsystem:                     weapons, 10.0, 0.0
    $Alt Subsystem Name:        Weapons     

$Subsystem:                     engine01, 3.0, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default100

$Subsystem:                     engine02, 3.0, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default100

$Subsystem:                     engine03, 3.0, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default100

$Subsystem:                     engine04, 3.0, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default100

$Subsystem:                     engine05, 3.0, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default100

$Subsystem:                     turret01, 3.57143, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     turret02, 3.57143, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0

$Subsystem:                     turret03, 3.57143, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     turret04, 3.57143, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0

$Subsystem:                     turret05, 5.35714, 5.0
    $Alt Subsystem Name:        Med. Turret
    $Default PBanks:            ( "K Tachyon Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0

$Subsystem:                     turret06, 7.14286, 0.0
    $Alt Subsystem Name:        Launcher
    $Default SBanks:            ( "Predator" )
    $Flags:                     ( "carry no damage" "fire down normals" "no subsystem targeting" "check hull" "reset when idle" )



;------------------------------ Zakhari ---------------------------------------

$Name:                          Zakhari-class
$Short name:                    Zakhari
$Species:                       Kilrathi
    +Tech Description:          A larger and heavily modified relative of the Jakhari-class transport, this warship is used as a scout frigate. 
It is crammed with intelligence gathering equipment, long range radar, and advanced sensor systems. 

These frigates prefer to stay out of the fight in order to gather data on target positions and fleet movements, which then it passes off to Kilrathi raiders or battle groups. 
It has little need to participate in direct raiding missions, but if encountered, scout frigates are more than capable of defending themselves.
        $end_multi_text

$POF file:                      kis_zakhari.pof
$POF target LOD:                2
$Detail distance:               (0, 2039, 3262, 4078)

$Density:                       3.0
$Damp:                          2.0
$Rotdamp:                       3.0

$Max Velocity:                  0.0, 0.0, 40.0
$Rotation time:                 20.0, 24.0, 17.5
$Rear Velocity:                 40.0
$Forward accel:                 12.0
$Forward decel:                 12.0
$Slide accel:                   0.0
$Slide decel:                   0.0

$Expl inner rad:                163.143066
$Expl outer rad:                652.572264
$Expl damage:                   300.0
$Expl blast:                    3000.0
$Expl Propagates:               YES

$Shockwave Speed:               343.0
$Shockwave Count:               1

$Default PBanks:                ()

$Default SBanks:                ()
$SBank Capacity:                ()

$Shields:                       	30000
$Shield Color:                  255 92 92
$Power Output:                  90.0
$Max Oclk Speed:                53.0
$Max Weapon Eng:                260.0
$Hitpoints:                     	50000

$Flags:                         ( "capital" "in tech database" )
$AI Class:                      Captain

$Afterburner:                   NO

$Countermeasures:               0
$Scan time:                     2000
$EngineSnd:                     134
$Closeup_pos:                   0.0, 0.0, -326.286132
$Closeup_zoom:                  0.43633
$Shield_icon:                   zakhari
$Score:                         500

$Thruster01 Radius factor:      0.6
$Thruster02 Radius factor:      0.7
$Thruster02 Length factor:      0.7
$Thruster03 Radius factor:      0.9
$Thruster Distortion:      		NO

$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Hostile
    +As Color:                  (255, 128, 0)

$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Friendly
    +As Color:                  (113, 151, 240)

$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Neutral
    +As Color:                  (255, 128, 0)

$Ship IFF Colors: 
    +Seen By:                   Traitor
    +When IFF Is:               Hostile
    +As Color:                  (255, 128, 0)

$Ship IFF Colors: 
    +Seen By:                   Traitor
    +When IFF Is:               Neutral
    +As Color:                  (255, 128, 0)

$Subsystem:                     cargo01a, 10.0, 0.0
    $Flags:                     ( "untargetable" )

$Subsystem:                     cargo02a, 10.0, 0.0
    $Flags:                     ( "untargetable" )

$Subsystem:                     cargo03a, 10.0, 0.0
    $Flags:                     ( "untargetable" )

$Subsystem:                     cargo04a, 10.0, 0.0
    $Flags:                     ( "untargetable" )

$Subsystem:                     cargo05a, 10.0, 0.0
    $Flags:                     ( "untargetable" )
	
$Subsystem:                     cargo06a, 10.0, 0.0
    $Flags:                     ( "untargetable")
	 
$Subsystem:                     spike1a, 10.0, 0.0
    $Flags:                     ( "untargetable" )
	
$Subsystem:                     spike2a, 10.0, 0.0
    $Flags:                     ( "untargetable" )
	
$Subsystem:                     starwinga, 10.0, 0.0
    $Flags:                     ( "untargetable" )
	
$Subsystem:                     portwinga, 10.0, 0.0
    $Flags:                     ( "untargetable" )

$Subsystem:                     communication01, 5.0, 0
    $Alt Subsystem Name:        Comm

$Subsystem:                     communication02, 5.0, 0
    $Alt Subsystem Name:        Comm
	 
$Subsystem:                     navigation, 10.0, 0.0
    $Alt Subsystem Name:        Navigation

$Subsystem:                     sensors, 10.0, 0.0
    $Alt Subsystem Name:        Sensors

$Subsystem:                     weapons, 10.0, 0.0
    $Alt Subsystem Name:        Weapons
    
$Subsystem:                     engine01, 3.75, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default70

$Subsystem:                     engine02, 3.75, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default70

$Subsystem:                     engine03, 3.75, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default70
    
$Subsystem:                     engine04, 3.75, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default70

$Subsystem:                     turret01, 1.92307, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0
     
$Subsystem:                     turret02, 1.92307, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0
     
$Subsystem:                     turret03, 1.92307, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0
     
$Subsystem:                     turret04, 1.92307, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0
     
$Subsystem:                     turret05, 2.88462, 5.0
    $Alt Subsystem Name:        Miss. Turret
    $Default SBanks:            ( "Claw#turret" )
    $Flags:                     ( "carry no damage" "fire down normals" "check hull" "no subsystem targeting" "reset when idle" )

$Subsystem:                     turret06, 2.88462, 5.0
    $Alt Subsystem Name:        Miss. Turret
    $Default SBanks:            ( "Claw#turret" )
    $Flags:                     ( "carry no damage" "fire down normals" "check hull" "no subsystem targeting" "reset when idle" )

$Subsystem:                     turret07, 3.84615, 0.0
    $Alt Subsystem Name:        Launcher
    $Default SBanks:            ( "Predator" )
    $Flags:                     ( "carry no damage" "fire down normals" "check hull" "no subsystem targeting" "reset when idle" )



;------------------------------ Jammer ---------------------------------------

$Name:                          Zakhari-class#Jammer
$Short name:                    Zakhari
$Species:                       Kilrathi

$POF file:                      kis_zakhari-jammer.pof
$POF target LOD:                2
$Detail distance:               (0, 2039, 3262, 4078)

$Density:                       3.0
$Damp:                          2.0
$Rotdamp:                       3.0

$Max Velocity:                  0.0, 0.0, 40.0
$Rotation time:                 20.0, 24.0, 17.5
$Rear Velocity:                 40.0
$Forward accel:                 12.0
$Forward decel:                 12.0
$Slide accel:                   0.0
$Slide decel:                   0.0

$Expl inner rad:                163.143066
$Expl outer rad:                652.572264
$Expl damage:                   300.0
$Expl blast:                    3000.0
$Expl Propagates:               YES

$Shockwave Speed:               343.0
$Shockwave Count:               1

$Default PBanks:                ()

$Default SBanks:                ()
$SBank Capacity:                ()

$Shields:                       	30000
$Shield Color:                  255 92 92
$Power Output:                  90.0
$Max Oclk Speed:                53.0
$Max Weapon Eng:                260.0
$Hitpoints:                     	50000

$Flags:                         ( "capital" )
$AI Class:                      Captain

$Afterburner:                   NO

$Countermeasures:               0
$Scan time:                     2000
$EngineSnd:                     134
$Closeup_pos:                   0.0, 0.0, -326.286132
$Closeup_zoom:                  0.43633
$Shield_icon:                   zakhari
$Score:                         500

$Thruster01 Radius factor:      0.6
$Thruster02 Radius factor:      0.7
$Thruster02 Length factor:      0.7
$Thruster03 Radius factor:      0.9
$Thruster Distortion:      		NO

$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Hostile
    +As Color:                  (255, 128, 0)

$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Friendly
    +As Color:                  (113, 151, 240)

$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Neutral
    +As Color:                  (255, 128, 0)

$Ship IFF Colors: 
    +Seen By:                   Traitor
    +When IFF Is:               Hostile
    +As Color:                  (255, 128, 0)

$Ship IFF Colors: 
    +Seen By:                   Traitor
    +When IFF Is:               Neutral
    +As Color:                  (255, 128, 0)

$Subsystem:                     jammer01, 5.0, 0.0
    $Flags:                     ( "untargetable" )

$Subsystem:                     jammer02, 5.0, 0.0
    $Flags:                     ( "untargetable" )

$Subsystem:                     jammer03, 5.0, 0.0
    $Flags:                     ( "untargetable" )

$Subsystem:                     jammer04, 5.0, 0.0
    $Flags:                     ( "untargetable" )

$Subsystem:                     cargo01a, 10.0, 0.0
    $Flags:                     ( "untargetable" )

$Subsystem:                     cargo02a, 10.0, 0.0
    $Flags:                     ( "untargetable" )

$Subsystem:                     cargo03a, 10.0, 0.0
    $Flags:                     ( "untargetable" )

$Subsystem:                     cargo04a, 10.0, 0.0
    $Flags:                     ( "untargetable" )

$Subsystem:                     cargo05a, 10.0, 0.0
    $Flags:                     ( "untargetable" )
	
$Subsystem:                     cargo06a, 10.0, 0.0
    $Flags:                     ( "untargetable")
	 
$Subsystem:                     spike1a, 10.0, 0.0
    $Flags:                     ( "untargetable" )
	
$Subsystem:                     spike2a, 10.0, 0.0
    $Flags:                     ( "untargetable" )
	
$Subsystem:                     starwinga, 10.0, 0.0
    $Flags:                     ( "untargetable" )
	
$Subsystem:                     portwinga, 10.0, 0.0
    $Flags:                     ( "untargetable" )

$Subsystem:                     communication01, 5.0, 0
    $Alt Subsystem Name:        Comm

$Subsystem:                     communication02, 5.0, 0
    $Alt Subsystem Name:        Comm
	 
$Subsystem:                     navigation, 10.0, 0.0
    $Alt Subsystem Name:        Navigation

$Subsystem:                     sensors, 10.0, 0.0
    $Alt Subsystem Name:        Sensors

$Subsystem:                     weapons, 10.0, 0.0
    $Alt Subsystem Name:        Weapons
    
$Subsystem:                     engine01, 3.75, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default70

$Subsystem:                     engine02, 3.75, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default70

$Subsystem:                     engine03, 3.75, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default70
    
$Subsystem:                     engine04, 3.75, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default70

$Subsystem:                     turret01, 1.92307, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0
     
$Subsystem:                     turret02, 1.92307, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0
     
$Subsystem:                     turret03, 1.92307, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0
     
$Subsystem:                     turret04, 1.92307, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0
     
$Subsystem:                     turret05, 2.88462, 5.0
    $Alt Subsystem Name:        Miss. Turret
    $Default SBanks:            ( "Claw#turret" )
    $Flags:                     ( "carry no damage" "fire down normals" "check hull" "no subsystem targeting" "reset when idle" )

$Subsystem:                     turret06, 2.88462, 5.0
    $Alt Subsystem Name:        Miss. Turret
    $Default SBanks:            ( "Claw#turret" )
    $Flags:                     ( "carry no damage" "fire down normals" "check hull" "no subsystem targeting" "reset when idle" )

$Subsystem:                     turret07, 3.84615, 0.0
    $Alt Subsystem Name:        Launcher
    $Default SBanks:            ( "Predator" )
    $Flags:                     ( "carry no damage" "fire down normals" "check hull" "no subsystem targeting" "reset when idle" )


;------------------------------ Ralarrad --------------------------------------

$Name:                          Ralarrad-class
$Short name:                    Ralarrad
$Species:                       Kilrathi
    +Tech Description:          One of the most prevalent Kilrathi warships found on the front lines, this light destroyer is a maneuverable multi-purpose vessel that is equally competent in picket duties, fleet escort, and strike missions. 

