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    Ship/Script Editing FAQ by Luigi and Tails

    Version: 0.2 | Updated: 07/10/05 | Search Guide | Bookmark Guide

    ====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, 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
    
    
    
    
    ;Explosions
    ;=--------=
    explosionType                       ET_InterceptorExplosion
    
    ;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
    ;=-----------=
    trailWidth                          17.0
    trailHeight                         3.25
    
    minimumZoomDistance                 45
    
    Overlay_Selection_Scalar            1.2         ; 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
    
    {}{}{}
    
    
    
    Mine ~ mine
    {}{}{}
    [Mine]
    LODFile                             Mine.lod
    pMexData                            Mine\Rl0\LOD0\Mine.mex
    mass                                30.0
    momentOfInertiaX                    30.0
    momentOfInertiaY                    30.0
    momentOfInertiaZ                    30.0
    maxvelocity                         400.0
    maxvelocity_FORCED                  400.0
    maxrot                              10.0
    maxhealth                           38                         ; hit points
    
    
    blastRadiusShockWave                6.0
    blastRadiusDamage                   75
    
    
    ;Moving Around
    ;=-----------=
    thruststrength[TRANS_UP]            350.0
    thruststrength[TRANS_DOWN]          350.0
    thruststrength[TRANS_RIGHT]         350.0
    thruststrength[TRANS_LEFT]          350.0
    thruststrength[TRANS_FORWARD]       350.0
    thruststrength[TRANS_BACK]          350.0
    rotstrength[ROT_YAWLEFT]             10.0
    rotstrength[ROT_YAWRIGHT]            10.0
    rotstrength[ROT_PITCHUP]             10.0
    rotstrength[ROT_PITCHDOWN]           10.0
    rotstrength[ROT_ROLLRIGHT]           10.0
    rotstrength[ROT_ROLLLEFT]            10.0
    turnspeed[TURN_YAW]                   4.1
    turnspeed[TURN_PITCH]                 4.1
    turnspeed[TURN_ROLL]                  4.1
    
    ;Special Stuff For Mine
    ;=-----------=
    MINE_STOP_FRICTION                    0.090      ; Friction applied to mine to stop it in various
                                                    ; places
    MINE_RANGESQR                         5500.0    ; Distance mines will consider targets in
    MINE_RANGESQR_FORCED                  6000.0    ; Distance force_dropped mines will consider targets in
    
    
    {}{}{}
    
    
    
    MineLayer Corvette ~ MinelayerCorvette
    {}{}{}
    [MinelayerCorvette]
    
    ;Source Files
    ;=----------=
    LODFile                             MinelayerCorvette.lod
    pMexData                            MinelayerCorvette\Rl0\LOD0\MinelayerCorvette.mex
    
    ;Ship Physics
    ;=----------=
    mass                                300.0                        ; ship mass [fighter = 1]
    momentOfInertiaX                    30.0                        ; resistance to rotation
    momentOfInertiaY                    30.0                        ; [fighter = 1]
    momentOfInertiaZ                    30.0
    maxvelocity                         425.0                      ; [fighter = 1000]
    maxrot                              10.0                       ; maximum rotation speed [don't make faster than ~10]
    
    ;Basic Ship Stats
    ;=--------------=
    shipclass                           CLASS_Corvette
    buildCost                           275                        ; resource units to build
    buildTime                           45                         ; time in seconds to build
    maxhealth                           1400 //2800                        ; 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]            350.0                     ; acceleration (m/s^2) [1-1000 approx. range]
    thruststrength[TRANS_DOWN]          350.0
    thruststrength[TRANS_RIGHT]         350.0
    thruststrength[TRANS_LEFT]          350.0
    thruststrength[TRANS_FORWARD]       400.0
    thruststrength[TRANS_BACK]          200.0
    rotstrength[ROT_YAWLEFT]            1.3                     ; rotational acceleration (deg/s^2) [0.01 - 1.0]
    rotstrength[ROT_YAWRIGHT]           1.3
    rotstrength[ROT_PITCHUP]            1.3
    rotstrength[ROT_PITCHDOWN]          1.3
    rotstrength[ROT_ROLLRIGHT]          1.3
    rotstrength[ROT_ROLLLEFT]           1.3
    turnspeed[TURN_YAW]                 1.9
    turnspeed[TURN_PITCH]               1.9
    turnspeed[TURN_ROLL]                1.9
    
    ;Weapons
    ;=-----=
    NUMBER_OF_GUNS                      2
    
    rotateToRetaliate                   TRUE
    tooCloseRange                       500.0
    
    GUN         0
    {
    Type                            GUN_MineLauncher                      ; the mine dispenser
    SoundType                       GS_MineLauncher
    DamageLo                        700                              ; damage variance per shot - low
    DamageHi                        900                              ; damage variance per shot - high
    BulletRange                     3500.0                         ; distance bullets travel before disappearing
    BulletSpeed                     125.0                         ; measured in m/s.
    BulletLifeTime                  120.0                            ;Life time of bullet
    FireTime                        6.0                            ; fire repeat rate (reciprocal = shots/second)
    MaxMissiles                     3                              ; maximum # of missiles this missile launcher can carry
    TriggerHappy                    60                             ; how triggerHapppy the ship is when firing the fixed.
    }
    
    GUN         1
    {
    Type                            GUN_MineLauncher                      ; the mine dispenser
    SoundType                       GS_MineLauncher
    DamageLo                        700                              ; damage variance per shot - low
    DamageHi                        900                              ; damage variance per shot - high
    BulletRange                     3500.0                         ; distance bullets travel before disappearing
    BulletSpeed                     125.0                         ; measured in m/s.
    BulletLifeTime                  120.0                            ;Life time of bullet
    FireTime                        6.0                            ; fire repeat rate (reciprocal = shots/second)
    MaxMissiles                     3                              ; maximum # of missiles this missile launcher can carry
    TriggerHappy                    60                             ; how triggerHapppy the ship is when firing the fixed.
    }
    
    ; Force drop differeing variables from normal attack drops
    gunReFireTime                   8.5                            ; Total Fire time, hence 5 seconds to fire two guns
                                                                    ; This number MUST be bigger than individual gun refire times above, otherwise won't function
    
    mineRegenerateTime              15.0
    
    forced_drop_damage_lo           1000                             ; force dropped mine dammage lo
    forced_drop_damage_hi           1400                             ; obvious
    
    forced_drop_lifetime            900                             ; force dropped equivalent of BulletLifeTime
    
    ;Ship AI
    ;=-----=
    fullMovementFreedom                 TRUE
    
    
    //Too variables NOT used by minelayer corvette
    repositionTime                      4.0                        ; time in seconds which corvette will spend to reposition
                                                                   ; itself to a new location for it to fire.
    circleRange                         700.0
    
    breakInAwayDist                     800.0                      ; Distance ship changes heading
                                                                   ; And decides on attack pattern
    DropRange                           700.0                      ; Distance Ship starts dropping mines
    DropStopRange                       1000.0                      ; Distance Ship STOPS dropping mines
    
    
    FlyAwayDist             Evasive         CLASS_Mothership                1500.0              ; Distance ship flys away before turning around
    FlyAwayDist             Evasive         CLASS_HeavyCruiser              1300.0              ; Distance ship flys away before turning around
    FlyAwayDist             Evasive         CLASS_Carrier                   1300.0              ; Distance ship flys away before turning around
    FlyAwayDist             Evasive         CLASS_Destroyer                 1200.0              ; Distance ship flys away before turning around
    FlyAwayDist             Evasive         CLASS_Frigate                    800.0              ; Distance ship flys away before turning around
    FlyAwayDist             Evasive         CLASS_Corvette                   500.0              ; Distance ship flys away before turning around
    FlyAwayDist             Evasive         CLASS_Fighter                    500.0              ; Distance ship flys away before turning around
    FlyAwayDist             Evasive         CLASS_Resource                   600.0              ; Distance ship flys away before turning around
    FlyAwayDist             Evasive         CLASS_NonCombat                  500.0              ; Distance ship flys away before turning around
    
