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


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


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

Your Author: Seb Haque
E-mail: seb_da_web@hotmail.com ~ Feel free to add me to MSN.
Version: 0.2
Date: 10/07/2005

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

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

-=-

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

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


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

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

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


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

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

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

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

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

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


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

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


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

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

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

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

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

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


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


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

-=Kushan/Taiidan=-

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

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

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

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

blastRadiusShockWave                1.75
blastRadiusDamage                   275

canReceiveShips                     TRUE                         ; other ships can dock in this ship

canReceiveFighters                  TRUE
canReceiveCorvettes                 TRUE

canHandleNumShipsDocking            14

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

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

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



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


canTargetMultipleTargets            TRUE
rotateToRetaliate                   TRUE

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

tooCloseRange                       500.0
 
passiveRetaliateZone                7000.0

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

}

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

NUMBER_OF_DOCK_POINTS           14

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

;Docking Overide Variables for SpecialCase Ships

NUMBER_OF_DOCK_OVERIDES         1

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

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

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


NUMBER_OF_NAV_LIGHTS           7

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


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


;Gun Binding

BindGun                             AdvanceSupportFrigateGun Gun0,Azimuth,Recoil,Frequency 1


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


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


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



BindAnimations                      1

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

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

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

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

minimumZoomDistance              290

Overlay_Selection_Scalar            0.8         ; scale the tactical overlay by this amount

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

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

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

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


{}{}{}



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

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

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

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

blastRadiusShockWave                6.0
blastRadiusDamage                   75

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

rotateToRetaliate                   TRUE

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

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

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



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




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


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

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

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

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

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


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

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

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

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

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

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

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

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



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

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

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

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

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


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

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

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

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

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

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

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

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



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

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

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

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

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


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

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

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

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

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

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

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

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

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

badAI                                    FALSE                          ; normally set this to FALSE



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

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



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


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

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


minimumZoomDistance                60


{}{}{}



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

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

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

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

blastRadiusShockWave                1.0
blastRadiusDamage                   125


blastRadiusShockWave                3.0

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

canReceiveFighters                  TRUE
canReceiveCorvettes                 TRUE
canReceiveResourceCollectors        TRUE
canReceiveOtherNonCapitalShips      TRUE

maxDockableFighters                 25
maxDockableCorvettes                10

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

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

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


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

rotateToRetaliate                   TRUE
passiveAttackPenaltyExempt          TRUE
canTargetMultipleTargets            TRUE

passiveRetaliateZone                6000.0
tooCloseRange                       500.0


;Weapons
;=------=

NUMBER_OF_GUNS                  4

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

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

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

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

NUMBER_OF_DOCK_POINTS           7

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

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

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

NUMBER_OF_NAV_LIGHTS           8

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

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


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


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


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

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

//repair refuel distance
repairApproachDistance                  800.0
canSpecialBandBoxFriendlies             TRUE

minimumZoomDistance                 1200

Overlay_Selection_Scalar            1.4         ; scale the tactical overlay by this amount


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

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

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

{}{}{}



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

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

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

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

blastRadiusShockWave                6.0
blastRadiusDamage                   75

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

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

rotateToRetaliate                   TRUE

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

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

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

gunsFireTime                    0.155                            ; tune this value, not FireTime

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


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

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

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

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

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


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

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

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

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

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

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

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

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



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

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

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

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

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


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

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

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

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

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

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

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

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



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

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

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

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

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


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

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

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

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

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

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

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

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

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

badAI                                    FALSE                          ; normally set this to FALSE


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

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


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

minimumZoomDistance                 60

Overlay_Selection_Scalar            1.1         ; scale the tactical overlay by this amount

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


{}{}{}



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

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

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

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

blastRadiusShockWave                1.75
blastRadiusDamage                   275

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


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


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

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


NUMBER_OF_NAV_LIGHTS          2

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


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



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


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


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

minimumZoomDistance                 175

Overlay_Selection_Scalar            1.3         ; scale the tactical overlay by this amount