Carrying a token fighter complement, the Ralarrad wields the energy weapons to effectively engage in anti-aircraft duties as well as the missile strike capability to pose a serious threat to larger Terran capital ships.
        $end_multi_text

$POF file:                      kis_ralarrad.pof
$POF Target LOD:                2
$Detail distance:               (0, 2648, 4237)

$Density:                       3.0
$Damp:                          2.0
$Rotdamp:                       3.0

$Max Velocity:                  0.0, 0.0, 35.0
$Rotation time:                 24.0, 24.0, 20.0
$Rear Velocity:                 35.0
$Forward accel:                 13.0
$Forward decel:                 13.0
$Slide accel:                   0.0
$Slide decel:                   0.0

$Expl inner rad:                211.852676
$Expl outer rad:                847.410704
$Expl damage:                   400.0
$Expl blast:                    4000.0
$Expl Propagates:               YES

$Shockwave Speed:               343.0
$Shockwave Count:               1

$Default PBanks:                ()

$Default SBanks:                ()
$SBank Capacity:                ()

$Shields:                       	40000
$Shield Color:                  255 92 92
$Power Output:                  120.0
$Max Oclk Speed:                46.0
$Max Weapon Eng:                300.0
$Hitpoints:                     	80000

$Flags:                         ( "capital" "in tech database" )
$AI Class:                      Captain

$Afterburner:                   NO

$Countermeasures:               0
$Scan time:                     2000
$EngineSnd:                     134
$Closeup_pos:                   0.0, 0.0, -423.705352
$Closeup_zoom:                  0.43633
$Shield_icon:                   ralarrad
$Score:                         750

$Thruster01 Radius factor:      0.6
$Thruster02 Radius factor:      0.7
$Thruster02 Length factor:      0.7
$Thruster03 Radius factor:      0.9
$Thruster Distortion:      		NO

$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Hostile
    +As Color:                  (255, 128, 0)
$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Friendly
    +As Color:                  (113, 151, 240)
$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Neutral
    +As Color:                  (255, 128, 0)
$Ship IFF Colors: 
    +Seen By:                   Traitor
    +When IFF Is:               Hostile
    +As Color:                  (255, 128, 0)
$Ship IFF Colors: 
    +Seen By:                   Traitor
    +When IFF Is:               Neutral
    +As Color:                  (255, 128, 0)

$Subsystem:                     fighterbay, 0.0, 0.0
    $Flags:                     ( "untargetable" )     

$Subsystem:                     hangar, 0.0, 0.0
    $Flags:                     ( "untargetable" )

$Subsystem:                     intake1, 3.75, 0.0
    $Flags:                     ( "untargetable" )

$Subsystem:                     intake2, 3.75, 0.0
    $Flags:                     ( "untargetable" )

$Subsystem:                     intake3, 3.75, 0.0
    $Flags:                     ( "untargetable" )

$Subsystem:                     intake4, 3.75, 0.0
    $Flags:                     ( "untargetable" )

$Subsystem:                     spike1a, 10.0, 0.0
    $Flags:                     ( "untargetable")

$Subsystem:                     spike2a, 10.0, 0.0
    $Flags:                     ( "untargetable")

$Subsystem:                     communication, 10.0, 0.0
    $Alt Subsystem Name:        Comm

$Subsystem:                     navigation, 10.0, 0.0
    $Alt Subsystem Name:        Navigation     

$Subsystem:                     sensorsa, 10.0, 0.0
    $Alt Subsystem Name:        Sensors

$Subsystem:                     weaponsa, 10.0, 0.0
    $Alt Subsystem Name:        Weapons

$Subsystem:                     engine01, 3.75, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default100

$Subsystem:                     engine02, 3.75, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default100

$Subsystem:                     engine03, 3.75, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default100

$Subsystem:                     engine04, 3.75, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default100

$Subsystem:                     turret02, 1.31579, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0

$Subsystem:                     turret03, 1.31579, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     turret04, 1.31579, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     turret05, 1.31579, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     turret06, 1.31579, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     turret07, 1.31579, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     turret08, 1.31579, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0

$Subsystem:                     turret01, 1.97368, 6.0
    $Alt Subsystem Name:        Med. Turret
    $Default PBanks:            ( "K Tachyon Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0

$Subsystem:                     turret09, 2.63158, 0.0
    $Alt Subsystem Name:        Launcher
    $Default SBanks:            ( "Predator" )
    $Flags:                     ( "carry no damage" "fire down normals" "check hull" "no subsystem targeting" "reset when idle" )


;------------------------------ Ralaxath --------------------------------------

$Name:                          Ralaxath-class
$Short name:                    Ralaxath
$Species:                       Kilrathi
    +Tech Description:          A new class of warship, the Kilrathi heavy destroyer closes the gap created by technologically superior Terran capships. 

With enhanced shielding and armor, this destroyer also has superior maneuverability and acceleration to the nimble Kilrathi light destroyer. 

With exceedingly heavy weaponry for its size, it has enough firepower to rival even cruisers, and is a serious threat to capships and fighters alike. 
Confed pilots are warned to approach this warship with all due caution.
        $end_multi_text

$POF file:                      kis_ralaxath.pof
$POF Target LOD:                2
$Detail distance:               (0, 3548, 5677, 7096)

$Density:                       3.0
$Damp:                          2.0
$Rotdamp:                       3.0

$Max Velocity:                  0.0, 0.0, 35.0
$Rotation time:                 20.0, 24.0, 16.0
$Rear Velocity:                 35.0
$Forward accel:                 10.0
$Forward decel:                 10.0
$Slide accel:                   0.0
$Slide decel:                   0.0

$Expl inner rad:                283.851624
$Expl outer rad:                1135.406496
$Expl damage:                   400.0
$Expl blast:                    4000.0
$Expl Propagates:               YES

$Shockwave Speed:               343.0
$Shockwave Count:               1

$Default PBanks:                ()

$Default SBanks:                ()
$SBank Capacity:                ()

$Shields:                       	50000
$Shield Color:                  255 92 92
$Power Output:                  160.0
$Max Oclk Speed:                46.0
$Max Weapon Eng:                400.0
$Hitpoints:                     	100000

$Flags:                         ( "capital" "in tech database" )
$AI Class:                      Captain

$Afterburner:                   NO

$Countermeasures:               0
$Scan time:                     2000
$EngineSnd:                     134
$Closeup_pos:                   0.0, 0.0, -567.703248
$Closeup_zoom:                  0.43633
$Shield_icon:                   ralaxath
$Score:                         900

$Thruster01 Radius factor:      0.6
$Thruster02 Radius factor:      0.7
$Thruster02 Length factor:      0.7
$Thruster03 Radius factor:      0.9
$Thruster Distortion:      		NO

$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Hostile
    +As Color:                  (255, 128, 0)
$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Friendly
    +As Color:                  (113, 151, 240)
$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Neutral
    +As Color:                  (255, 128, 0)
$Ship IFF Colors: 
    +Seen By:                   Traitor
    +When IFF Is:               Hostile
    +As Color:                  (255, 128, 0)
$Ship IFF Colors: 
    +Seen By:                   Traitor
    +When IFF Is:               Neutral
    +As Color:                  (255, 128, 0)

$Subsystem:                     fighterbay, 0.0, 0.0
    $Flags:                     ( "untargetable" )     

$Subsystem:                     hangara, 0.0, 0.0
    $Flags:                     ( "untargetable" )

$Subsystem:                     intake01, 3.75, 0.0
    $Flags:                     ( "untargetable" )

$Subsystem:                     intake02, 3.75, 0.0
    $Flags:                     ( "untargetable" )

$Subsystem:                     intake03, 3.75, 0.0
    $Flags:                     ( "untargetable" )

$Subsystem:                     intake04, 3.75, 0.0
    $Flags:                     ( "untargetable" )

$Subsystem:                     communication01, 5.0, 0.0
    $Alt Subsystem Name:        Comm

$Subsystem:                     communication02, 5.0, 0.0
    $Alt Subsystem Name:        Comm

$Subsystem:                     navigation, 10.0, 0.0
    $Alt Subsystem Name:        Navigation     

$Subsystem:                     sensors, 10.0, 0.0
    $Alt Subsystem Name:        Sensors

$Subsystem:                     weapons, 10.0, 0.0
    $Alt Subsystem Name:        Weapons

$Subsystem:                     engine01, 3.75, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default100

$Subsystem:                     engine02, 3.75, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default100

$Subsystem:                     engine03, 3.75, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default100

$Subsystem:                     engine04, 3.75, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default100

$Subsystem:                     turret04, 0.79365, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     turret05, 0.79365, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     turret06, 0.79365, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     turret07, 0.79365, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     turret08, 0.79365, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0
		
$Subsystem:                     turret09, 0.79365, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0
		
$Subsystem:                     turret10, 0.79365, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0
		
$Subsystem:                     turret11, 0.79365, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0
		
$Subsystem:                     turret12, 0.79365, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0
		
$Subsystem:                     turret13, 0.79365, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0

$Subsystem:                     turret02, 1.19048, 5.0
    $Alt Subsystem Name:        Med. Turret
    $Default PBanks:            ( "K Tachyon Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     turret03, 1.19048, 5.0
    $Alt Subsystem Name:        Med. Turret
    $Default PBanks:            ( "K Tachyon Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0
		
$Subsystem:                     turret01, 1.58730, 6.0
    $Alt Subsystem Name:        Heavy Turret
    $Default PBanks:            ( "K Anti-Mater Turret" )
    $Flags:                     ( "carry no damage" "check hull" "no subsystem targeting" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     turret14, 1.58730, 0.0
    $Alt Subsystem Name:        Launcher
    $Default SBanks:            ( "Predator" )
    $Flags:                     ( "carry no damage" "fire down normals" "check hull" "no subsystem targeting" "reset when idle" )


;------------------------------ Fralath ---------------------------------------

$Name:                          Fralath-class
$Short name:                    Fralath
$Species:                       Kilrathi
    +Tech Description:          The Kilrathi developed this light cruiser to counter the Terrans' superiority in fighter technology. 

Bristling with hordes of anti-fighter guns, these light cruisers are normally found in defense of larger Kilrathi assets but are more than capable of serving as a raider or flagship for smaller fleet units. 

A Terran pilot's worst nightmare, a single Fralath-class cruiser can literally lay waste to entire formations of fighters and bombers.
        $end_multi_text

$POF file:                      kis_fralath.pof
$POF Target LOD:                3
$Detail distance:               (0, 3941, 6306, 7883)

$Density:                       3.0
$Damp:                          3.0
$Rotdamp:                       4.5

$Max Velocity:                  0.0, 0.0, 30.0
$Rotation time:                 30.0, 30.0, 24.0
$Rear Velocity:                 30.0
$Forward accel:                 14.0
$Forward decel:                 14.0
$Slide accel:                   0.0
$Slide decel:                   0.0

$Expl inner rad:                315.328522
$Expl outer rad:                1261.314088
$Expl damage:                   500.0
$Expl blast:                    5000.0
$Expl Propagates:               YES

$Shockwave Speed:               343.0
$Shockwave Count:               1

$Default PBanks:                ()

$Default SBanks:                ()
$SBank Capacity:                ()

$Shields:                       	60000
$Shield Color:                  255 92 92
$Power Output:                  200.0
$Max Oclk Speed:                40.0
$Max Weapon Eng:                400.0
$Hitpoints:                     	100000

$Flags:                         ( "capital"  "in tech database" )
$AI Class:                      Captain

$Afterburner:                   NO
$Countermeasures:               0
$Scan time:                     2000
$EngineSnd:                     134
$Closeup_pos:                   0.0, 0.0, -630.657044
$Closeup_zoom:                  0.43633
$Shield_icon:                   fralath
$Score:                         1000

$Thruster01 Radius factor:      0.6
$Thruster02 Radius factor:      0.7
$Thruster02 Length factor:      0.7
$Thruster03 Radius factor:      0.9
$Thruster Distortion:      		NO

$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Hostile
    +As Color:                  (255, 128, 0)
$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Friendly
    +As Color:                  (113, 151, 240)
$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Neutral
    +As Color:                  (255, 128, 0)
$Ship IFF Colors: 
    +Seen By:                   Traitor
    +When IFF Is:               Hostile
    +As Color:                  (255, 128, 0)
$Ship IFF Colors: 
    +Seen By:                   Traitor
    +When IFF Is:               Neutral
    +As Color:                  (255, 128, 0)

$Subsystem:                     fighterbay, 0.0, 0.0
    $Flags:                     ( "untargetable" )

$Subsystem:                     intake01, 1.875, 0.0
    $Flags:                     ( "untargetable" )

$Subsystem:                     intake02, 1.875, 0.0
    $Flags:                     ( "untargetable" )

$Subsystem:                     intake03, 1.875, 0.0
    $Flags:                     ( "untargetable" )

$Subsystem:                     intake04, 1.875, 0.0
    $Flags:                     ( "untargetable" )

$Subsystem:                     intake05, 1.875, 0.0
    $Flags:                     ( "untargetable" )

$Subsystem:                     intake06, 1.875, 0.0
    $Flags:                     ( "untargetable" )

$Subsystem:                     intake07, 1.875, 0.0
    $Flags:                     ( "untargetable" )

$Subsystem:                     intake08, 1.875, 0.0
    $Flags:                     ( "untargetable" )

$Subsystem:                     spike1a, 10.0, 0.0
    $Flags:                     ( "untargetable" )

$Subsystem:                     spike2a, 10.0, 0.0
    $Flags:                     ( "untargetable" )

$Subsystem:                     communication, 10.0, 0.0
    $Alt Subsystem Name:        Comm

$Subsystem:                     navigation, 10.0, 0.0
    $Alt Subsystem Name:        Navigation

$Subsystem:                     sensors, 10.0, 0.0
    $Alt Subsystem Name:        Sensors

$Subsystem:                     weaponsa, 10.0, 0.0
    $Alt Subsystem Name:        Weapons

$Subsystem:                     engine01, 1.66667, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default150

$Subsystem:                     engine02, 1.66667, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default150

$Subsystem:                     engine03, 1.66667, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default150

$Subsystem:                     engine04, 1.66667, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default150

$Subsystem:                     engine05, 1.66667, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default150

$Subsystem:                     engine06, 1.66667, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default150

$Subsystem:                     engine07, 1.66667, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default150

$Subsystem:                     engine08, 1.66667, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default150

$Subsystem:                     engine09, 1.66667, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default150

$Subsystem:                     Turret06, 1.25, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     Turret07, 1.25, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     Turret08, 1.25, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     Turret09, 1.25, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     Turret10, 1.25, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0

$Subsystem:                     Turret11, 1.25, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0

$Subsystem:                     Turret12, 1.25, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0

$Subsystem:                     Turret13, 1.25, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0

$Subsystem:                     Turret14, 1.25, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     Turret15, 1.25, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0

$Subsystem:                     Turret01, 1.875, 5.0
    $Alt Subsystem Name:        Med. Turret
    $Default PBanks:            ( "K Tachyon Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     Turret02, 1.875, 5.0
    $Alt Subsystem Name:        Med. Turret
    $Default PBanks:            ( "K Tachyon Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     Turret03, 1.875, 5.0
    $Alt Subsystem Name:        Med. Turret
    $Default PBanks:            ( "K Tachyon Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     Turret04, 1.875, 5.0
    $Alt Subsystem Name:        Med. Turret
    $Default PBanks:            ( "K Tachyon Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     Turret05, 1.875, 5.0
    $Alt Subsystem Name:        Med. Turret
    $Default PBanks:            ( "K Tachyon Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0

$Subsystem:                     Turret16, 2.5, 0.0
    $Alt Subsystem Name:        Launcher
    $Default SBanks:            ( "Predator" )
    $Flags:                     ( "carry no damage" "fire down normals" "check hull" "no subsystem targeting" "reset when idle" )



;------------------------------ Fralthi II ------------------------------------

$Name:                          Fralthi II-class
$Short name:                    Fralthi II
$Species:                       Kilrathi
    +Tech Description:          This heavy cruiser is one of the most powerful capital ships in the Kilrathi war chest. 
Surprisingly fast and maneuverable for its size, the Fralthi II-class is armed to the proverbial teeth with more heavy-hitting weaponry and stronger armor than any frontline Kilrathi warship short of a dreadnought. 