    FlyAwayDist             Neutral         CLASS_Mothership                1500.0              ; Distance ship flys away before turning around
    FlyAwayDist             Neutral         CLASS_HeavyCruiser              1300.0              ; Distance ship flys away before turning around
    FlyAwayDist             Neutral         CLASS_Carrier                   1300.0              ; Distance ship flys away before turning around
    FlyAwayDist             Neutral         CLASS_Destroyer                 1200.0              ; Distance ship flys away before turning around
    FlyAwayDist             Neutral         CLASS_Frigate                    800.0              ; Distance ship flys away before turning around
    FlyAwayDist             Neutral         CLASS_Corvette                   500.0              ; Distance ship flys away before turning around
    FlyAwayDist             Neutral         CLASS_Fighter                    500.0              ; Distance ship flys away before turning around
    FlyAwayDist             Neutral         CLASS_Resource                   600.0              ; Distance ship flys away before turning around
    FlyAwayDist             Neutral         CLASS_NonCombat                  500.0              ; Distance ship flys away before turning around
    
    FlyAwayDist             Aggressive      CLASS_Mothership                1500.0              ; Distance ship flys away before turning around
    FlyAwayDist             Aggressive      CLASS_HeavyCruiser              1300.0              ; Distance ship flys away before turning around
    FlyAwayDist             Aggressive      CLASS_Carrier                   1300.0              ; Distance ship flys away before turning around
    FlyAwayDist             Aggressive      CLASS_Destroyer                 1200.0              ; Distance ship flys away before turning around
    FlyAwayDist             Aggressive      CLASS_Frigate                    800.0              ; Distance ship flys away before turning around
    FlyAwayDist             Aggressive      CLASS_Corvette                   500.0              ; Distance ship flys away before turning around
    FlyAwayDist             Aggressive      CLASS_Fighter                    500.0              ; Distance ship flys away before turning around
    FlyAwayDist             Aggressive      CLASS_Resource                   600.0              ; Distance ship flys away before turning around
    FlyAwayDist             Aggressive      CLASS_NonCombat                  500.0              ; Distance ship flys away before turning around
    
    FlyAwayTolerance                    100.0                      ; Within this # of FlyAway dist ship will turnaround
    
    Break2SphereizeFreq                 3.5                        ; After 'adjusting' entering
                                                                   ; mine drop off range, waits
                                                                   ; this long, then recalculates
                                                                   ; flight path to curve around the
                                                                   ; attacked ship...lays mines more
                                                                   ; effectivly.
    
    specialActivateIsContinuous         TRUE
    
    
    ;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
    
    
    
    NumMinesInSide                       5                      ; number of mines to drop in a static drop
                                                                ; between mine drops.
    MINE_STOP_FRICTION                  0.95                    ; Mine Velocity is multiplied by this
    MineDropDistance                    400.0                   ; Distance from end of mine layer that WALL is formed
    MineSpacing                         2000.0                   ; spaceing between mines in wall
    MineClearDistance                   100.0                    ; Distance mine must go from minelayer centre before it
                                                                ; starts to form a wall
    
    ;Engine trails
    ;=-----------=
    trailAngle                      0.0
    trailWidth                     30.0
    trailHeight                     4.0
    
    minimumZoomDistance                 90
    
    Overlay_Selection_Scalar            0.95         ; 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
    
    {}{}{}
    
    
    
    Missile ~ missile
    {}{}{}
    [Missile]
    LODFile                             Missile.lod
    pMexData                            Missile\Rl0\LOD0\Missile.mex
    mass                                30.0
    momentOfInertiaX                    30.0
    momentOfInertiaY                    30.0
    momentOfInertiaZ                    30.0
    maxvelocity                         950.0
    maxrot                              10.0
    maxhealth                           15                         ; hit points
    
    blastRadiusShockWave                6.0
    blastRadiusDamage                   75
    
    
    tooCloseRange                       500.0
    
    
    ;Moving Around
    ;=-----------=
    thruststrength[TRANS_UP]          400.0  //600.0
    thruststrength[TRANS_DOWN]        400.0  //600.0
    thruststrength[TRANS_RIGHT]       400.0  //600.0
    thruststrength[TRANS_LEFT]        400.0  //600.0
    thruststrength[TRANS_FORWARD]     450.0  //800.0
    thruststrength[TRANS_BACK]        400.0  //400.0
    rotstrength[ROT_YAWLEFT]           80.0   // 60.0
    rotstrength[ROT_YAWRIGHT]          80.0   // 60.0
    rotstrength[ROT_PITCHUP]           80.0   // 60.0
    rotstrength[ROT_PITCHDOWN]         80.0   // 60.0
    rotstrength[ROT_ROLLRIGHT]         80.0   // 60.0
    rotstrength[ROT_ROLLLEFT]          80.0   // 60.0
    turnspeed[TURN_YAW]                 1.8   //  1.8
    turnspeed[TURN_PITCH]               1.8   //  1.8
    turnspeed[TURN_ROLL]                1.8   //  1.8
    
    ;Ship Trails
    ;=---------=
    trailSegments                       10
    trailGranularity                    1
    trailColor                          0, 0, 0, 0, 0           ;grey team
    trailColor                          0, 1, 238, 238, 238
    trailColor                          0, 4, 141, 106, 87
    trailColor                          0, 9, 0, 0, 0
    trailColor                          1, 0, 0, 0, 0           ;red team
    trailColor                          1, 1, 225, 124, 33
    trailColor                          1, 4, 146, 0, 0
    trailColor                          1, 9, 0, 0, 0
    trailColor                          2, 0, 0, 0, 0           ;blue team
    trailColor                          2, 1, 11, 255, 255
    trailColor                          2, 4, 51, 0, 243
    trailColor                          2, 9, 0, 0, 0
    trailColor                          3, 0, 0, 0, 0           ;green team
    trailColor                          3, 1, 201, 254, 39
    trailColor                          3, 4, 0, 84, 4
    trailColor                          3, 9, 0, 0, 0
    trailColor                          4, 0, 0, 0, 0           ;yellow team
    trailColor                          4, 1, 255, 240, 97
    trailColor                          4, 4, 160, 124, 0
    trailColor                          4, 9, 0, 0, 0
    trailColor                          5, 0, 0, 0, 0           ;orange team
    trailColor                          5, 1, 225, 255, 11
    trailColor                          5, 4, 160, 124, 0
    trailColor                          5, 9, 0, 0, 0
    trailColor                          6, 0, 0, 0, 0           ;purple team
    trailColor                          6, 1, 255, 135, 157
    trailColor                          6, 4, 121, 0, 135
    trailColor                          6, 9, 0, 0, 0
    trailColor                          7, 0, 0, 0, 0           ;pale blue-green team
    trailColor                          7, 1, 45, 255, 149
    trailColor                          7, 4, 0, 105, 137
    trailColor                          7, 9, 0, 0, 0
    
    trailWidth                          5.0
    trailHeight                         4.0
    
    
    {}{}{}
    
    
    
    Missile Destroyer ~ MissileDestroyer
    {}{}{}
    [MissileDestroyer]
    
    ;Source Files
    ;=----------=
    pMexData                            MissileDestroyer\Rl0\LOD0\MissileDestroyer.mex
    LODFile                             MissileDestroyer.lod
    
    ;Ship Physics
    ;=----------=
    mass                                4812.0      ; ship mass [fighter = 1]
    momentOfInertiaX                    1200.0      ; resistance to rotation
    momentOfInertiaY                    1200.0      ; [fighter = 1]
    momentOfInertiaZ                    1200.0
    maxvelocity                         295.0               ; [fighter = 1000]
    maxrot                              2.0                ; maximum rotation speed [don't make faster than ~10]
    
    ;Basic Ship Stats
    ;=--------------=
    shipclass                           CLASS_Destroyer
    isCapitalShip                       TRUE
    buildCost                           2500 //1700                ; resource units to build
    buildTime                           215                 ; time in seconds to build
    maxhealth                           16000 //72000                ; hit points
    groupSize                           1                   ; size of group ships of this type tend to form
    repairTime                          16                   ; every this many seconds
    repairDamage                        175                  ; this much damage is repaired
    repairCombatTime                    25
    repairCombatDamage                  45
    
    blastRadiusShockWave                1.75
    blastRadiusDamage                   125
    