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


{}{}{}



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

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

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

blastRadiusShockWave                1.75
blastRadiusDamage                   125

minimumZoomDistance              	760

explosionType		        ET_InterceptorExplosion


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

;       format:                    name,type
SalvagePoint                       point1,AttachPoint


renderlistFade     15000.0
renderlistLimit    24000.0

{}{}{}



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

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

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

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

blastRadiusShockWave                6.0
blastRadiusDamage                   75

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

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

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

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

gunsFireTime                    1.0         ; leave even though it only has 1 gun



;Ship AI
;=-----=


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

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

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

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

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


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

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

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

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

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

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

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

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



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

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

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

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

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


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

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

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

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

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

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

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

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



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

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

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

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

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


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

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

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

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

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

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

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

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

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

badAI                                    FALSE                          ; normally set this to FALSE



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

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

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


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


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

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

minimumZoomDistance                 60

Overlay_Selection_Scalar            0.9         ; scale the tactical overlay by this amount


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

{}{}{}



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

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

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

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

blastRadiusShockWave                1.75
blastRadiusDamage                   275

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


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


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

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


NUMBER_OF_NAV_LIGHTS           6

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

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




repositionTime                      6                          
fullMovementFreedom                 TRUE




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


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

minimumZoomDistance                 265


{}{}{}



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

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

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

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

blastRadiusShockWave                1.75
blastRadiusDamage                   275

canReceiveShipsPermanently          TRUE                ; drones can dock permanently here

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

rotateToRetaliate                   TRUE

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


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

//this causes a crash if true
canTargetMultipleTargets            FALSE

;Docking
;

NUMBER_OF_DOCK_POINTS           24

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

NUMBER_OF_NAV_LIGHTS           4

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


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

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


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

;AI
;=--=

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





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

minimumZoomDistance                 230

Overlay_Selection_Scalar            1.1         ; scale the tactical overlay by this amount



{}{}{}



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

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

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

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

blastRadiusShockWave                6.0
blastRadiusDamage                   75

passiveAttackPenaltyExempt          TRUE

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

;Weapons
;=-----=

NUMBER_OF_GUNS                      1

rotateToRetaliate                   TRUE
passiveRetaliateZone                7000.0
tooCloseRange                       500.0


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




{}{}{}



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

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

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

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

blastRadiusShockWave                1.75
blastRadiusDamage                   275

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


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


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


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


NUMBER_OF_NAV_LIGHTS           2

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


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

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


BindAnimations      1

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

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

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



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

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

minimumZoomDistance                 300

Overlay_Selection_Scalar            0.75         ; scale the tactical overlay by this amount

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



{}{}{}



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

blastRadiusShockWave                1.0
blastRadiusDamage                   125

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

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

minimumZoomDistance              	1000
{}{}{}



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

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

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

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

blastRadiusDamage                   230

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

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

canTargetMultipleTargets            TRUE
rotateToRetaliate                   TRUE
tooCloseRange                       500.0

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

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



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

fullMovementFreedom                 TRUE


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

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

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

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

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


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

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

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

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

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

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

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

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



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

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

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

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

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


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

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

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

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

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

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

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

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



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

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

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

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

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


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

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

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

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

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

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

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

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

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

badAI                                    FALSE                          ; normally set this to FALSE


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

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



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

BindAnimations                      1



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

minimumZoomDistance                     85

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

{}{}{}



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

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

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

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

blastRadiusShockWave                1.0
blastRadiusDamage                   125

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



;Weapons
;=------=

canTargetMultipleTargets            TRUE
rotateToRetaliate                   TRUE
passiveRetaliateZone                7000.0
tooCloseRange                       500.0


NUMBER_OF_GUNS                      10

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

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

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

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


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

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

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

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

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

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


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

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


NUMBER_OF_NAV_LIGHTS           6

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

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


;GUN BINDINGS:

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

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

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

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

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

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

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


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

minimumZoomDistance                 825

Overlay_Selection_Scalar            1.35         ; scale the tactical overlay by this amount


{}{}{}



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

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

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

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

blastRadiusShockWave                6.0
blastRadiusDamage                   75

formationPaddingModifier            2.0

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


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

canTargetMultipleTargets            TRUE
rotateToRetaliate                   TRUE

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

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

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

CIRCLE_RIGHT_VELOCITY       40.0
CIRCLE_RIGHT_THRUST         0.1


;Ship AI

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


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

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

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

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

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


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

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

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

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

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

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

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

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



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

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

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

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

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


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

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

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

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

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

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

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

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



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

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

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

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

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


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

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

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

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

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

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

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

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

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

badAI                                    FALSE                          ; normally set this to FALSE


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

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

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

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

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

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

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



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

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

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

BindAnimations                      1

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

minimumZoomDistance                 40

Overlay_Selection_Scalar            1.3         ; scale the tactical overlay by this amount

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


{}{}{}



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

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

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

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

blastRadiusShockWave                6.0
blastRadiusDamage                   75

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

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

rotateToRetaliate                   TRUE
tooCloseRange                       500.0

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

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

gunsFireTime                    0.16                            ; tune this value, not FireTime

;Ship AI
;=-----=


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

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

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

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

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


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

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

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

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

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

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

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

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



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

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

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

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

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


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

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

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

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

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

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

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

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



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

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

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

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

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


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

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

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

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

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

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

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

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

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

badAI                                    FALSE                          ; normally set this to FALSE



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

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



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

minimumZoomDistance                 50

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


{}{}{}



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

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

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

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

blastRadiusShockWave                1.75
blastRadiusDamage                   275

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

rotateToRetaliate                   TRUE
passiveRetaliateZone                7000.0
tooCloseRange                       500.0


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

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


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

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


NUMBER_OF_NAV_LIGHTS           4

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


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


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

minimumZoomDistance                 270

Overlay_Selection_Scalar            0.9         ; scale the tactical overlay by this amount


{}{}{}



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

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

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

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

blastRadiusDamage                   230


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

;Weapons
;=-----=

NUMBER_OF_GUNS                      1
rotateToRetaliate                   TRUE
tooCloseRange                       500.0

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

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



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

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

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

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

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


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

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

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

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

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

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

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

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



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

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

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

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

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


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

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

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

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

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

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

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

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



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

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

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

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

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


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

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

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

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

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

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

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

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

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

badAI                                    FALSE                          ; normally set this to FALSE


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

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


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


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

minimumZoomDistance                     80

Overlay_Selection_Scalar            1.15         ; scale the tactical overlay by this amount

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

{}{}{}



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

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

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

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

blastRadiusShockWave                6.0
blastRadiusDamage                   75

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


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

canTargetMultipleTargets            TRUE
rotateToRetaliate                   TRUE

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

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

CIRCLE_RIGHT_VELOCITY       40.0
CIRCLE_RIGHT_THRUST         0.1



;Ship AI
;=-----=

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

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

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

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

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

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


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

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

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

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

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

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

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

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



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

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

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

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

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


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

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

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

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

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

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

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

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



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

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

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

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

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


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

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

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

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

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

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

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

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

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

badAI                                    FALSE                          ; normally set this to FALSE



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

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



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

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

BindAnimations                      1

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

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

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

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


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


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


{}{}{}



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

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

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

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

blastRadiusShockWave                6.0
blastRadiusDamage                   75

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

;Weapons
;=-----=

NUMBER_OF_GUNS                      2

rotateToRetaliate                   TRUE
tooCloseRange                       500.0


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

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

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

;Ship AI
;=-----=


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

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

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

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

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


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

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

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

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

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

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

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

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