Mostly assigned to large battle groups in support of a heavy carrier, no starbase, colony, or warship is safe when this starship is on an attack approach. 

In addition, its respectable fighter compliment can be used almost as effectively as a light carrier.
        $end_multi_text

$POF file:                      kis_fralthi_ii.pof
$POF target LOD:                2
$Detail distance:               (0, 4446, 7115)

$Density:                       3.0
$Damp:                          4.0
$Rotdamp:                       6.0

$Max Velocity:                  0.0, 0.0, 30.0
$Rotation time:                 36.0, 36.0, 30.0
$Rear Velocity:                 30.0
$Forward accel:                 15.0
$Forward decel:                 15.0
$Slide accel:                   0.0
$Slide decel:                   0.0

$Expl inner rad:                355.756073
$Expl outer rad:                1423.024292
$Expl damage:                   500.0
$Expl blast:                    5000.0
$Expl Propagates:               YES                                                     

$Shockwave Speed:               355.756073
$Shockwave Count:               1

$Default PBanks:                ()

$Default SBanks:                ()
$SBank Capacity:                ()

$Shields:                       	120000
$Shield Color:                  255 92 92
$Power Output:                  240.0
$Max Oclk Speed:                40.0
$Max Weapon Eng:                440.0
$Hitpoints:                     	160000

$Flags:                         ( "capital" "in tech database" )
$AI Class:                      Captain

$Afterburner:                   NO

$Countermeasures:               0
$Scan time:                     2000
$EngineSnd:                     134
$Closeup_pos:                   0.0, 0.0, -711.512146
$Closeup_zoom:                  0.43633
$Shield_icon:                   fralthi_ii
$Score:                         1500

$Thruster01 Radius factor:      0.6
$Thruster02 Radius factor:      0.7
$Thruster02 Length factor:      0.7
$Thruster03 Radius factor:      0.9
$Thruster Distortion:      		NO

$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Hostile
    +As Color:                  (255, 128, 0)
$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Friendly
    +As Color:                  (113, 151, 240)
$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Neutral
    +As Color:                  (255, 128, 0)
$Ship IFF Colors: 
    +Seen By:                   Traitor
    +When IFF Is:               Hostile
    +As Color:                  (255, 128, 0)
$Ship IFF Colors: 
    +Seen By:                   Traitor
    +When IFF Is:               Neutral
    +As Color:                  (255, 128, 0)  

$Subsystem:                     fighterbay, 0, 0.0
    $Flags:                     ( "untargetable" )

$Subsystem:                     intake01, 3.75, 0.0
    $Flags:                     ( "untargetable" )

$Subsystem:                     intake02, 3.75, 0.0
    $Flags:                     ( "untargetable" )

$Subsystem:                     intake03, 3.75, 0.0
    $Flags:                     ( "untargetable" )

$Subsystem:                     intake04, 3.75, 0.0
    $Flags:                     ( "untargetable" )

$Subsystem:                     communication, 10.0, 0.0
    $Alt Subsystem Name:        Comm

$Subsystem:                     navigation, 10.0, 0.0
    $Alt Subsystem Name:        Navigation

$Subsystem:                     sensors, 10.0, 0.0
    $Alt Subsystem Name:        Sensors

$Subsystem:                     weapons,  10.0, 0.0
    $Alt Subsystem Name:        Weapons

$Subsystem:                     engine01, 1.5, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default150

$Subsystem:                     engine02, 1.5, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default150

$Subsystem:                     engine03, 1.5, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default150

$Subsystem:                     engine04, 1.5, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default150

$Subsystem:                     engine05, 1.5, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default150

$Subsystem:                     engine06, 1.5, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default150

$Subsystem:                     engine07, 1.5, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default150

$Subsystem:                     engine08, 1.5, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default150

$Subsystem:                     engine09, 1.5, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default150

$Subsystem:                     engine10, 1.5, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default150     

$Subsystem:                     Turret05, 0.59524, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     Turret06, 0.59524, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     Turret07, 0.59524, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     Turret08, 0.59524, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     Turret09, 0.59524, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0

$Subsystem:                     Turret10, 0.59524, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0

$Subsystem:                     Turret11, 0.59524, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     Turret12, 0.59524, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     Turret13, 0.59524, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0

$Subsystem:                     Turret14, 0.59524, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     Turret15, 0.59524, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0     

$Subsystem:                     Turret01, 1.19048, 6.0
    $Alt Subsystem Name:        Heavy Turret
    $Default PBanks:            ( "K Anti-Mater Turret" )
    $Flags:                     ( "carry no damage" "check hull" "no subsystem targeting" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     Turret02, 1.19048, 6.0
    $Alt Subsystem Name:        Heavy Turret
    $Default PBanks:            ( "K Anti-Mater Turret" )
    $Flags:                     ( "carry no damage" "check hull" "no subsystem targeting" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0

$Subsystem:                     Turret03, 1.19048, 6.0
    $Alt Subsystem Name:        Heavy Turret
    $Default PBanks:            ( "K Anti-Mater Turret" )
    $Flags:                     ( "carry no damage" "check hull" "no subsystem targeting" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     Turret04, 1.19048, 6.0
    $Alt Subsystem Name:        Heavy Turret
    $Default PBanks:            ( "K Anti-Mater Turret" )
    $Flags:                     ( "carry no damage" "check hull" "no subsystem targeting" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     Turret16, 1.19048, 0.0
    $Alt Subsystem Name:        Launcher
    $Default SBanks:            ( "Predator" )
    $Flags:                     ( "carry no damage" "fire down normals" "check hull" "no subsystem targeting" "reset when idle" )

$Subsystem:                     Turret17, 1.19048, 0.0
    $Alt Subsystem Name:        Launcher
    $Default SBanks:            ( "Predator" )
    $Flags:                     ( "carry no damage" "fire down normals" "check hull" "no subsystem targeting" "reset when idle" )



;------------------------------ Dubav -----------------------------------------

$Name:                          Dubav-class
$Short name:                    Dubav
$Species:                       Kilrathi
    +Tech Description:          The Dubav-class is specifically designed to operate behind enemy lines for prolonged periods of time. 

This fast, sleek, self-sufficient escort carrier is equipped with half a wing of fighters and bombers to attack Terran convoys and a loadout of Marine shuttles and bombardment missiles to mount terror raids against Confederation homeworlds and colonies. 

Notoriously elusive, Dubav-class carriers form the core of many Kilrathi Recon-in-Force fleets, and are normally encountered away from the main front.
        $end_multi_text

$POF file:                      kis_dubav.pof
$POF Target LOD:                2
$Detail distance:               (0, 5271, 8433)

$Density:                       3.0
$Damp:                          3.0
$Rotdamp:                       4.5

$Max Velocity:                  0.0, 0.0, 35.0
$Rotation time:                 24.0, 30.0, 24.0
$Rear Velocity:                 35.0
$Forward accel:                 13.0
$Forward decel:                 13.0
$Slide accel:                   0.0
$Slide decel:                   0.0

$Expl inner rad:                421.697845
$Expl outer rad:                1686.79138
$Expl damage:                   500.0
$Expl blast:                    5000.0
$Expl Propagates:               YES

$Shockwave Speed:               421.697845
$Shockwave Count:               1

$Default PBanks:                ()

$Default SBanks:                ()
$SBank Capacity:                ()

$Shields:                       	80000
$Shield Color:                  255 92 92
$Power Output:                  210.0
$Max Oclk Speed:                46.0
$Max Weapon Eng:                400.0
$Hitpoints:                     	120000

$Flags:                         ( "capital" "in tech database" )
$AI Class:                      Captain

$Afterburner:                   NO

$Countermeasures:               0
$Scan time:                     2000
$EngineSnd:                     134
$Closeup_pos:                   0.0, 0.0, -843.39569
$Closeup_zoom:                  0.43633
$Shield_icon:                   dubav
$Score:                         1200

$Thruster01 Radius factor:      0.6
$Thruster02 Radius factor:      0.7
$Thruster02 Length factor:      0.7
$Thruster03 Radius factor:      0.9
$Thruster Distortion:      		NO

$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Hostile
    +As Color:                  (255, 128, 0)
$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Friendly
    +As Color:                  (113, 151, 240)
$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Neutral
    +As Color:                  (255, 128, 0)
$Ship IFF Colors: 
    +Seen By:                   Traitor
    +When IFF Is:               Hostile
    +As Color:                  (255, 128, 0)
$Ship IFF Colors: 
    +Seen By:                   Traitor
    +When IFF Is:               Neutral
    +As Color:                  (255, 128, 0)    

$Subsystem:                     fighterbay01, 0.0, 0.0
    $Flags:                     ( "untargetable" )

$Subsystem:                     fighterbay02, 0.0, 0.0
    $Flags:                     ( "untargetable" )

$Subsystem:                     intake01a, 5.0, 0.0
    $Flags:                     ( "untargetable" )

$Subsystem:                     intake02a, 5.0, 0.0
    $Flags:                     ( "untargetable" )

$Subsystem:                     intake03a, 5.0, 0.0
    $Flags:                     ( "untargetable" )

$Subsystem:                     spike01a, 10.0, 0.0
    $Flags:                     ( "untargetable" )

$Subsystem:                     spike02a, 10.0, 0.0
    $Flags:                     ( "untargetable" )

$Subsystem:                     spike03a, 10.0, 0.0
    $Flags:                     ( "untargetable" )

$Subsystem:                     spike04a, 10.0, 0.0
    $Flags:                     ( "untargetable" )

$Subsystem:                     dralthi02, 0.1, 0.0
    $Flags:                     ( "untargetable" "carry no damage")

$Subsystem:                     dralthi01, 0.1, 0.0
    $Flags:                     ( "untargetable" "carry no damage")

$Subsystem:                     darket01, 0.1, 0.0
    $Flags:                     ( "untargetable" "carry no damage")

$Subsystem:                     darket02, 0.1, 0.0
    $Flags:                     ( "untargetable" "carry no damage")

$Subsystem:                     vaktoth, 0.1, 0.0
    $Flags:                     ( "untargetable" "carry no damage")

$Subsystem:                     paktahn, 0.1, 0.0
    $Flags:                     ( "untargetable" "carry no damage")

$Subsystem:                     communication, 10.0, 0.0
    $Alt Subsystem Name:        Comm

$Subsystem:                     navigation, 10.0, 0.0
    $Alt Subsystem Name:        Navigation

$Subsystem:                     sensors, 10.0, 0.0
    $Alt Subsystem Name:        Sensors

$Subsystem:                     weaponsa, 10.0, 0.0
    $Alt Subsystem Name:        Weapons

$Subsystem:                     engine01, 1.363636, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default200

$Subsystem:                     engine02, 1.363636, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default200

$Subsystem:                     engine03, 1.363636, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default200

$Subsystem:                     engine04, 1.363636, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default200

$Subsystem:                     engine05, 1.363636, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default200

$Subsystem:                     engine06, 1.363636, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default200

$Subsystem:                     engine07, 1.363636, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default200

$Subsystem:                     engine08, 1.363636, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default200

$Subsystem:                     engine09, 1.363636, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default200

$Subsystem:                     engine10, 1.363636, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default200

$Subsystem:                     engine11, 1.363636, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default200

$Subsystem:                     turret01, 0.55556, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     turret02, 0.55556, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0

$Subsystem:                     turret03, 0.55556, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0

$Subsystem:                     turret04, 0.55556, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0

$Subsystem:                     turret05, 0.55556, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0 

$Subsystem:                     turret06, 0.55556, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0

$Subsystem:                     turret07, 0.55556, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     turret08, 0.55556, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     turret09, 0.55556, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0

$Subsystem:                     turret10, 0.55556, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0

$Subsystem:                     turret11, 1.11111, 0.0
    $Alt Subsystem Name:        Launcher
    $Default SBanks:            ( "Predator" )
    $Flags:                     ( "carry no damage" "fire down normals" "check hull" "no subsystem targeting" "reset when idle" )



;------------------------------ Bhantkara -------------------------------------

$Name:                          Bhantkara-class
$Short name:                    Bhantkara
$Species:                       Kilrathi
    +Tech Description:          The backbone of the Kilrathi Navy, these highly advanced carriers carry a full complement of fighters, bombers, and support craft. 
Any major attack, fleet action, or campaign will most likely be centered on a Bhantkara-class carrier. 

Even though it only has mediocre armament, they are heavily armored and are almost always seen in large battlegroups with six to eight supporting cruisers and destroyers. 