    ;Moving Around
    ;=-----------=
    thruststrength[TRANS_UP]            12.0                ; acceleration (m/s^2) [1-1000 approx. range]
    thruststrength[TRANS_DOWN]          12.0
    thruststrength[TRANS_RIGHT]         12.0
    thruststrength[TRANS_LEFT]          12.0
    thruststrength[TRANS_FORWARD]       15.0
    thruststrength[TRANS_BACK]          10.0
    rotstrength[ROT_YAWLEFT]             0.025                       ; rotational acceleration (deg/s^2) [0.01 - 1.0]
    rotstrength[ROT_YAWRIGHT]            0.025
    rotstrength[ROT_PITCHUP]             0.025
    rotstrength[ROT_PITCHDOWN]           0.025
    rotstrength[ROT_ROLLRIGHT]           0.025
    rotstrength[ROT_ROLLLEFT]            0.025
    turnspeed[TURN_YAW]                  0.25                          ; speed at which ship tries to turn (1=standard)
    turnspeed[TURN_PITCH]                0.25
    turnspeed[TURN_ROLL]                 0.25
    
    
    MissileRegenerateTime                2.0           ; (2.3/4) every this many seconds one missile is regenerated
    MissileVolleyTime                    0.8             ; fire rate of missiles when opening massive volley attack
    
    MissileLagVolleyTime                 12.0
    passiveRetaliateZone                7000.0
    tooCloseRange                       500.0
    
    
    ;Weapons
    ;=------=
    NUMBER_OF_GUNS                      4
    
    canTargetMultipleTargets            TRUE
    rotateToRetaliate                   TRUE
    
    
    
    
    GUN         0
    
    //ADD this amount: 238 to compensate for centrepoint
    //ADD this amount: 892 to compensate for stopping distance
    {
    Type                                GUN_MissileLauncher              ; type of gun.  Must spell this way.
    SoundType                           GS_MissleLauncher                ; must spell this way.
    DamageLo                                400                      ; damage variance per shot - low
    DamageHi                                525                      ; damage variance per shot - high
    MaxMissiles                              6                      ; maximum # of missiles this missile launcher can carry
    BulletRange                           15130.0
    BulletSpeed                             250.0                     ; initial speed for missile
    BulletLifeTime                  32.0                            ;Life time of bullet
    FireTime                                 10.0                    ; fire repeat rate (reciprocal = shots/second)
    TriggerHappy                            60                      ; how triggerHapppy the ship is when firing the fixed.
    }
    
    GUN         1
    //Desired Range = 5000
    //ADD this amount: 238 to compensate for centrepoint
    //ADD this amount: 892 to compensate for stopping distance
    {
    Type                                GUN_MissileLauncher
    SoundType                           GS_MissleLauncher
    DamageLo                                400                      ; damage variance per shot - low
    DamageHi                                525                      ; damage variance per shot - high
    MaxMissiles                             6
    BulletRange                           15130.0
    BulletSpeed                             250.0                     ; initial speed for missile
    BulletLifeTime                  32.0                            ;Life time of bullet
    FireTime                                 10.0                    ; fire repeat rate (reciprocal = shots/second)
    TriggerHappy                            60                      ; how triggerHapppy the ship is when firing the fixed.
    }
    
    GUN         2
    //Desired Range = 5000
    //ADD this amount: 238 to compensate for centrepoint
    //ADD this amount: 892 to compensate for stopping distance
    //Added 1000 m range in tuning
    
    {
    Type                                GUN_MissileLauncher      ; type of gun - either GUN_Fixed or GUN_Gimble
    SoundType                           GS_MissleLauncher
    DamageLo                                400                     ; damage variance per shot - low
    DamageHi                                525                     ; damage variance per shot - high
    MaxMissiles                              6
    BulletRange                           15130.0
    BulletSpeed                             250.0                     ; initial speed for missile
    BulletLifeTime                  32.0                            ;Life time of bullet
    FireTime                                 10.0                    ; fire repeat rate (reciprocal = shots/second)
    TriggerHappy                            60                      ; how triggerHapppy the ship is when firing the fixed.
    }
    
    GUN         3
    //Desired Range = 5000
    //ADD this amount: 238 to compensate for centrepoint
    //ADD this amount: 892 to compensate for stopping distance
    
    {
    Type                                GUN_MissileLauncher     ; type of gun - either GUN_Fixed or GUN_Gimble
    SoundType                           GS_MissleLauncher
    DamageLo                                400                      ; damage variance per shot - low
    DamageHi                                525                      ; damage variance per shot - high
    MaxMissiles                              6
    BulletRange                           15130.0
    BulletSpeed                            250.0                     ; initial speed for missile
    BulletLifeTime                  32.0                            ;Life time of bullet
    FireTime                                 10.0                    ; fire repeat rate (reciprocal = shots/second)
    TriggerHappy                            60                      ; how triggerHapppy the ship is when firing the fixed.
    }
    
    
    NUMBER_OF_SALVAGE_POINTS        3
    NUM_NEEDED_FOR_SALVAGE          3               ;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
    
    
    NUMBER_OF_NAV_LIGHTS           4
    
    ; format is NavLight            name, type, blinkrate (in seconds), size (in meters), min LOD, texture name
    NavLight                        antenna,        NAVLIGHT_Default, 1.5,   0.5, 0.5,   9,  2, etg\textures\glow32
    NavLight                        antenna1,       NAVLIGHT_Default, 2.5,   1, 0,   9,  2, etg\textures\glow32
    NavLight                        antenna2,       NAVLIGHT_Default, 2,   1, 0,   9,  2, etg\textures\glow32
    NavLight                        bridge,         NAVLIGHT_Default, 2, 1, 0.5,   8, 2, etg\textures\glow32
    
    
    ;Explosions
    ;=--------=
    explosionType                       ET_CarrierExplosion
    
    
    ;Engine Glow
    ;=---------=
    trailWidth    130.0
    trailHeight   178.0
    trailLength   180.0
    trailScaleCap 0.000196
    
    minimumZoomDistance                     650
    
    
    
    {}{}{}
    
    
    
    Mothership ~ mothership
    {}{}{}
    [Mothership]
    
    ;Source Files
    ;=----------=
    LODFile                             Mothership.lod
    pMexData                            Mothership\Rl0\LOD0\Mothership.mex
    
    ;Ship Physics
    ;=----------=
    mass                                250000.0                    ; ship mass [fighter = 1]
    momentOfInertiaX                    75000.0                    ; resistance to rotation
    momentOfInertiaY                    75000.0                        ; don't allow mothership to rotate about Y,Z (pitch, roll)
    momentOfInertiaZ                    75000.0
    immobile                            FALSE                       ; indicates object is immobile
    maxvelocity                         100.0                        ; [fighter = 1000]
    maxrot                              1.0                        ; maximum rotation speed [don't make faster than ~10]
    avoidcollmodifier                   0.6
    
    ;Basic Ship Stats
    ;=--------------=
    shipclass                           CLASS_Mothership
    isCapitalShip                       TRUE
    buildCost                           28000 //18000                        ; resource units to build
    buildTime                           11300                         ; time in seconds to build
    maxhealth                           160000 //360000                       ; hit points
    groupSize                           1                           ; size of group ships of this type tend to form
    repairTime                          18                            ; every this many seconds
    repairDamage                        375                          ; this much damage is repaired
    repairCombatTime                    25                            ; every this many seconds
    repairCombatDamage                  185                           ; this much damage is repaired
    
    passiveAttackPenaltyExempt          TRUE
                                                                   ; itself to a new location for it to fire.
    