In addition, Kilrathi fleet carriers outnumber their Terran counterparts by a wide margin.
        $end_multi_text

$POF file:                      kis_bhantkara.pof
$POF Target LOD:                3
$Detail distance:               (0, 9181, 14690, 18362)

$Density:                       4.0
$Damp:                          5.0
$Rotdamp:                       7.5

$Max Velocity:                  0.0, 0.0, 25.0
$Rotation time:                 36.0, 40.0, 30.0
$Rear Velocity:                 25.0
$Forward accel:                 20.0
$Forward decel:                 20.0
$Slide accel:                   0.0
$Slide decel:                   0.0

$Expl inner rad:                553.66687
$Expl outer rad:                2214.66748
$Expl damage:                   500.0
$Expl blast:                    5000.0
$Expl Propagates:               YES                                                     

$Shockwave Speed:               553.66687
$Shockwave Count:               1

$Default PBanks:                ()

$Default SBanks:                ()
$SBank Capacity:                ()

$Shields:                       	160000
$Shield Color:                  255 92 92
$Power Output:                  440.0
$Max Oclk Speed:                33.0
$Max Weapon Eng:                660.0
$Hitpoints:                     	240000

$Flags:                         ( "capital" "in tech database" )
$AI Class:                      Captain

$Afterburner:                   NO

$Countermeasures:               0
$Scan time:                     10000
$EngineSnd:                     134
$Closeup_pos:                   0.0, 0.0, -1107.33374
$Closeup_zoom:                  0.43633
$Shield_icon:                   bhantkara
$Score:                         2400

$Thruster01 Radius factor:      0.6
$Thruster02 Radius factor:      0.7
$Thruster02 Length factor:      0.7
$Thruster03 Radius factor:      0.9
$Thruster Distortion:      		NO

$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Hostile
    +As Color:                  (255, 128, 0)
$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Friendly
    +As Color:                  (113, 151, 240)
$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Neutral
    +As Color:                  (255, 128, 0)
$Ship IFF Colors: 
    +Seen By:                   Traitor
    +When IFF Is:               Hostile
    +As Color:                  (255, 128, 0)
$Ship IFF Colors: 
    +Seen By:                   Traitor
    +When IFF Is:               Neutral
    +As Color:                  (255, 128, 0)

$Subsystem:                     darket01, 0.5, 0.0
    $Flags:                     ( "untargetable" "carry no damage")	

$Subsystem:                     darket02, 0.5, 0.0
    $Flags:                     ( "untargetable" "carry no damage")	

$Subsystem:                     darket03, 0.5, 0.0
    $Flags:                     ( "untargetable" "carry no damage")	

$Subsystem:                     darket04, 0.5, 0.0
    $Flags:                     ( "untargetable" "carry no damage")	

$Subsystem:                     darket05, 0.5, 0.0
    $Flags:                     ( "untargetable" "carry no damage")	

$Subsystem:                     dralthi01, 0.5, 0.0
    $Flags:                     ( "untargetable" "carry no damage")	

$Subsystem:                     dralthi02, 0.5, 0.0
    $Flags:                     ( "untargetable" "carry no damage")	

$Subsystem:                     dralthi03, 0.5, 0.0
    $Flags:                     ( "untargetable" "carry no damage")	
	
$Subsystem:                     dralthi04, 0.5, 0.0
    $Flags:                     ( "untargetable" "carry no damage")	

$Subsystem:                     paktahn01, 0.5, 0.0
    $Flags:                     ( "untargetable" "carry no damage")	

$Subsystem:                     paktahn02, 0.5, 0.0
    $Flags:                     ( "untargetable" "carry no damage")	
	
$Subsystem:                     fighterbay01, 0.0, 0.0
    $Flags:                     ( "untargetable" )

$Subsystem:                     fighterbay02, 0.0, 0.0
    $Flags:                     ( "untargetable" )    

$Subsystem:                     communication, 10.0, 0.0
    $Alt Subsystem Name:        Comm

$Subsystem:                     navigation01, 5.0, 0.0
    $Alt Subsystem Name:        Navigation

$Subsystem:                     navigation02, 5.0, 0.0
    $Alt Subsystem Name:        Navigation

$Subsystem:                     sensors, 10.0, 0.0
    $Alt Subsystem Name:        Sensors

$Subsystem:                     weapons, 10.0, 0.0
    $Alt Subsystem Name:        Weapons

$Subsystem:                     engine01, 0.9375, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default300

$Subsystem:                     engine02, 0.9375, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default300

$Subsystem:                     engine03, 0.9375, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default300

$Subsystem:                     engine04, 0.9375, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default300

$Subsystem:                     engine05, 0.9375, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default300

$Subsystem:                     engine06, 0.9375, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default300

$Subsystem:                     engine07, 0.9375, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default300

$Subsystem:                     engine08, 0.9375, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default300

$Subsystem:                     engine09, 0.9375, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default300

$Subsystem:                     engine10, 0.9375, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default300

$Subsystem:                     engine11, 0.9375, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default300

$Subsystem:                     engine12, 0.9375, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default300

$Subsystem:                     engine13, 0.9375, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default300

$Subsystem:                     engine14, 0.9375, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default300

$Subsystem:                     engine15, 0.9375, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default300

$Subsystem:                     engine16, 0.9375, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default300     

$Subsystem:                     turret01, 0.38462, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     turret02, 0.38462, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     turret03, 0.38462, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0

$Subsystem:                     turret04,0.38462, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0

$Subsystem:                     turret05, 0.38462, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     turret06, 0.38462, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     turret07, 0.38462, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0

$Subsystem:                     turret08, 0.38462, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0     

$Subsystem:                     turret09, 0.38462, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     turret10, 0.38462, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     turret11, 0.38462, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     turret12, 0.38462, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0

$Subsystem:                     turret13, 0.38462, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0

$Subsystem:                     turret14, 0.38462, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     turret15, 0.38462, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     turret16, 0.38462, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0



;------------------------------ Hvar'kann ----------------------------------------
	
	
$Name:                          Hvar'kann-class
$Short name:                    Hvar'kann
$Species:                       Kilrathi
    +Tech Description:          The massive and intimidating Hvar'kann-class dreadnought is the largest and deadliest warship in the Kilrathi fleet. 

Its overwhelming array of heavy beam cannons and missile batteries can lay waste to entire enemy fleets, and its fighter complement is equal in number to that of several Terran heavy carriers. 

In addition, its super heavy shielding and armor makes this battlewagon virtually invulnerable to any attack. 
It is no surprise that dreadnoughts are used as flagships for Kilrathi sector fleet admirals as well as Prince Thrakhath himself.
        $end_multi_text

$POF file:                      kis_hvar'kann.pof
$Detail distance:               (0)

$Density:                       6.0
$Damp:                          5.0
$Rotdamp:                       7.5

$Max Velocity:                  0.0, 0.0, 25.0
$Rotation time:                 100.0, 120.0, 80.0
$Rear Velocity:                 25.0
$Forward accel:                 30.0
$Forward decel:                 30.0
$Slide accel:                   0.0
$Slide decel:                   0.0

$Expl inner rad:                1095.467651
$Expl outer rad:                4381.870604
$Expl damage:                   750.0
$Expl blast:                    7500.0
$Expl Propagates:               YES

$Shockwave Speed:               1095.467651
$Shockwave Count:               1

$Default PBanks:                ()

$Default SBanks:                ()
$SBank Capacity:                ()

$Shields:                       	1200000
$Shield Color:                  255 92 92
$Power Output:                  1200.0
$Shield Regeneration Rate:      0.0
$Max Oclk Speed:                33.0
$Max Weapon Eng:                960.0
$Hitpoints:                     	2400000

$Flags:                         ( "capital" )
$AI Class:                      Captain

$Afterburner:                   NO

$Countermeasures:               0
$Scan time:                     2000
$EngineSnd:                     137
$Closeup_pos:                   0.0, 10.0, -2190.935302
$Closeup_zoom:                  0.43633
$Shield_icon:                   hvar'kann
$Score:                         30000

$Thruster01 Radius factor:      0.6
$Thruster02 Radius factor:      0.7
$Thruster02 Length factor:      0.7
$Thruster03 Radius factor:      0.9
$Thruster Distortion:      		NO

$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Hostile
    +As Color:                  (255, 128, 0)
$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Friendly
    +As Color:                  (113, 151, 240)
$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Neutral
    +As Color:                  (255, 128, 0)
$Ship IFF Colors: 
    +Seen By:                   Traitor
    +When IFF Is:               Hostile
    +As Color:                  (255, 128, 0)
$Ship IFF Colors: 
    +Seen By:                   Traitor
    +When IFF Is:               Neutral
    +As Color:                  (255, 128, 0)

$Subsystem:                     fighterbay01, 0.0, 0.0
    $Flags:                     ( "untargetable" )    

$Subsystem:                     fighterbay02, 0.0, 0.0
    $Flags:                     ( "untargetable" )  

$Subsystem:                     fighterbay03, 0.0, 0.0
    $Flags:                     ( "untargetable" )  

$Subsystem:                     fighterbay04, 0.0, 0.0
    $Flags:                     ( "untargetable" )  

$Subsystem:                     intake1, 0.375, 0.0
    $Flags:                     ( "untargetable" )

$Subsystem:                     intake2, 0.375, 0.0
    $Flags:                     ( "untargetable" )

$Subsystem:                     intake3, 0.375, 0.0
    $Flags:                     ( "untargetable" )

$Subsystem:                     intake4, 0.375, 0.0
    $Flags:                     ( "untargetable" )
	
$Subsystem:                     intake5, 0.375, 0.0
    $Flags:                     ( "untargetable" )

$Subsystem:                     intake6, 0.375, 0.0
    $Flags:                     ( "untargetable" )

$Subsystem:                     intake7, 0.375, 0.0
    $Flags:                     ( "untargetable" )

$Subsystem:                     intake8, 0.375, 0.0
    $Flags:                     ( "untargetable" )

$Subsystem:                     communication, 10.0, 0.0
    $Alt Subsystem Name:        Comm

$Subsystem:                     navigation, 10.0, 0.0
    $Alt Subsystem Name:        Navigation     

$Subsystem:                     weapons, 10.0, 0.0
    $Alt Subsystem Name:        Weapons

$Subsystem:                     engine01, 0.375, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default500

$Subsystem:                     engine02, 0.375, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default500

$Subsystem:                     engine03, 0.375, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default500

$Subsystem:                     engine04, 0.375, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default500
	
$Subsystem:                     engine05, 0.375, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default500

$Subsystem:                     engine06, 0.375, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default500

$Subsystem:                     engine07, 0.375, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default500

$Subsystem:                     engine08, 0.375, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default500
	
$Subsystem:                     engine09, 0.375, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default500

$Subsystem:                     engine10, 0.375, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default500

$Subsystem:                     engine11, 0.375, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default500

$Subsystem:                     engine12, 0.375, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default500
	
$Subsystem:                     engine13, 0.375, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default500

$Subsystem:                     engine14, 0.375, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default500

$Subsystem:                     engine15, 0.375, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default500

$Subsystem:                     engine16, 0.375, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default500
	
$Subsystem:                     engine17, 0.375, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default500

$Subsystem:                     engine18, 0.375, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default500

$Subsystem:                     engine19, 0.375, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default500

$Subsystem:                     engine20, 0.375, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default500

$Subsystem:                     engine21, 0.375, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default500

$Subsystem:                     engine22, 0.375, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default500

$Subsystem:                     engine23, 0.375, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default500

$Subsystem:                     engine24, 0.375, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default500
	
$Subsystem:                     engine25, 0.375, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default500

$Subsystem:                     engine26, 0.375, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default500

$Subsystem:                     engine27, 0.375, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default500

$Subsystem:                     engine28, 0.375, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default500
	
$Subsystem:                     engine29, 0.375, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default500

$Subsystem:                     engine30, 0.375, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default500

$Subsystem:                     engine31, 0.375, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default500

$Subsystem:                     engine32, 0.375, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default500
	
$Subsystem:                     engine33, 0.375, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default500

$Subsystem:                     engine34, 0.375, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default500

$Subsystem:                     engine35, 0.375, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default500

$Subsystem:                     engine36, 0.375, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default500
	
$Subsystem:                     engine37, 0.375, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default500

$Subsystem:                     engine38, 0.375, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default500

$Subsystem:                     engine39, 0.375, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default500

$Subsystem:                     engine40, 0.375, 0.0
    $Alt Subsystem Name:        Engine
    $Engine Wash:               Default500

$Subsystem:                     turret13, 0.11364, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0

$Subsystem:                     turret14, 0.11364, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     turret15, 0.11364, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0

$Subsystem:                     turret16, 0.11364, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0

$Subsystem:                     turret17, 0.11364, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     turret18, 0.11364, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0

$Subsystem:                     turret19, 0.11364, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0

$Subsystem:                     turret20, 0.11364, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     turret21, 0.11364, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     turret22, 0.11364, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     turret23, 0.11364, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0

$Subsystem:                     turret24, 0.11364, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     turret25, 0.11364, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     turret26, 0.17046, 4.0
    $Alt Subsystem Name:        Med. Turret
    $Default PBanks:            ( "K Tachyon Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0

$Subsystem:                     turret27, 0.11364, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     turret28, 0.17046, 4.0
    $Alt Subsystem Name:        Med. Turret
    $Default PBanks:            ( "K Tachyon Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0

$Subsystem:                     turret29, 0.11364, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     turret30, 0.11364, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0

$Subsystem:                     turret31, 0.11364, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0

$Subsystem:                     turret32, 0.11364, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0

$Subsystem:                     turret33, 0.11364, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0

$Subsystem:                     turret34, 0.11364, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0

$Subsystem:                     turret35, 0.11364, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0

$Subsystem:                     turret36, 0.17046, 4.0
    $Alt Subsystem Name:        Med. Turret
    $Default PBanks:            ( "K Tachyon Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     turret37, 0.17046, 4.0
    $Alt Subsystem Name:        Med. Turret
    $Default PBanks:            ( "K Tachyon Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     turret38, 0.11364, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     turret39, 0.11364, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0
		
$Subsystem:                     turret40, 0.11364, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0

;; Gattling Lasers start here
     
$Subsystem:                     turret41, 0.11364, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     turret42, 0.11364, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     turret43, 0.11364, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     turret44, 0.11364, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     turret45, 0.11364, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0

$Subsystem:                     turret46, 0.11364, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     turret47, 0.11364, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0

$Subsystem:                     turret48, 0.11364, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0

$Subsystem:                     turret49, 0.11364, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0

$Subsystem:                     turret50, 0.11364, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0

$Subsystem:                     turret51, 0.11364, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     turret52, 0.11364, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0

$Subsystem:                     turret01, 0.22727, 6.0
    $Alt Subsystem Name:        Heavy Turret
    $Default PBanks:            ( "K Anti-Mater Turret" )
    $Flags:                     ( "carry no damage" "check hull" "no subsystem targeting" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     turret02, 0.22727, 6.0
    $Alt Subsystem Name:        Heavy Turret
    $Default PBanks:            ( "K Anti-Mater Turret" )
    $Flags:                     ( "carry no damage" "check hull" "no subsystem targeting" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0

$Subsystem:                     turret03, 0.22727, 6.0
    $Alt Subsystem Name:        Heavy Turret
    $Default PBanks:            ( "K Anti-Mater Turret" )
    $Flags:                     ( "carry no damage" "check hull" "no subsystem targeting" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     turret04, 0.22727, 6.0
    $Alt Subsystem Name:        Heavy Turret
    $Default PBanks:            ( "K Anti-Mater Turret" )
    $Flags:                     ( "carry no damage" "check hull" "no subsystem targeting" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 180, 0

$Subsystem:                     turret05, 0.22727, 6.0
    $Alt Subsystem Name:        Heavy Turret
    $Default PBanks:            ( "K Anti-Mater Turret" )
    $Flags:                     ( "carry no damage" "check hull" "no subsystem targeting" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     turret06, 0.22727, 6.0
    $Alt Subsystem Name:        Heavy Turret
    $Default PBanks:            ( "K Anti-Mater Turret" )
    $Flags:                     ( "carry no damage" "check hull" "no subsystem targeting" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0
 
$Subsystem:                     turret07, 0.22727, 6.0
    $Alt Subsystem Name:        Heavy Turret
    $Default PBanks:            ( "K Anti-Mater Turret" )
    $Flags:                     ( "carry no damage" "check hull" "no subsystem targeting" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     turret08, 0.22727, 6.0
    $Alt Subsystem Name:        Heavy Turret
    $Default PBanks:            ( "K Anti-Mater Turret" )
    $Flags:                     ( "carry no damage" "check hull" "no subsystem targeting" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0
     
$Subsystem:                     turret09, 0.22727, 6.0
    $Alt Subsystem Name:        Heavy Turret
    $Default PBanks:            ( "K Anti-Mater Turret" )
    $Flags:                     ( "carry no damage" "check hull" "no subsystem targeting" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     turret10, 0.22727, 6.0
    $Alt Subsystem Name:        Heavy Turret
    $Default PBanks:            ( "K Anti-Mater Turret" )
    $Flags:                     ( "carry no damage" "check hull" "no subsystem targeting" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     turret11, 0.22727, 6.0
    $Alt Subsystem Name:        Heavy Turret
    $Default PBanks:            ( "K Anti-Mater Turret" )
    $Flags:                     ( "carry no damage" "check hull" "no subsystem targeting" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     turret12, 0.22727, 6.0
    $Alt Subsystem Name:        Heavy Turret
    $Default PBanks:            ( "K Anti-Mater Turret" )
    $Flags:                     ( "carry no damage" "check hull" "no subsystem targeting" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     turret53, 0.22727, 0.0
    $Alt Subsystem Name:        Launcher
    $Default SBanks:            ( "Predator" )
    $Flags:                     ( "carry no damage" "fire down normals" "check hull" "no subsystem targeting" "reset when idle" )
	
$Subsystem:                     turret54, 0.22727, 0.0
    $Alt Subsystem Name:        Launcher
    $Default SBanks:            ( "Predator" )
    $Flags:                     ( "carry no damage" "fire down normals" "no subsystem targeting" "check hull" "reset when idle" )
	
$Subsystem:                     turret55, 0.22727, 0.0
    $Alt Subsystem Name:        Launcher
    $Default SBanks:            ( "Predator" )
    $Flags:                     ( "carry no damage" "fire down normals" "check hull" "no subsystem targeting" "reset when idle" )
	
$Subsystem:                     turret56, 0.22727, 0.0
    $Alt Subsystem Name:        Launcher
    $Default SBanks:            ( "Predator" )
    $Flags:                     ( "carry no damage" "fire down normals" "check hull" "no subsystem targeting" "reset when idle" )
	

;============================>> KILRATHI INSTALLATIONS <<======================

;------------------------------ Jump Point Buoy -------------------------------

$Name:                          Jump Point Buoy#Kilrathi
$Short name:                    Jump Buoy
$Species:                       Kilrathi

$POF file:                      kb_jump_point_buoy.pof
$POF Target LOD:                1
$Detail distance:               (0)

$Density:                       2.0
$Damp:                          0.8
$Rotdamp:                       1.2

$Max Velocity:                  0.0, 0.0, 0.0
$Rotation time:                 12.0, 12.0, 12.0
$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                                                      

$Shockwave Speed:               0.0
$Explosion Animations:          (6, 7, 8)                                             

$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:                         ( "navbuoy" )
$AI Class:                      Captain

$Afterburner:                   NO

$Countermeasures:               0
$Scan time:                     2000
$Closeup_pos:                   0.0, 0.0, -13.50007
$Closeup_zoom:                  0.43633

;------------------------------ Sentry Gun -------------------------------------

$Name:                          Sentry Gun
$Short name:                    Sentry Gun
$Species:                       Kilrathi
    +Tech Description:          Scattered for picket lines or in defense of space stations, turret mines are autonomous weapon systems that can operate independently from a warship or orbital installation. 

Internal reactors enable them to generate power for its dual turrets and shielding, and there are thrusters for limited movement. 

There are several variants of turret mines, from the most common, featuring standard lasers, to more advanced models toting higher potent beam weapons or missile tubes. 
The Kilrathi variant, while different in size and shape, is effectively the same as the Terran variant.
        $end_multi_text

$POF file:                      kb_turret_mine.pof
;$POF Target LOD:                1
$Detail distance:               (0)

$Impact Spew:
    +Max particles:             0
$Damage Spew:
    +Max particles:             0

$Density:                       2.0
$Damp:                          0.3
$Rotdamp:                       0.6

$Max Velocity:                  0.0, 0.0, 0.0
$Rotation time:                 4.0, 4.0, 4.0
$Rear Velocity:                 0.0
$Forward accel:                 0.0
$Forward decel:                 0.0
$Slide accel:                   0.0
$Slide decel:                   0.0

$Expl inner rad:                11.407301
$Expl outer rad:                45.629204
$Expl damage:                   5.0
$Expl blast:                    50.0
$Expl Propagates:               NO 

$Shockwave Speed:               91.258408
$Shockwave Model:               f_shockwave.pof
$Explosion Animations:          (6, 7, 8)

$Default PBanks:                ()

$Default SBanks:                ()
$SBank Capacity:                ()

$Shields:                       	1000
$Shield Color:                  255 92 92
$Power Output:                  0.0
$Max Oclk Speed:                0.0
$Max Weapon Eng:                0.0
$Hitpoints:                     	1500

$Flags:                         ( "sentrygun" "surface shields" "in tech database" )
$AI Class:                      Captain

$Afterburner:                   NO

$Countermeasures:               0
$Scan time:                     2000
$EngineSnd:                     -1
$Closeup_pos:                   0.0, 0.0, -22.814602
$Closeup_zoom:                  0.43633
$Shield_icon:                   sentry_gun
$Score:                         44

$Subsystem:                     sensors, 10, 0.0
    $Alt Subsystem Name:        Sensors

$Subsystem:                     weapons, 10, 0.0
    $Alt Subsystem Name:        Weapons

$Subsystem:                     turret01, 31.25, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

$Subsystem:                     turret02, 31.25, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 0, 0

;------------------------------ Orbital Station ------------------------------------

$Name:                          Orbital Station
$Short name:                    Orbital Station
$Species:                       Kilrathi
    +Tech Description:          These Kilrathi starports are among the most predominate installations observed by Terran intelligence. 

They have many uses and configurations, from an orbital defense platform to forward command post to even a mere supply depot. 

Nevertheless, they are considered dangerous assets in combat, with a token complement of fighters and capability to dock and deploy several light capital ships.
        $end_multi_text

$POF file:                      kb_orbital_station.pof
$Detail distance:               (0)

$Density:                       4.0
$Damp:                          3.0
$Rotdamp:                       6.0

$Max Velocity:                  0.0, 0.0, 0.0
$Rotation time:                 120.0, 120.0, 120.0
$Rear Velocity:                 0.0
$Forward accel:                 0.0
$Forward decel:                 0.0
$Slide accel:                   0.0
$Slide decel:                   0.0

$Expl inner rad:                278.815491
$Expl outer rad:                1115.261964
$Expl damage:                   500.0
$Expl blast:                    10500.0
$Expl Propagates:               YES 

$Shockwave Speed:               343.0
$Shockwave Count:               1

$Default PBanks:                ()

$Default SBanks:                ()
$SBank Capacity:                ()

$Shields:                       	100000
$Shield Color:                  255 92 92
$Power Output:                  800.0
$Max Oclk Speed:                0.0
$Max Weapon Eng:                740.0
$Hitpoints:                     	200000

$Flags:                         ( "capital" "surface shields" "in tech database" )
$AI Class:                      Captain

$Afterburner:                   NO

$Countermeasures:               0
$Scan time:                     2000
$EngineSnd:                     135
$Closeup_pos:                   0.0, 0.0, -557.630982
$Closeup_zoom:                  0.43633
$Shield_icon:                   genericcaps
$Score:                         4400

$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Hostile
    +As Color:                  (255, 128, 0)

$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Friendly
    +As Color:                  (113, 151, 240)

$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Neutral
    +As Color:                  (255, 128, 0)

$Ship IFF Colors: 
    +Seen By:                   Traitor
    +When IFF Is:               Hostile
    +As Color:                  (255, 128, 0)

$Ship IFF Colors: 
    +Seen By:                   Traitor
    +When IFF Is:               Neutral
    +As Color:                  (255, 128, 0)

$Subsystem:                     fighterbay01, 0.0, 0.0
   $Flags:                      ( "untargetable" )

$Subsystem:                     fighterbay02, 0.0, 0.0  
   $Flags:                      ( "untargetable" )
   
$Subsystem:                     spike01, 1.0, 0.0
   $Flags:                      ( "untargetable" )
	
$Subsystem:                     spike02, 1.0, 0.0
   $Flags:                      ( "untargetable" )
	
$Subsystem:                     spike03, 1.0, 0.0
   $Flags:                      ( "untargetable" )
	
$Subsystem:                     spike04, 1.0, 0.0
   $Flags:                      ( "untargetable" )
	
$Subsystem:                     spike05, 1.0, 0.0
   $Flags:                      ( "untargetable" )
	
$Subsystem:                     spike06, 1.0, 0.0
   $Flags:                      ( "untargetable" )
	
$Subsystem:                     spike07, 1.0, 0.0
   $Flags:                      ( "untargetable" )
	
$Subsystem:                     spike08, 1.0, 0.0
   $Flags:                      ( "untargetable" )
	
$Subsystem:                     spike09, 1.0, 0.0
    $Flags:                     ( "untargetable" )
	
$Subsystem:                     spike10, 1.0, 0.0
    $Flags:                     ( "untargetable" )
	
$Subsystem:                     spike11, 1.0, 0.0
    $Flags:                     ( "untargetable" )
	
$Subsystem:                     spike12, 1.0, 0.0
    $Flags:                     ( "untargetable" )
	
$Subsystem:                     radar, 10.0, 5.0
    $Alt Subsystem Name:        Radar

$Subsystem:                     communication, 10.0, 0.0
    $Alt Subsystem Name:        Comm

$Subsystem:                     sensors, 10,0.0
    $Alt Subsystem Name:        Sensors

$Subsystem:                     weapons, 10,0.0
    $Alt Subsystem Name:        Weapons
	
$Subsystem:                     turret01, 0.25, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, -90, 0
		
$Subsystem:                     turret02, 0.25, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 90, 0
		
$Subsystem:                     turret03, 0.25, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, -90, 0
		
$Subsystem:                     turret04, 0.25, 4.0
    $Alt Subsystem Name:        Light Turret
    $Default PBanks:            ( "K Laser Turret" )
    $Flags:                     ( "carry no damage" "check hull" "fire on target" "reset when idle" )
    $animation:                 triggered
    $type:                      initial
        +relative_angle:        90, 90, 0
		
		
;------------------------------ Asteroid Base ------------------------------------

$Name:                          Asteroid Base
$Short name:                    Asteroid Base
$Species:                       Kilrathi
    +Tech Description:          These covert bases have been carved out of larger asteroids to serve as supply bases and advance forward bases for Kilrathi raiders. 

They have docking facilities to accommodate a single capital ship and a hangar bay to hold up to three squadrons of fighters. 