    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!
    canBuildBigShips                    TRUE                        ; can build Destroyers, Carriers, Heavy Cruisers, etc.
    
    canReceiveFighters                  TRUE
    canReceiveCorvettes                 TRUE
    canReceiveResourceCollectors        TRUE
    canReceiveOtherNonCapitalShips      TRUE
    
    maxDockableFighters                 80
    maxDockableCorvettes                40
    
    
    pumpFuelRate                        300.0                       ; how fast carrier pumps fuel in.
    repairOtherShipRate                 0.15                         ; how fast carrier heals damaged ships.  Percentage of the ship's health that gets repaired every univupdate (16 times a second)
    repairResourceCollectorRate         0.15
    
    clearanceDirection                  2                           ; (0=up,1=right,2=forward,4=down,5=left,6=back)
    clearanceDistance                   100.0                       ; 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                       1550.0              ; how close ships should get before considering docking (to ship surface)
    
    blastRadiusShockWave                1.0
    blastRadiusDamage                   10000
    
    ;Moving Around
    ;=-----------=
    thruststrength[TRANS_UP]            5.0         ; acceleration (m/s^2) [1-1000 approx. range]
    thruststrength[TRANS_DOWN]          5.0     ; used to be 20.0
    thruststrength[TRANS_RIGHT]         5.0
    thruststrength[TRANS_LEFT]          5.0
    thruststrength[TRANS_FORWARD]       15.0
    thruststrength[TRANS_BACK]          10.0
    rotstrength[ROT_YAWLEFT]            0.0105                 ; rotational acceleration (deg/s^2) [0.01 - 1.0]
    rotstrength[ROT_YAWRIGHT]           0.0105         ; used to be 0.05
    rotstrength[ROT_PITCHUP]            0.0100
    rotstrength[ROT_PITCHDOWN]          0.0100
    rotstrength[ROT_ROLLRIGHT]          0.0104
    rotstrength[ROT_ROLLLEFT]           0.0104
    turnspeed[TURN_YAW]                  0.016                         ; speed at which ship tries to turn (1=standard)
    turnspeed[TURN_PITCH]                0.013
    turnspeed[TURN_ROLL]                 0.016
    
    
    canTargetMultipleTargets            TRUE
    
    ;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]    0.8
    collSideModifiers[TRANS_BACK]       1.5
    
    
    ;Weapons
    ;=------=
    NUMBER_OF_GUNS                      5
    
    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                        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                      1.0                    ; mass of bullet
    FireTime                        0.15                              ; fire repeat rate (reciprocal = shots/second)
    BurstFireTime                   0.6
    BurstWaitTime                   0.8
    TriggerHappy                    2.0
    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                        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                      1.0                    ; mass of bullet
    FireTime                        0.15                              ; 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                      1.0                    ; mass of bullet
    FireTime                        0.15                              ; 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                      1.0                    ; mass of bullet
    FireTime                        0.15                              ; fire repeat rate (reciprocal = shots/second)
    BurstFireTime                   0.6
    BurstWaitTime                   0.8
    TriggerHappy                    2.0
    fireEffect                      defaultBlast.ebg
    hitEffect                       defaultBlast.ebg
    
    }
    
    GUN         4
    {
    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                      1.0                    ; mass of bullet
    FireTime                        0.15                              ; 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           8
    
    ; 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                       In,DockingCone,600,300,900
    DockPoint                       In1,DockingCone,600,300,900
    DockPoint                       Out,LaunchPoint,600,600,600,1,0
    DockPoint                       Out1,LaunchPoint,600,600,600,1,0
    DockPoint                       Frigate,LaunchPoint,880,1400,1400,1,0
    DockPoint                       Big,LaunchPoint,850,1500,1500,0,5
    DockPoint                       ResU,LatchPoint,380,400,850,0,6
    DockPoint                       ResD,LatchPoint,380,400,850,0,6
    
    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,1,4,1,0,0.0,0.0,0.0
    
    NUMBER_OF_SALVAGE_POINTS        8
    NUM_NEEDED_FOR_SALVAGE          9               ;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
    SalvagePoint                       Point7,AttachPoint
    SalvagePoint                       Point8,AttachPoint
    
    
    NUMBER_OF_NAV_LIGHTS           14
    
    ; format is NavLight           name,type,blinkrate (in seconds), startdelay (in seconds) size (in meters), min LOD, texture name
    NavLight                        baseantenna,    NAVLIGHT_Default, 2,    1,      0,      30, 3,  etg\textures\glow32
    NavLight                        antenna,        NAVLIGHT_Default, 2,    1,      0,      40, 3,  etg\textures\glow32
    NavLight                        antenna1,       NAVLIGHT_Default, 2,    1,      0,      30, 3,  etg\textures\glow32
    NavLight                        antenna2,       NAVLIGHT_Default, 2,    1,      0,      30, 3,  etg\textures\glow32
    NavLight                        topantenna,     NAVLIGHT_Default, 2,    1,      0,      40, 3,  etg\textures\glow32
    NavLight                        topres1,        NAVLIGHT_Default, 0.5,  2.5,    0,      50, 3,  etg\textures\glow32
    NavLight                        topres2,        NAVLIGHT_Default, 0.5,  2.5,    0,      50, 3,  etg\textures\glow32
    NavLight                        bottomres1,     NAVLIGHT_Default, 0.5,  2.5,    0,      50, 3,  etg\textures\glow32
    NavLight                        bottomres2,     NAVLIGHT_Default, 0.5,  2.5,    0,      50, 3,  etg\textures\glow32
    NavLight                        bay1,           NAVLIGHT_Default, 0.5,  1,      0,      50, 3,  etg\textures\glow32
    NavLight                        door,           NAVLIGHT_Default, 0.5,  1,      0,      50, 3,  etg\textures\glow32
    NavLight                        bay,            NAVLIGHT_Default, 0.5,  1,      0,      50, 3,  etg\textures\glow32
    NavLight                        bay2,           NAVLIGHT_Default, 0.5,  1,      0,      50, 3,  etg\textures\glow32
    NavLight                        bay3,           NAVLIGHT_Default, 0.5,  1,      0,      50, 3,  etg\textures\glow32
    
    BindAnimations                      1
    
    ;Animations for docking sequences...
    ;                                      num,dooropen name, num, doorclose name
    MadMothershipDockingAnims                 1,HangarDoor_OPEN,1,HangarDoor_CLOSE
    
    ;special docking offsets for the doorships!
    ;centre point offset from doorship surface...
    ;if its added here, it must be added to the script structure in
    ;mothership.c...sucks I know!
    ;below: Shiprace is original shiptypes race...i.e DDDF is R1 no matter who is in control of it!
    
    specialDoorOffset[R1][AdvanceSupportFrigate]                7.5,0.0,166.0
    specialDoorOffset[R1][Carrier]                              0.0,-237.0,305.0
    specialDoorOffset[R1][CloakGenerator]                       0.0,0.0,69.0
    specialDoorOffset[R1][DDDFrigate]                           0.0,0.0,141.0
    specialDoorOffset[R1][GravWellGenerator]                    0.0,0.0,125.0
    specialDoorOffset[R1][HeavyCruiser]                         0.0,-180,248.0
    specialDoorOffset[R1][IonCannonFrigate]                     0.0,0.0,145.0
    specialDoorOffset[R1][MissileDestroyer]                     -2.5,0.0,127.5
    specialDoorOffset[R1][ResourceController]                   0.0,0.0,198.0
    specialDoorOffset[R1][StandardDestroyer]                    -2.5,0.0,127.5
    specialDoorOffset[R1][StandardFrigate]                      0.0,0.0,145.0
    specialDoorOffset[R1][CryoTray]                      3.0,0.0,113.0
    
    specialDoorOffset[P1][P1IonArrayFrigate]                    0.0,0.0,138.0
    specialDoorOffset[P2][P2MultiBeamFrigate]                   0.0,0.0,97.0
    specialDoorOffset[P2][P2FuelPod]                            0.0,0.0,95.0
    
    
    specialDoorOffset[R2][AdvanceSupportFrigate]                7.5,0.0,101.0
    specialDoorOffset[R2][Carrier]                              -6.0,-300.0,275.0
    specialDoorOffset[R2][CloakGenerator]                       0.0,0.0,124.0
    specialDoorOffset[R2][DFGFrigate]                           0.0,0.0,125.0
    specialDoorOffset[R2][GravWellGenerator]                    0.0,0.0,158.0
    specialDoorOffset[R2][HeavyCruiser]                         0.0,0.0,285.0
    specialDoorOffset[R2][IonCannonFrigate]                     0.0,0.0,97.0
    specialDoorOffset[R2][MissileDestroyer]                     0.0,0.0,191.0
    specialDoorOffset[R2][ResourceController]                   0.0,0.0,257.0
    specialDoorOffset[R2][StandardDestroyer]                    0.0,0.0,185.0
    specialDoorOffset[R2][StandardFrigate]                      0.0,0.0,101.0
    specialDoorOffset[R2][CryoTray]                               3.0,0.0,113.0
    