Even though they have little to no shielding, the natural rock of the asteroid gives more than adequate armor protection. 
        $end_multi_text

$POF file:                      kb_asteroid_base.pof
$POF Target LOD:                2
$Detail distance:               (0, 9311, 14899, 18623)

$Impact Spew:
    +Max particles:             0
$Damage Spew:
    +Max particles:             0

$Density:                       6.0
$Damp:                          5.0
$Rotdamp:                       7.5

$Max Velocity:                  0.0, 0.0, 0.0
$Rotation time:                 150.0, 150.0, 150.0
$Rear Velocity:                 0.0
$Forward accel:                 0.0
$Forward decel:                 0.0
$Slide accel:                   0.0
$Slide decel:                   0.0

$Expl inner rad:                744.958618
$Expl outer rad:                2979.834472
$Expl damage:                   500.0
$Expl blast:                    10500.0
$Expl Propagates:               YES 

$Shockwave Speed:               744.958618
$Shockwave Count:               1

$Default PBanks:                ()

$Default SBanks:                ()
$SBank Capacity:                ()

$Shields:                       	36000
$Shield Color:                  255 92 92
$Power Output:                  960.0
$Max Oclk Speed:                0.0
$Max Weapon Eng:                1200.0
$Hitpoints:                     	300000

$Flags:                         ( "capital" "surface shields" "in tech database" )
$AI Class:                      Captain

$Afterburner:                   NO

$Countermeasures:               0
$Scan time:                     2000
$EngineSnd:                     135
$Closeup_pos:                   0.0, 0.0, -1489.917236
$Closeup_zoom:                  0.43633
$Shield_icon:                   genericcaps
$Score:                         5000

$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Hostile
    +As Color:                  (255, 128, 0)

$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Friendly
    +As Color:                  (113, 151, 240)

$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Neutral
    +As Color:                  (255, 128, 0)

$Ship IFF Colors: 
    +Seen By:                   Traitor
    +When IFF Is:               Hostile
    +As Color:                  (255, 128, 0)

$Ship IFF Colors: 
    +Seen By:                   Traitor
    +When IFF Is:               Neutral
    +As Color:                  (255, 128, 0)

$Subsystem:                     fighterbay01, 0, 0.0
   $Flags:                      ( "untargetable" )

$Subsystem:                     fighterbay02, 0, 0.0  
   $Flags:                      ( "untargetable" )

$Subsystem:                     communication, 10.0, 0.0
    $Alt Subsystem Name:        Comm
	
	
;------------------------------ Command Station ------------------------------------

$Name:                          Command Station
$Short name:                    Command Station
$Species:                       Kilrathi
    +Tech Description:          These installations serve as Kilrathi command bases throughout their territory. 

They are very well protected by laser turret mines, fighter wings, and other sort of nasty surprises. 
A well-planned strike is essential to take one of these bases down.
        $end_multi_text

$POF file:                      kb_starbase.pof
$Detail distance:               (0)

$Density:                       4.0
$Damp:                          3.0
$Rotdamp:                       6.0

$Max Velocity:                  0.0, 0.0, 0.0
$Rotation time:                 120.0, 120.0, 120.0
$Rear Velocity:                 0.0
$Forward accel:                 0.0
$Forward decel:                 0.0
$Slide accel:                   0.0
$Slide decel:                   0.0

$Expl inner rad:                1243.7185
$Expl outer rad:                4974.8740
$Expl damage:                   500.0
$Expl blast:                    10500.0
$Expl Propagates:               YES 

$Shockwave Speed:               1080.439
$Shockwave Count:               1

$Default PBanks:                ()

$Default SBanks:                ()
$SBank Capacity:                ()

$Shields:                       	125000
$Shield Color:                  255 92 92
$Power Output:                  1000.0
$Max Oclk Speed:                0.0
$Max Weapon Eng:                1240.0
$Hitpoints:                     	250000

$Flags:                         ( "capital" "surface shields" "in tech database" )
$AI Class:                      Captain

$Afterburner:                   NO

$Countermeasures:               0
$Scan time:                     2000
$EngineSnd:                     135
$Closeup_pos:                   0.0, 0.0, -2577.438
$Closeup_zoom:                  0.43633
$Shield_icon:                   genericcaps
$Score:                         7500

$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Hostile
    +As Color:                  (255, 128, 0)

$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Friendly
    +As Color:                  (113, 151, 240)

$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Neutral
    +As Color:                  (255, 128, 0)

$Ship IFF Colors: 
    +Seen By:                   Traitor
    +When IFF Is:               Hostile
    +As Color:                  (255, 128, 0)

$Ship IFF Colors: 
    +Seen By:                   Traitor
    +When IFF Is:               Neutral
    +As Color:                  (255, 128, 0)

$Subsystem:                     fighterbay01, 0, 0.0
   $Flags:                      ( "untargetable" )

$Subsystem:                     fighterbay02, 0, 0.0  
   $Flags:                      ( "untargetable" )

$Subsystem:                     communication, 10.0, 0.0
    $Alt Subsystem Name:        Comm


;------------------------------ Dry Dock ------------------------------------

$Name:                          Dry Dock
$Short name:                    Dry Dock
$Species:                       Kilrathi
    +Tech Description:          The Kilrathi dry dock is a forward deployed fleet structure that can field repair any starship up to heavy carrier-class vessels without the need to travel back to a planetary shipyard light years away. 

Hidden in its skeletal structure are construction equipment and workplaces for dedicated technical engineers and maintenance crew. 
Drydocks can be mounted in tandem with each other, or found attached to a base of any kind. 
        $end_multi_text

$POF file:                      kb_drydock.pof
$Detail distance:               (0)

$Density:                       4.0
$Damp:                          3.0
$Rotdamp:                       6.0

$Max Velocity:                  0.0, 0.0, 0.0
$Rotation time:                 120.0, 120.0, 120.0
$Rear Velocity:                 0.0
$Forward accel:                 0.0
$Forward decel:                 0.0
$Slide accel:                   0.0
$Slide decel:                   0.0

$Expl inner rad:                1388.135010
$Expl outer rad:                5552.54004
$Expl damage:                   500.0
$Expl blast:                    10500.0
$Expl Propagates:               YES 

$Shockwave Speed:               1388.135010
$Shockwave Count:               1

$Default PBanks:                ()

$Default SBanks:                ()
$SBank Capacity:                ()

$Shields:                       	125000
$Shield Color:                  255 92 92
$Power Output:                  1000.0
$Max Oclk Speed:                0.0
$Max Weapon Eng:                1240.0
$Hitpoints:                     	250000

$Flags:                         ( "capital" "surface shields" "in tech database" )
$AI Class:                      Captain

$Afterburner:                   NO

$Countermeasures:               0
$Scan time:                     2000
$EngineSnd:                     135
$Closeup_pos:                   0.0, 0.0, -2776.27002
$Closeup_zoom:                  0.43633
$Shield_icon:                   genericcaps
$Score:                         7500

$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Hostile
    +As Color:                  (255, 128, 0)

$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Friendly
    +As Color:                  (113, 151, 240)

$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Neutral
    +As Color:                  (255, 128, 0)

$Ship IFF Colors: 
    +Seen By:                   Traitor
    +When IFF Is:               Hostile
    +As Color:                  (255, 128, 0)

$Ship IFF Colors: 
    +Seen By:                   Traitor
    +When IFF Is:               Neutral
    +As Color:                  (255, 128, 0)

$Subsystem:                     fighterbay01, 0.0, 0.0
   $Flags:                      ( "untargetable" )

$Subsystem:                     fighterbay02, 0.0, 0.0  
   $Flags:                      ( "untargetable" )

$Subsystem:                     communication, 10.0, 0.0
    $Alt Subsystem Name:        Comm

;============================>> MISC STUFF <<==================================

;------------------------------ Ghost -----------------------------------------

$Name:                          Ghost
$Short name:                    Ghost
$Species:                       Terran

$POF file:                      misc_ghost.pof
$Detail distance:               (0)

$Density:                       2.0
$Damp:                          0.5
$Rotdamp:                       1.0

$Max Velocity:                  0.0, 0.0, 0.0
$Rotation time:                 36.0, 36.0, 36.0
$Rear Velocity:                 0.0
$Forward accel:                 12.0
$Forward decel:                 12.0
$Slide accel:                   0.0
$Slide decel:                   0.0

$Expl inner rad:                20.0
$Expl outer rad:                80.0
$Expl damage:                   450.0
$Expl blast:                    6500.0
$Expl Propagates:               YES                                                     

$Shockwave Speed:               343.0
$Shockwave Count:               1

$Default PBanks:                ()

$Default SBanks:                ()
$SBank Capacity:                ()

$Shields:                       	50000
$Shield Color:                  100 100 255
$Power Output:                  100.0
$Max Oclk Speed:                0.0
$Max Weapon Eng:                100.0
$Hitpoints:                     	200000

$Flags:                         ( "no_collide" "capital" )
$AI Class:                      Captain

$Afterburner:                   NO

$Countermeasures:               0
$Scan time:                     2000
$EngineSnd:                     -1                   
$Closeup_pos:                   0.0, 0.0, -1130
$Closeup_zoom:                  0.43633
$Shield_icon:                   genericcaps
$Score:                         0


;------------------------------ Cargo Container ---------------------------------------

$Name:                      	Cargo Container
$Short name:                	Container
$Species:                   	Kilrathi
	
$POF file:                  	misc_kcargo.pof
$POF Target LOD:				1
$Detail distance:           	(0, 1505)

$Density:                   	2.0
$Damp:                          1.0
$Rotdamp:                       2.0

$Max Velocity:              	0.0, 0.0, 0.0
$Rotation time:             	100.0, 100.0, 100.0
$Rear Velocity:             	0.0
$Forward accel:             	10.0
$Forward decel:             	10.0
$Slide accel:               	0.0
$Slide decel:               	0.0

$Expl inner rad:            	85.0
$Expl outer rad:            	340.0
$Expl damage:               	100.0
$Expl blast:                	1000.0
$Expl Propagates:           	YES

$Shockwave Speed:               240.959214
$Shockwave Count:               1

$Default PBanks:                ()

$Default SBanks:                ()
$SBank Capacity:                ()

$Shields:                   		0
$Shield Color:              	255 92 92
$Power Output:              	100.0
$Max Oclk Speed:            	0.0
$Max Weapon Eng:            	0.0
$Hitpoints:                 		1500

$Flags:                     	("capital")
$AI Class:                  	Captain

$Afterburner:               	NO

$Countermeasures:           	0
$Scan time:                 	2000
$EngineSnd:                 	-1
$Closeup_pos:               	0.0, 10.0, -170.0
$Closeup_zoom:              	0.36397
$Score:                     	0

$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Hostile
    +As Color:                  (255, 128, 0)
$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Friendly
    +As Color:                  (113, 151, 240)
$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Neutral
    +As Color:                  (255, 128, 0)
$Ship IFF Colors: 
    +Seen By:                   Traitor
    +When IFF Is:               Hostile
    +As Color:                  (255, 128, 0)
$Ship IFF Colors: 
    +Seen By:                   Traitor
    +When IFF Is:               Neutral
    +As Color:                  (255, 128, 0) 

;------------------------------ Debris#A --------------------------------------

$Name:                          Debris#A
$Short name:                    Debris
$Species:                       Kilrathi

$POF file:                      kis_zakhari_debris.pof
$Detail distance:               (0)

$Impact Spew:
    +Max particles:             0
$Damage Spew:
    +Max particles:             0

$Density:                       1.5
$Damp:                          0.2
$Rotdamp:                       1.5

$Max Velocity:                  0.0, 0.0, 0.0
$Rotation time:                 36.0, 36.0, 36.0
$Rear Velocity:                 0.0
$Forward accel:                 10.0
$Forward decel:                 10.0
$Slide accel:                   0.0
$Slide decel:                   0.0

$Expl inner rad:                99.003159
$Expl outer rad:                396.012636
$Expl damage:                   200.0
$Expl blast:                    3500.0
$Expl Propagates:               YES

$Shockwave Speed:               198.006318
$Shockwave Count:               1

$Default PBanks:                ()

$Default SBanks:                ()
$SBank Capacity:                ()

$Shields:                       	0
$Shield Color:                  255 92 92
$Power Output:                  90.0
$Max Oclk Speed:                28.0
$Max Weapon Eng:                100.0
$Hitpoints:                     	13000

$Flags:                         ( "capital" )
$AI Class:                      Captain

$Afterburner:                   NO

$Countermeasures:               0
$Scan time:                     2000
$EngineSnd:                     31
$Closeup_pos:                   0.0, 0.0, -198.006318
$Closeup_zoom:                  0.43633
$Shield_icon:                   genericcaps
$Score:                         0

$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Hostile
    +As Color:                  (255, 128, 0)
$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Friendly
    +As Color:                  (113, 151, 240)
$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Neutral
    +As Color:                  (255, 128, 0)
$Ship IFF Colors: 
    +Seen By:                   Traitor
    +When IFF Is:               Hostile
    +As Color:                  (255, 128, 0)
$Ship IFF Colors: 
    +Seen By:                   Traitor
    +When IFF Is:               Neutral
    +As Color:                  (255, 128, 0)
	
;------------------------------ Debris#B --------------------------------------

$Name:                          Debris#B
$Short name:                    Debris
$Species:                       Terran

$POF file:                      tcs_caernaven_debris.pof
$Detail distance:               (0)

$Impact Spew:
    +Max particles:             0
$Damage Spew:
    +Max particles:             0

$Density:                       1.5
$Damp:                          0.2
$Rotdamp:                       1.5

$Max Velocity:                  0.0, 0.0, 0.0
$Rotation time:                 36.0, 36.0, 36.0
$Rear Velocity:                 0.0
$Forward accel:                 10.0
$Forward decel:                 10.0
$Slide accel:                   0.0
$Slide decel:                   0.0

$Expl inner rad:                176.735962
$Expl outer rad:                706.943848
$Expl damage:                   300.0
$Expl blast:                    3000.0
$Expl Propagates:               YES  

$Shockwave Speed:               343.0
$Shockwave Count:               1

$Default PBanks:                ()

$Default SBanks:                ()
$SBank Capacity:                ()

$Shields:                       	0
$Shield Color:                  100 100 255
$Power Output:                  90.0
$Max Oclk Speed:                28.421
$Max Weapon Eng:                100.0
$Hitpoints:                     	16000

$Flags:                         ( "capital" )
$AI Class:                      Captain

$Afterburner:                   NO

$Countermeasures:               0
$Scan time:                     2000
$EngineSnd:                     31
$Closeup_pos:                   0.0, 0.0, -353.471924
$Closeup_zoom:                  0.43633
$Shield_icon:                   caernaven
$Score:                         0

$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Hostile
    +As Color:                  (255, 128, 0)
$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Friendly
    +As Color:                  (113, 151, 240)
$Ship IFF Colors: 
    +Seen By:                   Friendly
    +When IFF Is:               Neutral
    +As Color:                  (255, 128, 0)
$Ship IFF Colors: 
    +Seen By:                   Traitor
    +When IFF Is:               Hostile
    +As Color:                  (255, 128, 0)
$Ship IFF Colors: 
    +Seen By:                   Traitor
    +When IFF Is:               Neutral
    +As Color:                  (255, 128, 0)