    
    ;specialDoorOffset      race ship LW_X,LW_Y,LW_Z,Heading,Up  (heading is based on (0=up,1=right,2=forward,4=down,5=left,6=back) of the door's coordinate system
    ;make sure spaces are correct race<space>ship<space>LW_X<space>...
    specialDoorOffset       R1 AdvanceSupportFrigate 7.5 0.0 166.0 -1 -1
    specialDoorOffset       P1 P1IonArrayFrigate 0.0 0.0 200.0 6 0
    specialDoorOffset       R2 Carrier 71.75 262.5 300.0 4 1
    specialDoorOffset       R2 ResourceController 0.0 0.0 250.0 1 0
    specialDoorOffset       R1 CloakGenerator 0.0 0.0 70.0 0 6
    
    ;every second after 'clamping' the cargo to the door, the ships
    ;position at clamp time will be interpolated between that and its
    ;desired offset.  That way there won't be a jerky jump and it will look like
    ;the door ship slides in and 'picks up' the cargo.  Coo'
    specialDoorInterpolationPerSecond                       50.0
    
    ;Explosions
    ;=--------=
    explosionType                       ET_CarrierExplosion
    
    ;Docking Light
    ;=-----------=
    dockLightNear      300.0
    dockLightFar       800.0
    dockLightColor     120,194,255
    
    ;Engine Glow
    ;=---------=
    trailWidth   1.0
    trailHeight  1.0
    trailLength  1.0
    
    ;Engine trails   This is the top engine
    ;=-----------=
    ;trailAngle                            90.0
    ;trailWidth                          1075.0
    ;trailHeight                          150.0
    
    
    ;Engine #2       This is the second to top engine
    ;=-------=
    ;trailAngle                           90.0
    ;trailWidth                         1075.0
    ;trailHeight                         150.0
    
    ;Engine #3       This is the third to top engine
    ;=-------=
    ;trailAngle                           90.0
    ;trailWidth                         1075.0
    ;trailHeight                         150.0
    
    ;Engine #4       This is the bottom engine
    ;=-------=
    ;trailAngle                           90.0
    ;trailWidth                         1075.0
    ;trailHeight                         150.0
    
    preciseSelection                    4
    minimumZoomDistance                 1250
    
    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
    	
    {}{}{}
    
    
    
    MultiGun Corvette ~ Multiguncorvette
    {}{}{}
    [MultiGunCorvette]
    
    ;Source Files
    ;=----------=
    LODFile                             MultiGunCorvette.lod
    pMexData                            MultiGunCorvette\Rl0\LOD0\MultiGunCorvette.mex
    
    ;Ship Physics
    ;=----------=
    mass                                220.0                        ; ship mass [fighter = 1]
    momentOfInertiaX                    22.0                        ; resistance to rotation
    momentOfInertiaY                    22.0                        ; [fighter = 1]
    momentOfInertiaZ                    22.0
    maxvelocity                         695.0                      ; [fighter = 1000]
    maxrot                              10.0                       ; maximum rotation speed [don't make faster than ~10]
    
    ;Basic Ship Stats
    ;=--------------=
    shipclass                           CLASS_Corvette
    buildCost                           225                        ; resource units to build
    buildTime                           30                         ; time in seconds to build
    maxhealth                           700 //1400                        ; hit points
    maxfuel                             20000.0
    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]            370.0                      ; acceleration (m/s^2) [1-1000 approx. range]
    thruststrength[TRANS_DOWN]          370.0
    thruststrength[TRANS_RIGHT]         370.0
    thruststrength[TRANS_LEFT]          370.0
    thruststrength[TRANS_FORWARD]       390.0
    thruststrength[TRANS_BACK]          270.0
    rotstrength[ROT_YAWLEFT]            1.3                          ; rotational acceleration (deg/s^2) [0.01 - 10]
    rotstrength[ROT_YAWRIGHT]           1.3
    rotstrength[ROT_PITCHUP]            1.3
    rotstrength[ROT_PITCHDOWN]          1.3
    rotstrength[ROT_ROLLRIGHT]          1.3
    rotstrength[ROT_ROLLLEFT]           1.3
    turnspeed[TURN_YAW]                 1.9                           ; speed at which ship tries to turn (1=standard)
    turnspeed[TURN_PITCH]               1.9
    turnspeed[TURN_ROLL]                1.9
    
    ;Weapons
    ;=-----=
    
    canTargetMultipleTargets            TRUE
    rotateToRetaliate                   TRUE
    tooCloseRange                       500.0
    
    NUMBER_OF_GUNS                      6
    
    ;Front gun, left side
    GUN         0
    {
    Type                                GUN_NewGimble                  ; type of gun - either GUN_Fixed or GUN_Gimble
    SoundType                           GS_MediumEnergyCannon
    DamageLo                            10                          ; damage variance per shot - low
    DamageHi                            14                          ; damage variance per shot - high
    BulletLength                        18.0                        ; visual only.  Length of bullet on screen
    BulletRange                         3800.0                      ; distance bullets travel before disappearing
    BulletSpeed                         5000.0                      ; measured in m/s.
    BulletMass                          0.60                        ; mass of bullet
    FireTime                            0.8                         ; fire repeat rate (reciprocal = shots/second)
    TriggerHappy                       0.01
    minturnangle                      -90.0                          ; degrees
    maxturnangle                       90.0
    mindeclination                     -10.0
    maxdeclination                     60.0
    maxanglespeed                     1000.0                          ; degrees/s
    maxdeclinationspeed               1000.0
    BarrelLength                        7.25
    RecoilLength                        6.0
    BulletLifeTime                  2.0                            ;Life time of bullet
    angletracking                       4
    declinationtracking                 4
    }
    
    ;Top, right side
    GUN         1
    {
    Type                                GUN_NewGimble
    SoundType                           GS_MediumEnergyCannon
    DamageLo                            10
    DamageHi                            14
    BulletLength                        18.0
    BulletRange                         3800.0
    BulletSpeed                         5000.0
    BulletMass                          0.60                        ; mass of bullet
    FireTime                            0.8
    TriggerHappy                       0.01
    minturnangle                      -90.0                          ; degrees
    maxturnangle                       90.0
    mindeclination                     -0.0
    maxdeclination                     70.0
    maxanglespeed                     1000.0                          ; degrees/s
    maxdeclinationspeed               1000.0
    BarrelLength                        7.25
    RecoilLength                        2.0
    BulletLifeTime                  2.0 
    angletracking                       4
    declinationtracking                 4
    }
    
    ;Front gun, right side
    GUN         2
    {
    Type                                GUN_NewGimble
    SoundType                           GS_MediumEnergyCannon
    DamageLo                            10
    DamageHi                            14
    BulletLength                        18.0
    BulletRange                         3800.0
    BulletSpeed                         5000.0
    BulletMass                          0.60                        ; mass of bullet
    FireTime                            0.8
    TriggerHappy                       0.01
    minturnangle                      -120.0                          ; degrees
    maxturnangle                       120.0
    mindeclination                     -10.0
    maxdeclination                     60.0
    maxanglespeed                     1000.0                          ; degrees/s
    maxdeclinationspeed               1000.0
    BarrelLength                       10.75
    RecoilLength                        6.0
    BulletLifeTime                  2.0                            ;Life time of bullet
    angletracking                       4
    declinationtracking                 4
    }
    
    ;Bottom gun, left side
    GUN         3
    {
    Type                                GUN_NewGimble                   ; type of gun - either GUN_Fixed or GUN_Gimble
    SoundType                           GS_MediumEnergyCannon
    DamageLo                            10                              ; damage variance per shot - low
    DamageHi                            14                             ; damage variance per shot - high
    BulletLength                        18.0                            ; visual only.  Length of bullet on screen
    BulletRange                         3800.0                        ; distance bullets travel before disappearing
    BulletSpeed                         5000.0                        ; measured in m/s.
    BulletMass                          0.60                        ; mass of bullet
    FireTime                            0.8                            ; fire repeat rate (reciprocal = shots/second)
    TriggerHappy                       0.01
    minturnangle                      -120.0                          ; degrees
    maxturnangle                       120.0
    mindeclination                     -0.0
    maxdeclination                     70.0
    maxanglespeed                     1000.0                          ; degrees/s
    maxdeclinationspeed               1000.0
    BarrelLength                      10.75
    RecoilLength                        2.0
    BulletLifeTime                  2.0                            ;Life time of bullet
    angletracking                       4
    declinationtracking                 4
    }
    