;------------------------------ Asteroid#A --------------------------------------

$Name:                          Asteroid#A
$Short name:                    Asteroid
$Species:                       Terran

$POF file:                      misc_asteroid_1.pof 
$Detail distance:               (0, 25000, 50000)

$Impact Spew:
    +Max particles:             0
$Damage Spew:
    +Max particles:             0

$Density:                       1.5
$Damp:                          80.5
$Rotdamp:                       80.5

$Max Velocity:                  0.0, 0.0, 0.0
$Rotation time:                 50.0, 50.0, 50.0
$Rear Velocity:                 0.0
$Forward accel:                 12.0
$Forward decel:                 12.0
$Slide accel:                   0.0
$Slide decel:                   0.0

$Expl inner rad:                3115.635986
$Expl outer rad:                12462.543944
$Expl damage:                   4200.0
$Expl blast:                    16800.0
$Expl Propagates:               YES                                                     

$Shockwave Speed:               3115.635986
$Shockwave Count:               1

$Default PBanks:                ()

$Default SBanks:                ()
$SBank Capacity:                ()

$Shields:                       	40000
$Shield Color:                  100 100 255
$Power Output:                  100.0
$Max Oclk Speed:                0.0
$Max Weapon Eng:                100.0
$Hitpoints:                     	999999999999999

$Flags:                         ( "capital" )
$AI Class:                      Captain

$Afterburner:                   NO

$Countermeasures:               0
$Scan time:                     2000
$EngineSnd:                     -1                   
$Closeup_pos:                   0.0, 0.0, -6231.271972
$Closeup_zoom:                  0.43633
$Shield_icon:                   genericcaps
$Score:                         0


;------------------------------ Predator#LR -----------------------------------

$Name:                          Predator#LR
$Short name:                    Predator
$Species:                       Kilrathi

$POF file:                      kim_cruise_missile.pof
$Detail distance:               (0, 76, 122)

$Density:                       1
$Damp:                          0.2
$Rotdamp:                       0.3

$Max Velocity:                  0.0, 0.0, 175.0
$Rotation time:                 4.0, 4.0, 4.0
$Rear Velocity:                 0.0
$Forward accel:                 4.0
$Forward decel:                 4.0
$Slide accel:                   0.0
$Slide decel:                   0.0

$Expl inner rad:                6.143149
$Expl outer rad:                24.572596
$Expl damage:                   100.0
$Expl blast:                    300.0
$Expl Propagates:               NO
$Base Death-Roll Time:          100	
$Shockwave Speed:               49.145192
$Shockwave Model:               t_shockwave.pof
$Explosion Animations:          (9)

$Default PBanks:                ()

$Default SBanks:                ()
$SBank Capacity:                ()

$Shields:                       	0
$Shield Color:                  255 92 92
$Power Output:                  1.5
$Max Oclk Speed:                175.0
$Max Weapon Eng:                100.0
$Hitpoints:                     	25

$Flags:                         ( "fighter" )
$AI Class:                      Captain

$Afterburner:                   NO

$Countermeasures:               0
$Scan time:                     2000
$EngineSnd:                     -1
$Closeup_pos:                   0.0, 0.0, -12.286298
$Closeup_zoom:                  0.43633
$Shield_icon:                   genericcaps
$Score:                         0

$Thruster01 Radius factor:      0.6
$Thruster02 Radius factor:      0.7
$Thruster02 Length factor:      0.7
$Thruster03 Radius factor:      0.9
$Thruster Distortion:      		NO

;------------------------------------------------------------------------------

$Name:                          Predator#LR-VeryEasy
$Short name:                    Predator
$Species:                       Kilrathi

$POF file:                      kim_cruise_missile.pof
$Detail distance:               (0, 76, 122)

$Density:                       1
$Damp:                          0.2
$Rotdamp:                       0.3

$Max Velocity:                  0.0, 0.0, 175.0
$Rotation time:                 4.0, 4.0, 4.0
$Rear Velocity:                 0.0
$Forward accel:                 4.0
$Forward decel:                 4.0
$Slide accel:                   0.0
$Slide decel:                   0.0

$Expl inner rad:                6.143149
$Expl outer rad:                24.572596
$Expl damage:                   100.0
$Expl blast:                    300.0
$Expl Propagates:               NO
$Base Death-Roll Time:          100

$Shockwave Speed:               49.145192
$Shockwave Model:               t_shockwave.pof
$Explosion Animations:          (9)

$Default PBanks:                ()

$Default SBanks:                ()
$SBank Capacity:                ()

$Shields:                       	0
$Shield Color:                  255 92 92
$Power Output:                  1.5
$Max Oclk Speed:                175.0
$Max Weapon Eng:                100.0
$Hitpoints:                     	25

$Flags:                         ( "fighter" )
$AI Class:                      Captain

$Afterburner:                   NO

$Countermeasures:               0
$Scan time:                     2000
$EngineSnd:                     -1
$Closeup_pos:                   0.0, 0.0, -12.286298
$Closeup_zoom:                  0.43633
$Shield_icon:                   genericcaps
$Score:                         0

$Thruster01 Radius factor:      0.6
$Thruster02 Radius factor:      0.7
$Thruster02 Length factor:      0.7
$Thruster03 Radius factor:      0.9
$Thruster Distortion:      		NO

;------------------------------------------------------------------------------

$Name:                          Predator#LR-Easy
$Short name:                    Predator
$Species:                       Kilrathi

$POF file:                      kim_cruise_missile.pof
$Detail distance:               (0, 76, 122)

$Density:                       1
$Damp:                          0.2
$Rotdamp:                       0.3

$Max Velocity:                  0.0, 0.0, 175.0
$Rotation time:                 4.0, 4.0, 4.0
$Rear Velocity:                 0.0
$Forward accel:                 4.0
$Forward decel:                 4.0
$Slide accel:                   0.0
$Slide decel:                   0.0

$Expl inner rad:                6.143149
$Expl outer rad:                24.572596
$Expl damage:                   100.0
$Expl blast:                    300.0
$Expl Propagates:               NO
$Base Death-Roll Time:          100

$Shockwave Speed:               49.145192
$Shockwave Model:               t_shockwave.pof
$Explosion Animations:          (9)

$Default PBanks:                ()

$Default SBanks:                ()
$SBank Capacity:                ()

$Shields:                       	0
$Shield Color:                  255 92 92
$Power Output:                  1.5
$Max Oclk Speed:                175.0
$Max Weapon Eng:                100.0
$Hitpoints:                     	25

$Flags:                         ( "fighter" )
$AI Class:                      Captain

$Afterburner:                   NO

$Countermeasures:               0
$Scan time:                     2000
$EngineSnd:                     -1
$Closeup_pos:                   0.0, 0.0, -12.286298
$Closeup_zoom:                  0.43633
$Shield_icon:                   genericcaps
$Score:                         0

$Thruster01 Radius factor:      0.6
$Thruster02 Radius factor:      0.7
$Thruster02 Length factor:      0.7
$Thruster03 Radius factor:      0.9
$Thruster Distortion:      		NO

;------------------------------------------------------------------------------

$Name:                          Predator#LR-Hard
$Short name:                    Predator
$Species:                       Kilrathi

$POF file:                      kim_cruise_missile.pof
$Detail distance:               (0, 76, 122)

$Density:                       1
$Damp:                          0.2
$Rotdamp:                       0.3

$Max Velocity:                  0.0, 0.0, 175.0
$Rotation time:                 4.0, 4.0, 4.0
$Rear Velocity:                 0.0
$Forward accel:                 4.0
$Forward decel:                 4.0
$Slide accel:                   0.0
$Slide decel:                   0.0

$Expl inner rad:                6.143149
$Expl outer rad:                24.572596
$Expl damage:                   100.0
$Expl blast:                    300.0
$Expl Propagates:               NO
$Base Death-Roll Time:          100

$Shockwave Speed:               49.145192
$Shockwave Model:               t_shockwave.pof
$Explosion Animations:          (9)

$Default PBanks:                ()

$Default SBanks:                ()
$SBank Capacity:                ()

$Shields:                       	0
$Shield Color:                  255 92 92
$Power Output:                  1.5
$Max Oclk Speed:                175.0
$Max Weapon Eng:                100.0
$Hitpoints:                     	25

$Flags:                         ( "fighter" )
$AI Class:                      Captain

$Afterburner:                   NO

$Countermeasures:               0
$Scan time:                     2000
$EngineSnd:                     -1
$Closeup_pos:                   0.0, 0.0, -12.286298
$Closeup_zoom:                  0.43633
$Shield_icon:                   genericcaps
$Score:                         0

$Thruster01 Radius factor:      0.6
$Thruster02 Radius factor:      0.7
$Thruster02 Length factor:      0.7
$Thruster03 Radius factor:      0.9
$Thruster Distortion:      		NO

;------------------------------------------------------------------------------

$Name:                          Predator#LR-Insane
$Short name:                    Predator
$Species:                       Kilrathi

$POF file:                      kim_cruise_missile.pof
$Detail distance:               (0, 76, 122)

$Density:                       1
$Damp:                          0.2
$Rotdamp:                       0.3

$Max Velocity:                  0.0, 0.0, 175.0
$Rotation time:                 4.0, 4.0, 4.0
$Rear Velocity:                 0.0
$Forward accel:                 4.0
$Forward decel:                 4.0
$Slide accel:                   0.0
$Slide decel:                   0.0

$Expl inner rad:                6.143149
$Expl outer rad:                24.572596
$Expl damage:                   100.0
$Expl blast:                    300.0
$Expl Propagates:               NO
$Base Death-Roll Time:          100

$Shockwave Speed:               49.145192
$Shockwave Model:               t_shockwave.pof
$Explosion Animations:          (9)

$Default PBanks:                ()

$Default SBanks:                ()
$SBank Capacity:                ()

$Shields:                       	0
$Shield Color:                  255 92 92
$Power Output:                  1.5
$Max Oclk Speed:                175.0
$Max Weapon Eng:                100.0
$Hitpoints:                     	25

$Flags:                         ( "fighter" )
$AI Class:                      Captain

$Afterburner:                   NO

$Countermeasures:               0
$Scan time:                     2000
$EngineSnd:                     -1
$Closeup_pos:                   0.0, 0.0, -12.286298
$Closeup_zoom:                  0.43633
$Shield_icon:                   genericcaps
$Score:                         0

$Thruster01 Radius factor:      0.6
$Thruster02 Radius factor:      0.7
$Thruster02 Length factor:      0.7
$Thruster03 Radius factor:      0.9
$Thruster Distortion:      		NO


;------------------------------ Skipper -----------------------------------

$Name:                          Skipper
$Short name:                    Skipper
$Species:                       Kilrathi

$POF file:                      kim_skipper.pof
$POF Target LOD:                1
$Detail distance:               (0, 131, 210)

$Impact Spew:
    +Max particles:             0
$Damage Spew:
    +Max particles:             0

$Density:                       1.25
$Damp:                          0.2
$Rotdamp:                       0.3

$Max Velocity:                  0.0, 0.0, 150.0
$Rotation time:                 4.5, 5.0, 4.0
$Rear Velocity:                 0.0
$Forward accel:                 6.0
$Forward decel:                 6.0
$Slide accel:                   0.0
$Slide decel:                   0.0

$Expl inner rad:                10.510631
$Expl outer rad:                42.042524
$Expl damage:                   200.0 ;;factor 2.0
$Expl blast:                    200.0
$Expl Propagates:               NO
$Base Death-Roll Time:          100

$Shockwave Speed:               75.0
$Shockwave Model:               t_shockwave.pof
$Explosion Animations:          (9)

$Default PBanks:                ()

$Default SBanks:                ()
$SBank Capacity:                ()

$Shields:                       	0
$Shield Color:                  255 92 92
$Power Output:                  1.5
$Max Oclk Speed:                150.0
$Max Weapon Eng:                100.0
$Hitpoints:                     	300

$Flags:                         ( "fighter" )
$AI Class:                      Captain

$Afterburner:                   NO

$Countermeasures:               0
$Scan time:                     2000
$EngineSnd:                     -1
$Closeup_pos:                   0.0, 0.0, -21.021262
$Closeup_zoom:                  0.43633
$Shield_icon:                   genericcaps
$Score:                         12

$Thruster01 Radius factor:      0.6
$Thruster02 Radius factor:      0.7
$Thruster02 Length factor:      0.7
$Thruster03 Radius factor:      0.9
$Thruster Distortion:      		NO

;------------------------------------------------------------------------------

$Name:                          Skipper#Cloak
$Short name:                    Skipper
$Species:                       Kilrathi

$POF file:                      kim_skipper_c.pof
$POF Target LOD:                1
$Detail distance:               (0, 131, 210)

$Impact Spew:
    +Max particles:             0
$Damage Spew:
    +Max particles:             0

$Density:                       1.25
$Damp:                          0.2
$Rotdamp:                       0.3

$Max Velocity:                  0.0, 0.0, 150.0
$Rotation time:                 4.5, 5.0, 4.0
$Rear Velocity:                 0.0
$Forward accel:                 6.0
$Forward decel:                 6.0
$Slide accel:                   0.0
$Slide decel:                   0.0

$Expl inner rad:                10.510631
$Expl outer rad:                42.042524
$Expl damage:                   200.0 ;;factor 2.0
$Expl blast:                    200.0
$Expl Propagates:               NO
$Base Death-Roll Time:          100

$Shockwave Speed:               75.0
$Shockwave Model:               t_shockwave.pof
$Explosion Animations:          (9)

$Default PBanks:                ()

$Default SBanks:                ()
$SBank Capacity:                ()

$Shields:                       	0
$Shield Color:                  255 92 92
$Power Output:                  1.5
$Max Oclk Speed:                150.0
$Max Weapon Eng:                100.0
$Hitpoints:                     	300