    
    ;Bottom gun, right side
    GUN         4
    {
    Type                                GUN_NewGimble                   ; type of gun - either GUN_Fixed or GUN_Gimble
    SoundType                           GS_MediumEnergyCannon
    DamageLo                            10                             ; damage variance per shot - low
    DamageHi                            14                            ; damage variance per shot - high
    BulletLength                        18.0                           ; visual only.  Length of bullet on screen
    BulletRange                         3800.0                        ; distance bullets travel before disappearing
    BulletSpeed                         5000.0                        ; measured in m/s.
    BulletMass                          0.60                        ; mass of bullet
    FireTime                            0.8                           ; fire repeat rate (reciprocal = shots/second)
    TriggerHappy                       0.01
    minturnangle                       -120.0                          ; degrees
    maxturnangle                       120.0
    mindeclination                     -0.0
    maxdeclination                     70.0
    maxanglespeed                     1000.0                          ; degrees/s
    maxdeclinationspeed               1000.0
    BarrelLength                      10.75
    RecoilLength                        2.0
    BulletLifeTime                  2.0                            ;Life time of bullet
    angletracking                       4
    declinationtracking                 4
    }
    
    ;Top, left side
    GUN         5
    {
    Type                                GUN_NewGimble                   ; type of gun - either GUN_Fixed or GUN_Gimble
    SoundType                           GS_MediumEnergyCannon
    DamageLo                            10                            ; damage variance per shot - low
    DamageHi                            14                           ; damage variance per shot - high
    BulletLength                        18.0                          ; visual only.  Length of bullet on screen
    BulletRange                         3800.0                       ; distance bullets travel before disappearing
    BulletSpeed                         5000.0                       ; measured in m/s.
    BulletMass                          0.60                        ; mass of bullet
    FireTime                            0.8                          ; fire repeat rate (reciprocal = shots/second)
    TriggerHappy                       0.01
    minturnangle                       -120.0                          ; degrees
    maxturnangle                       120.0
    mindeclination                     -0.0
    maxdeclination                     70.0
    maxanglespeed                     1000.0                          ; degrees/s
    maxdeclinationspeed               1000.0
    BarrelLength                      10.75
    RecoilLength                        2.0
    BulletLifeTime                  2.0                            ;Life time of bullet
    angletracking                       4
    declinationtracking                 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        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                    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
    
    
    
    //Front gun, left side
    BindGun                             CorvetteGun(2) Gun0,Azimuth,Recoil,Frequency 1
    //Top, right side
    BindGun                             CorvetteGun(5) Gun1,Azimuth,Recoil,Frequency 1
    //Front gun, right side
    BindGun                             CorvetteGun(1) Gun2,Azimuth,Recoil,Frequency 1
    //Bottom gun, left side
    BindGun                             CorvetteGun(4) Gun3,Azimuth,Recoil,Frequency 1
    //Bottom gun, right side
    BindGun                             CorvetteGun(3) Gun4,Azimuth,Recoil,Frequency 1
    //Top, left side
    BindGun                             CorvetteGun(6) Gun5,Azimuth,Recoil,Frequency 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]    0.65
    collSideModifiers[TRANS_BACK]       1.5
    
    {}{}{}
    
    
    
    Probe ~ Probe
    {}{}{}
    [Probe]
    
    ;Source Files
    ;=----------=
    LODFile                             Probe.lod
    pMexData                            Probe\Rl0\LOD0\Probe.mex
    
    ;Ship Physics
    ;=----------=
    mass                                25.0                           ; ship mass [fighter = 1]
    momentOfInertiaX                    5.0                           ; resistance to rotation
    momentOfInertiaY                    5.0                           ; [fighter = 1]
    momentOfInertiaZ                    5.0
    maxvelocity                         1000.0                         ; max velocity when flying normally.  See below
                                                                       ; ProbeDispatchMaxVelocity for speed when dispatched
    
    maxrot                              10.0                          ; maximum rotation speed [don't make faster than ~10]
    
    ;Basic Ship Stats
    ;=--------------=
    shipclass                           CLASS_NonCombat
    buildCost                           30                           ; resource units to build
    buildTime                           11                             ; time in seconds to build
    maxhealth                           120                           ; hit points
    groupSize                           5                             ; size of group ships of this type tend to form
    
    blastRadiusDamage                   230
    
    ;Moving Around
    ;=-----------=
    thruststrength[TRANS_UP]           1500.0                         ; acceleration (m/s^2) [1-1000 approx. range]
    thruststrength[TRANS_DOWN]         1500.0
    thruststrength[TRANS_RIGHT]        1500.0
    thruststrength[TRANS_LEFT]         1500.0
    thruststrength[TRANS_FORWARD]      2000.0
    thruststrength[TRANS_BACK]         1500.0
    rotstrength[ROT_YAWLEFT]           100.0                          ; rotational acceleration (deg/s^2) [0.01 - 10]
    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]                  1.5                          ; speed at which ship tries to turn (1=standard)
    turnspeed[TURN_PITCH]                2.5
    turnspeed[TURN_ROLL]                 2.5
    
    
    ;Weapons
    ;=-----=
    ;No weapons
    
    BindAnimations      1
    
    ;MadStartInfo        needs a starting     /Animation Text Name(no spaces allowed!)
                         animation(1-yes,0-no)/   <!!! NEED SPACING EXACTLY AS IS! !!!>
    MadStartInfo                   1 , opening , 1 , opening
    
    ;if this doesn't
    ;makes sence, ask Bryce         number, opening names, number, closing names, number, opening damaged names, number, closing damaged names
    MadSpecialCaseAnims                     1, opening, 1, closing, 1,damage_open, 1, damage_close
    
    ;Ships health must be below this percentage to use the damaged animations.
    madGunOpenDamagedHealthThreshold                0.70    ;<= 1.0f
    
    
    ;
    
    ;Explosions
    ;=--------=
    explosionType                       ET_InterceptorExplosion
    
    
    ;Probe Special Info
    ;=--------=
    ProbeDispatchMaxVelocity            4000.0      ; max velocity of probe when dispatched
    
    minimumZoomDistance                 175
    
    Overlay_Selection_Scalar            0.35         ; 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]    0.5
    collSideModifiers[TRANS_BACK]       1.2
    
    ;Special Properties
    ;=--------=
    SearchRate                          31                       ; Every Xth frame the proximity sensor
                                                                 ; walks the ship list and attempts to
                                                                 ; detect enemy ships within proximity
                                                                 ; Slow:  Value must be (0,1,3,7,15,31...etc..)
                                                                 ;31 ~= every 2 seconds
    SearchRadius                        9500.0                   ; Radius in which ships will set off
    SensorCircleRadius                  10                       ; Radius of 'bliping' circle in sensor
                                                                 ; manager around prox sensor
    SensorBlinkRate                     1.4                      ; Bigger the faster
    SearchRateAfterFound                63                       ; Search rate for enemies after
                                                                 ; enemies have been found (not so
                                                                 ; crucial to warn user..could be less?)
                                                                 ; 0, 1,3,7,15,31,63...etc...
    TriggerSpeed                        200.0                    ; Anything travelling slower than
                                                                 ; this will not set off the sensor!
    
    blipColor                       255,0,0,0                    ; RGBA blip color
    blipThickness                       1                        ; Blip line thickness
    
    
    {}{}{}
    
    
    
    Proximity Sensor ~ proximitysensor
    {}{}{}
    [ProximitySensor]
    
    ;Source Files
    ;=----------=
    LODFile                             ProximitySensor.lod
    pMexData                            ProximitySensor\Rl0\LOD0\ProximitySensor.mex
    
    ;Ship Physics
    ;=----------=
    mass                                30.0                           ; ship mass [fighter = 1]
    momentOfInertiaX                    7.0                           ; resistance to rotation
    momentOfInertiaY                    7.0                           ; [fighter = 1]
    momentOfInertiaZ                    7.0
    maxvelocity                         1000.0                         ; [fighter = 1000]
    maxrot                              10.0                          ; maximum rotation speed [don't make faster than ~10]
    
    ;Basic Ship Stats
    ;=--------------=
    shipclass                           CLASS_NonCombat
    buildCost                           50                           ; resource units to build
    buildTime                           11                             ; time in seconds to build
    maxhealth                           180                           ; hit points
    groupSize                           5                             ; size of group ships of this type tend to form
    
    blastRadiusShockWave                6.0
    blastRadiusDamage                   75
    
    ;Moving Around
    ;=-----------=
    thruststrength[TRANS_UP]            150.0                         ; acceleration (m/s^2) [1-1000 approx. range]
    thruststrength[TRANS_DOWN]          150.0
    thruststrength[TRANS_RIGHT]         150.0
    thruststrength[TRANS_LEFT]          150.0
    thruststrength[TRANS_FORWARD]       150.0
    thruststrength[TRANS_BACK]          150.0
    rotstrength[ROT_YAWLEFT]           90.0                         ; rotational acceleration (deg/s^2) [0.01 - 10]
    rotstrength[ROT_YAWRIGHT]          90.0
    rotstrength[ROT_PITCHUP]           90.0
    rotstrength[ROT_PITCHDOWN]         90.0
    rotstrength[ROT_ROLLRIGHT]         90.0
    rotstrength[ROT_ROLLLEFT]          90.0
    turnspeed[TURN_YAW]                  2.5                        ; speed at which ship tries to turn (1=standard)
    turnspeed[TURN_PITCH]                2.5
    turnspeed[TURN_ROLL]                 2.5
    
    
    ;Weapons
    ;=-----=
    ;No weapons
    tooCloseRange                       500.0
    
    BindAnimations		1
    
    ;MadStartInfo        needs a starting     /Animation Text Name(no spaces allowed!)
                         animation(1-yes,0-no)/
    MadStartInfo                   0 , blah , 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, 1,damage_open, 1, damage_close
    
    ;Ships health must be below this percentage to use the damaged animations.
    madGunOpenDamagedHealthThreshold                0.70    ;<= 1.0f
    
    ;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_InterceptorExplosion
    
    
    ;Special Properties
    ;=--------=
    SearchRate                          31                       ; Every Xth frame the proximity sensor
                                                                 ; walks the ship list and attempts to
                                                                 ; detect enemy ships within proximity
                                                                 ; Slow:  Value must be (0,1,3,7,15,31...etc..)
                                                                 ;31 ~= every 2 seconds
    SearchRadius                        9500.0                   ; Radius in which ships will set off
    SensorCircleRadius                  10                       ; Radius of 'bliping' circle in sensor
                                                                 ; manager around prox sensor
    SensorBlinkRate                     1.4                      ; Bigger the faster
    SearchRateAfterFound                63                       ; Search rate for enemies after
                                                                 ; enemies have been found (not so
                                                                 ; crucial to warn user..could be less?)
                                                                 ; 0, 1,3,7,15,31,63...etc...
    TriggerSpeed                        200.0                    ; Anything travelling slower than
                                                                 ; this will not set off the sensor!
    
    blipColor                       255,0,0,0                    ; RGBA blip color
    blipThickness                       1                        ; Blip line thickness
    
    
    ;Engine trails
    ;=-----------=
    trailWidth                          12.0
    trailHeight                         12.3
    trailRibbonAdjust                   0.5             ; also the default
    trailSpriteRadius                   30.0
    
    minimumZoomDistance              	70
    
    Overlay_Selection_Scalar            2.2         ; scale the tactical overlay by this amount
    
    ;Override face-specific damage:
    collSideModifiers[TRANS_UP]         1.0
    collSideModifiers[TRANS_DOWN]       1.0
    collSideModifiers[TRANS_RIGHT]      1.0
    collSideModifiers[TRANS_LEFT]       1.0
    collSideModifiers[TRANS_FORWARD]    0.8
    collSideModifiers[TRANS_BACK]       1.5
    
    ;|||||||||||||||||||||||||||||||||||||||||------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                8.0       ; maximum time ship will attack before breaking
    
                                                           ; Relative frequencies for:
    flightmanTurnaround     Evasive     Default             1,2,2,0,3              ; 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             20,25,20,0,10,10,10,5   ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasiveFront   Evasive     Default             20,25,30,0,10,10,10,2   ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasivePure    Evasive     Default             20,20,35,0,15,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    
    ;[CLASS_Mothership]
    ;
    flyPastDist             Evasive     CLASS_Mothership    4000.0
    maxFlyAwayDist          Evasive     CLASS_Mothership    6000.0
    breakRange              Evasive     CLASS_Mothership    1000.0
    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    1,3,2,0,2             ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
    flightmanAIP            Evasive     CLASS_Mothership    1,3,3,0,0             ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
    flightmanEvasiveBehind  Evasive     CLASS_Mothership    20,13,18,0,18,13,13,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasiveFront   Evasive     CLASS_Mothership    20,13,18,0,18,13,13,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasivePure    Evasive     CLASS_Mothership    20,13,18,0,18,13,13,0 ; 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       1,3,2,0,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
    flightmanAIP            Evasive     CLASS_Carrier       1,2,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
    flightmanEvasiveBehind  Evasive     CLASS_Carrier       20,20,20,0,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasiveFront   Evasive     CLASS_Carrier       20,20,20,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasivePure    Evasive     CLASS_Carrier       20,20,20,0,10,10,10,0 ; 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     8.0
                                                           ; Relative frequencies for:
    flightmanTurnaround     Evasive     CLASS_HeavyCruiser  1,3,2,0,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
    flightmanAIP            Evasive     CLASS_HeavyCruiser  1,2,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
    flightmanEvasiveBehind  Evasive     CLASS_HeavyCruiser  20,20,20,0,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasiveFront   Evasive     CLASS_HeavyCruiser  20,20,20,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasivePure    Evasive     CLASS_HeavyCruiser  20,20,20,0,10,10,10,0 ; 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        8.0
                                                           ; Relative frequencies for:
    flightmanTurnaround     Evasive     CLASS_Destroyer     1,3,2,0,3       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
    flightmanAIP            Evasive     CLASS_Destroyer     1,2,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
    flightmanEvasiveBehind  Evasive     CLASS_Destroyer     20,20,20,0,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasiveFront   Evasive     CLASS_Destroyer     20,20,20,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasivePure    Evasive     CLASS_Destroyer     20,20,20,0,10,10,10,0 ; 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          8.0
                                                           ; Relative frequencies for:
    flightmanTurnaround     Evasive     CLASS_Frigate       1,3,2,0,3       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
    flightmanAIP            Evasive     CLASS_Frigate       1,2,3,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
    flightmanEvasiveBehind  Evasive     CLASS_Frigate       20,20,20,0,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasiveFront   Evasive     CLASS_Frigate       20,20,20,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasivePure    Evasive     CLASS_Frigate       20,20,20,0,10,10,10,0 ; 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        3.0
    faceTargetAccuracy      Evasive     CLASS_Corvette         3.5
    maxAttackTime           Evasive     CLASS_Corvette         8.0
                                                           ; Relative frequencies for:
    flightmanTurnaround     Evasive     CLASS_Corvette      1,4,3,1,3             ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
    flightmanAIP            Evasive     CLASS_Corvette      1,2,3,1,1             ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
    flightmanEvasiveBehind  Evasive     CLASS_Corvette      20,13,18,10,18,13,13,2 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasiveFront   Evasive     CLASS_Corvette      20,13,18,0,18,13,13,1 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasivePure    Evasive     CLASS_Corvette      20,13,18,10,18,13,13,1 ; 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          2.0
    faceTargetAccuracy      Evasive     CLASS_Fighter           0.5
    maxAttackTime           Evasive     CLASS_Fighter           8.0
                                                           ; Relative frequencies for:
    flightmanTurnaround     Evasive     CLASS_Fighter       1,5,5,1,2              ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
    flightmanAIP            Evasive     CLASS_Fighter       1,2,3,1,1              ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
    flightmanEvasiveBehind  Evasive     CLASS_Fighter       20,25,30,30,10,10,10,5   ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasiveFront   Evasive     CLASS_Fighter       20,20,30,30,10,10,10,2   ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasivePure    Evasive     CLASS_Fighter       20,20,15,20,15,10,10,2 ; 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         8.0
                                                           ; Relative frequencies for:
    flightmanTurnaround     Evasive     CLASS_Resource      1,4,4,0,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
    flightmanAIP            Evasive     CLASS_Resource      0,1,1,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
    flightmanEvasiveBehind  Evasive     CLASS_Resource      20,25,30,0,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasiveFront   Evasive     CLASS_Resource      11,11,10,0,10,11,11,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasivePure    Evasive     CLASS_Resource      20,25,30,0,10,10,10,0 ; 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       3.0
    faceTargetAccuracy      Evasive     CLASS_NonCombat        2.5
    maxAttackTime           Evasive     CLASS_NonCombat        8.0
                                                           ; Relative frequencies for:
    flightmanTurnaround     Evasive     CLASS_NonCombat     1,4,2,0,2       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
    flightmanAIP            Evasive     CLASS_NonCombat     1,3,5,1,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
    flightmanEvasiveBehind  Evasive     CLASS_NonCombat     20,25,20,0,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasiveFront   Evasive     CLASS_NonCombat     11,11,10,0,10,11,11,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasivePure    Evasive     CLASS_NonCombat     20,25,30,0,10,10,10,0 ; 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                8.0    ; maximum time ship will attack before breaking
    