$Flags:                         ( "fighter" )
$AI Class:                      Captain

$Afterburner:                   NO

$Countermeasures:               0
$Scan time:                     2000
$EngineSnd:                     -1
$Closeup_pos:                   0.0, 0.0, -21.021262
$Closeup_zoom:                  0.43633
$Shield_icon:                   genericcaps
$Score:                         12

$Thruster01 Radius factor:      0.6
$Thruster02 Radius factor:      0.7
$Thruster02 Length factor:      0.7
$Thruster03 Radius factor:      0.9
$Thruster Distortion:      		NO

;------------------------------------------------------------------------------

$Name:                          Skipper#Decloak
$Short name:                    Skipper
$Species:                       Kilrathi

$POF file:                      kim_skipper_d.pof
$POF Target LOD:                1
$Detail distance:               (0, 131, 210)

$Impact Spew:
    +Max particles:             0
$Damage Spew:
    +Max particles:             0

$Density:                       1.25
$Damp:                          0.2
$Rotdamp:                       0.3

$Max Velocity:                  0.0, 0.0, 150.0
$Rotation time:                 4.5, 5.0, 4.0
$Rear Velocity:                 0.0
$Forward accel:                 6.0
$Forward decel:                 6.0
$Slide accel:                   0.0
$Slide decel:                   0.0

$Expl inner rad:                10.510631
$Expl outer rad:                42.042524
$Expl damage:                   200.0 ;;factor 2.0
$Expl blast:                    200.0
$Expl Propagates:               NO
$Base Death-Roll Time:          100

$Shockwave Speed:               75.0
$Shockwave Model:               t_shockwave.pof
$Explosion Animations:          (9)

$Default PBanks:                ()

$Default SBanks:                ()
$SBank Capacity:                ()

$Shields:                       	0
$Shield Color:                  255 92 92
$Power Output:                  1.5
$Max Oclk Speed:                150.0
$Max Weapon Eng:                100.0
$Hitpoints:                     	300

$Flags:                         ( "fighter" )
$AI Class:                      Captain

$Afterburner:                   NO

$Countermeasures:               0
$Scan time:                     2000
$EngineSnd:                     -1
$Closeup_pos:                   0.0, 0.0, -21.021262
$Closeup_zoom:                  0.43633
$Shield_icon:                   genericcaps
$Score:                         12

$Thruster01 Radius factor:      0.6
$Thruster02 Radius factor:      0.7
$Thruster02 Length factor:      0.7
$Thruster03 Radius factor:      0.9
$Thruster Distortion:      		NO

;------------------------------------------------------------------------------

$Name:                          Skipper#Invisible
$Short name:                    Skipper
$Species:                       Kilrathi

$POF file:                      kim_skipper_i.pof
$POF Target LOD:                1
$Detail distance:               (0, 131, 210)

$Impact Spew:
    +Max particles:             0
$Damage Spew:
    +Max particles:             0

$Density:                       1.25
$Damp:                          0.2
$Rotdamp:                       0.3

$Max Velocity:                  0.0, 0.0, 150.0
$Rotation time:                 4.5, 5.0, 4.0
$Rear Velocity:                 0.0
$Forward accel:                 6.0
$Forward decel:                 6.0
$Slide accel:                   0.0
$Slide decel:                   0.0

$Expl inner rad:                10.510631
$Expl outer rad:                42.042524
$Expl damage:                   200.0 ;;factor 2.0
$Expl blast:                    200.0
$Expl Propagates:               NO
$Base Death-Roll Time:          100

$Shockwave Speed:               75.0
$Shockwave Model:               t_shockwave.pof
$Explosion Animations:          (9)

$Default PBanks:                ()

$Default SBanks:                ()
$SBank Capacity:                ()

$Shields:                       	0
$Shield Color:                  255 92 92
$Power Output:                  1.5
$Max Oclk Speed:                150.0
$Max Weapon Eng:                100.0
$Hitpoints:                     	300

$Flags:                         ( "fighter" )
$AI Class:                      Captain

$Afterburner:                   NO

$Countermeasures:               0
$Scan time:                     2000
$EngineSnd:                     -1
$Closeup_pos:                   0.0, 0.0, -21.021262
$Closeup_zoom:                  0.43633
$Shield_icon:                   genericcaps
$Score:                         12

$Thruster01 Radius factor:      0.6
$Thruster02 Radius factor:      0.7
$Thruster02 Length factor:      0.7
$Thruster03 Radius factor:      0.9
$Thruster Distortion:      		NO

;------------------------------ Fire -------------------------------

$Name:                          Fire
$Short name:                    Fire
$Species:                       Terran

$POF file:                      misc_fire.pof
$Detail distance:               (0)

$Impact Spew:
    +Max particles:             0
$Damage Spew:
    +Max particles:             0

$Density:                       1.0
$Damp:                          0.2
$Rotdamp:                       0.2

$Max Velocity:                  0.0, 0.0, 0.0
$Rotation time:                 100.0, 100.0, 100.0
$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                                                      

$Shockwave Speed:               0.0
$Explosion Animations:          (6, 7, 8)                                             

$Default PBanks:                ()

$Default SBanks:                ()
$SBank Capacity:                ()

$Shields:                       	0
$Power Output:                  0.0
$Max Oclk Speed:                0.0
$Max Weapon Eng:                0.0
$Hitpoints:                     	10000000

$Flags:                         ( )
$AI Class:                      Captain

$Afterburner:                   NO

$Countermeasures:               0
$Scan time:                     2000
$Closeup_pos:                   0.0, 0.0, -82.286698
$Closeup_zoom:                  0.43633

;------------------------------ Missile-launcher -------------------------------

$Name:                          Missile-launcher
$Short name:                    CM-Launcher
$Species:                       Kilrathi

$POF file:                      misc_launcher.pof
$Detail distance:               (0)

$Density:                       1.0
$Damp:                          0.2
$Rotdamp:                       1.5

$Max Velocity:                  0.0, 0.0, 15.0
$Rotation time:                 24.0, 24.0, 24.0
$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:                1400.0
$Expl damage:                   250.0
$Expl blast:                    6500.0
$Expl Propagates:               YES                                                     

$Shockwave Speed:               343.0
$Shockwave Count:               1
$Explosion Animations:          (6, 7, 8)

$Default PBanks:                ()

$Default SBanks:                ()
$SBank Capacity:                ()

$Shields:                       	0
$Shield Color:                  255 92 92
$Power Output:                  100.0
$Max Oclk Speed:                15.0
$Max Weapon Eng:                100.0
$Hitpoints:                     	51500

$Flags:                         ( "capital" "no_collide" )
$AI Class:                      Captain

$Afterburner:                   NO

$Countermeasures:               0
$Scan time:                     2000
$EngineSnd:                     -1                   
$Closeup_pos:                   0.0, 0.0, -820
$Closeup_zoom:                  0.43633
$Shield_icon:                   genericcaps
$Score:                         0

$Subsystem:                     turret01, 0.97087, 2.0
    $Default SBanks:            ( "Predator#LongRange" )
    $Flags:                     ( "no subsystem targeting" )



;------------------------------ Missile-launcher#Confed -----------------------

$Name:                          Missile-launcher#Confed
$Short name:                    CM-Launcher
$Species:                       Terran

$POF file:                      misc_launcher.pof
$Detail distance:               (0)

$Density:                       1.0
$Damp:                          0.2
$Rotdamp:                       1.5

$Max Velocity:                  0.0, 0.0, 15.0
$Rotation time:                 24.0, 24.0, 24.0
$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:                1400.0
$Expl damage:                   250.0
$Expl blast:                    6500.0
$Expl Propagates:               YES                                                     

$Shockwave Speed:               343.0
$Shockwave Count:               1
$Explosion Animations:          (6, 7, 8)

$Default PBanks:                ()

$Default SBanks:                ()
$SBank Capacity:                ()

$Shields:                       	0
$Shield Color:                  255 92 92
$Power Output:                  100.0
$Max Oclk Speed:                15.0
$Max Weapon Eng:                100.0
$Hitpoints:                     	51500

$Flags:                         ( "capital" "no_collide" )
$AI Class:                      Captain

$Afterburner:                   NO

$Countermeasures:               0
$Scan time:                     2000
$EngineSnd:                     -1                   
$Closeup_pos:                   0.0, 0.0, -820
$Closeup_zoom:                  0.43633
$Shield_icon:                   genericcaps
$Score:                         0

$Subsystem:                     turret01, 0.97087, 2.0
    $Default SBanks:            ( "Warhammer CSM#long_range" )
    $Flags:                     ( "no subsystem targeting" )


;------------------------------ Volition Bravos -----------------------------------------

$Name:                          Volition Bravos
$Alt Name:                      Bravos
$Short name:                    Bravos
$Species:                       Terran
    +Type:                      Light Fighter
    ;+Velocity:                  130 Mps
    +Maneuverability:           Good
    ;+Shields:                   Light
    ;+Armor:                     Light
    +Manufacturer:              Douglas Aerospace
    +Description:               Light Fighter
        $end_multi_text
    +Tech Description:          This light, versatile fighter has balanced weaponry and is best-suited for short-range combat against light or heavy fighters. 

Its maneuverability makes it a prime choice for escort, fleet defense and reconnaissance missions, and an emergency life-support system can sustain pilots for up to 7 hours.
        $end_multi_text
    +Length:                    20 meters
    +Gun Mounts:                Laser (2), Ion (2)
    +Missile Banks:             2xHS, 2xIR, 2xIR, 2xHS

$POF file:                      tcf_arrow.pof
$POF Target LOD:                2
$Detail distance:               (0, 250, 375)

$Impact Spew:
    +Max particles:             0
$Damage Spew:
    +Max particles:             0

$Density:                       1.125
$Damp:                          0.3
$Rotdamp:                       0.45

$Max Velocity:                  86.0, 86.0, 130.0
$Rotation time:                 3.0, 3.6, 2.5
$Rear Velocity:                 130.0
$Forward accel:                 2.5
$Forward decel:                 1.25
$Slide accel:                   1.5
$Slide decel:                   1.5
$Glide:                         	YES
$Autoaim FOV:                   4.5

$Expl inner rad:                7.361403
$Expl outer rad:                29.445612
$Expl damage:                   15.0
$Expl blast:                    150.0
$Expl Propagates:               NO

$Shockwave Speed:               58.891224
$Shockwave Model:               f_shockwave.pof
$Explosion Animations:          (6, 7, 8)

$Allowed PBanks:        	( "Laser" "Ion" "Photon" "Mass Driver" "Neutron" "Reaper" "Light Tachyon" )
$Allowed Dogfight PBanks: 	( "Laser" "Ion" "Photon" "Mass Driver" "Neutron" "Reaper" "Light Tachyon" )
$Default PBanks:        	( "Laser" "Ion" )

$Allowed SBanks:                ( "Pilum FF" "Spiculum IR" "Javelin HS" ) ( "Pilum FF" "Spiculum IR" "Javelin HS" "Dart Dumbfire" ) ( "Pilum FF" "Spiculum IR" "Javelin HS" "Dart Dumbfire" ) ( "Pilum FF" "Spiculum IR" "Javelin HS" )
$Allowed Dogfight SBanks:       ( "Pilum FF" "Spiculum IR" "Javelin HS" ) ( "Pilum FF" "Spiculum IR" "Javelin HS" "Dart Dumbfire" ) ( "Pilum FF" "Spiculum IR" "Javelin HS" "Dart Dumbfire" ) ( "Pilum FF" "Spiculum IR" "Javelin HS" )
$Default SBanks:                ( "Javelin HS" "Spiculum IR" "Spiculum IR" "Javelin HS" )
$SBank Capacity:                ( 20, 20, 20, 20 )

$Shields:                       	800
$Shield Color:                  100 100 255
$Power Output:                  2.25
$Shield Regeneration Rate:      0.07
$Weapon Regeneration Rate:      0.18
$Max Oclk Speed:                175.0
$Max Weapon Eng:                40.0
$Hitpoints:                     	400

$Flags:                         ( "fighter" "player_ship" "default_player_ship" )
$AI Class:                      Captain

$Afterburner:                   YES
    +Aburn Max Vel:             0.0, 0.0, 390.0
    +Aburn For accel:           0.75
    +Aburn Fuel:                720.0
    +Aburn Burn Rate:           1.0
    +Aburn Rec Rate:            0.0

$Countermeasures:               60
$Scan time:                     2000
$EngineSnd:                     126
$Closeup_pos:                   0.0, 0.0, -14.94688
$Closeup_zoom:                  0.53633
$Shield_icon:                   arrow
$Score:                         12

$Thruster01 Radius factor:      0.6
$Thruster02 Radius factor:      0.7
$Thruster02 Length factor:      0.7
$Thruster03 Radius factor:      0.9
$Thruster Distortion:      		NO

$Subsystem:                     communication, 10.0, 0.0
    $Alt Subsystem Name:        Comm
    $Alt Damage Popup Subsystem Name: Communication

$Subsystem:                     navigation, 10.0, 0.0
    $Alt Subsystem Name:        Navigation
    $Alt Damage Popup Subsystem Name: Navigation

$Subsystem:                     sensors, 10.0, 0.0
    $Alt Subsystem Name:        Sensors
    $Alt Damage Popup Subsystem Name: Sensors

$Subsystem:                     weapons, 10.0, 0.0
    $Alt Subsystem Name:        Weapons
    $Alt Damage Popup Subsystem Name: Weapons

$Subsystem:                     engine01, 7.5, 0.0
    $Alt Subsystem Name:        Engine
    $Alt Damage Popup Subsystem Name: Engine

$Subsystem:                     engine02, 7.5, 0.0
    $Alt Subsystem Name:        Engine
    $Alt Damage Popup Subsystem Name: Engine


#End

$Player Ship Precedence: (
    "F-86C Hellcat V"
    "F-27B Arrow"
    "F-66A Thunderbolt VII"
)