                                                           ; Relative frequencies for:
    flightmanTurnaround     Neutral     Default             0,1,1,0,1              ; 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             20,25,30,0,10,10,10,0   ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasiveFront   Neutral     Default             20,25,30,0,0,10,10,0   ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasivePure    Neutral     Default             20,20,15,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    
    ;[CLASS_Mothership]
    ;
    flyPastDist             Neutral     CLASS_Mothership    4000.0
    maxFlyAwayDist          Neutral     CLASS_Mothership    6000.0
    breakRange              Neutral     CLASS_Mothership    1000.0
    triggerHappy            Neutral     CLASS_Mothership      11.0
    faceTargetAccuracy      Neutral     CLASS_Mothership       2.5
    maxAttackTime           Neutral     CLASS_Mothership       8.0
    
                                                           ; Relative frequencies for:
    flightmanTurnaround     Neutral     CLASS_Mothership    0,3,3,0,2             ; 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    20,13,18,0,18,13,13,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasiveFront   Neutral     CLASS_Mothership    20,13,18,0,18,13,13,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasivePure    Neutral     CLASS_Mothership    20,13,18,0,18,13,13,0 ; 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          8.0
                                                           ; Relative frequencies for:
    flightmanTurnaround     Neutral     CLASS_Carrier       0,3,3,0,2       ; 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       30,20,20,0,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasiveFront   Neutral     CLASS_Carrier       30,20,20,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasivePure    Neutral     CLASS_Carrier       30,20,20,0,10,10,10,0 ; 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     8.0
                                                           ; Relative frequencies for:
    flightmanTurnaround     Neutral     CLASS_HeavyCruiser  0,3,3,0,2       ; 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  30,20,20,0,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasiveFront   Neutral     CLASS_HeavyCruiser  30,20,20,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasivePure    Neutral     CLASS_HeavyCruiser  30,20,20,0,10,10,10,0 ; 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        8.0
                                                           ; Relative frequencies for:
    flightmanTurnaround     Neutral     CLASS_Destroyer     0,3,3,0,2       ; 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     30,20,20,0,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasiveFront   Neutral     CLASS_Destroyer     30,20,20,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasivePure    Neutral     CLASS_Destroyer     30,20,20,0,10,10,10,0 ; 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          8.0
                                                           ; Relative frequencies for:
    flightmanTurnaround     Neutral     CLASS_Frigate       0,3,3,0,2       ; 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       20,30,20,0,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasiveFront   Neutral     CLASS_Frigate       20,30,20,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasivePure    Neutral     CLASS_Frigate       20,30,20,0,10,10,10,0 ; 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       5.0
    faceTargetAccuracy      Neutral     CLASS_Corvette        4.5
    maxAttackTime           Neutral     CLASS_Corvette        8.0
                                                            Relative frequenciesfor:
    flightmanTurnaround     Neutral     CLASS_Corvette     0,3,3,0,2            ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
    flightmanAIP            Neutral     CLASS_Corvette     1,1,1,0,0            ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
    flightmanEvasiveBehind  Neutral     CLASS_Corvette     20,13,18,0,18,13,13,0; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasiveFront   Neutral     CLASS_Corvette     20,13,18,0,18,13,13,0; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasivePure    Neutral     CLASS_Corvette     20,13,18,0,18,13,13,0; 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         3.0
    faceTargetAccuracy      Neutral     CLASS_Fighter          0.5
    maxAttackTime           Neutral     CLASS_Fighter          8.0
                                                           ; Relative frequencies for:
    flightmanTurnaround     Neutral     CLASS_Fighter       0,3,3,0,2              ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
    flightmanAIP            Neutral     CLASS_Fighter       1,1,1,0,0              ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
    flightmanEvasiveBehind  Neutral     CLASS_Fighter       20,20,30,0,10,10,10,0   ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasiveFront   Neutral     CLASS_Fighter       20,20,20,0,20,20,20,0   ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasivePure    Neutral     CLASS_Fighter       20,20,15,0,15,10,10,0 ; 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         8.0
                                                           ; Relative frequencies for:
    flightmanTurnaround     Neutral     CLASS_Resource      0,3,3,0,2       ; 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      20,10,10,0,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasiveFront   Neutral     CLASS_Resource      20,10,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasivePure    Neutral     CLASS_Resource      20,10,10,0,10,10,10,0 ; 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        8.0
                                                           ; Relative frequencies for:
    flightmanTurnaround     Neutral     CLASS_NonCombat     0,3,3,0,2       ; 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     20,20,20,0,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasiveFront   Neutral     CLASS_NonCombat     20,21,20,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasivePure    Neutral     CLASS_NonCombat     20,10,10,0,10,10,10,0 ; 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                8.0    ; maximum time ship will attack before breaking
    
                                                           ; Relative frequencies for:
    flightmanTurnaround     Aggressive      Default             0,3,3,0,2              ; 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             20,20,30,0,10,10,10,0   ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasiveFront   Aggressive      Default             20,20,30,0,10,10,10,0   ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasivePure    Aggressive      Default             20,20,15,0,15,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    
    ;[CLASS_Mothership]
    ;
    flyPastDist             Aggressive      CLASS_Mothership    4000.0
    maxFlyAwayDist          Aggressive      CLASS_Mothership    6000.0
    breakRange              Aggressive      CLASS_Mothership    1000.0
    triggerHappy            Aggressive      CLASS_Mothership      11.0
    faceTargetAccuracy      Aggressive      CLASS_Mothership       2.5
    maxAttackTime           Aggressive      CLASS_Mothership       8.0
    
                                                           ; Relative frequencies for:
    flightmanTurnaround     Aggressive      CLASS_Mothership    0,3,3,0,2             ; 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    20,43,18,0,18,13,13,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasiveFront   Aggressive      CLASS_Mothership    20,43,18,0,18,13,13,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasivePure    Aggressive      CLASS_Mothership    20,43,18,0,18,13,13,0 ; 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          8.0
                                                               ; Relative frequencies for:
    flightmanTurnaround     Aggressive      CLASS_Carrier       0,3,3,0,2       ; 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       20,20,20,0,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasiveFront   Aggressive      CLASS_Carrier       20,41,20,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasivePure    Aggressive      CLASS_Carrier       20,20,20,0,10,10,10,0 ; 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     8.0
                                                               ; Relative frequencies for:
    flightmanTurnaround     Aggressive      CLASS_HeavyCruiser  0,3,3,0,2       ; 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  20,20,20,0,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasiveFront   Aggressive      CLASS_HeavyCruiser  20,21,20,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasivePure    Aggressive      CLASS_HeavyCruiser  20,20,20,0,10,10,10,0 ; 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        8.0
                                                               ; Relative frequencies for:
    flightmanTurnaround     Aggressive      CLASS_Destroyer     0,3,3,0,2       ; 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     20,20,20,0,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasiveFront   Aggressive      CLASS_Destroyer     20,21,20,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasivePure    Aggressive      CLASS_Destroyer     20,20,20,0,10,10,10,0 ; 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          8.0
    
                                                               ; Relative frequencies for:
    flightmanTurnaround     Aggressive      CLASS_Frigate       0,3,3,0,2       ; 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       20,20,20,0,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasiveFront   Aggressive      CLASS_Frigate       20,10,20,0,11,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasivePure    Aggressive      CLASS_Frigate       20,20,20,0,10,10,10,0 ; 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        5.0
    faceTargetAccuracy      Aggressive      CLASS_Corvette         3.5
    maxAttackTime           Aggressive      CLASS_Corvette         8.0
                                                               ; Relative frequencies for:
    flightmanTurnaround     Aggressive      CLASS_Corvette      0,3,3,0,2             ; 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      20,33,18,0,18,13,13,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasiveFront   Aggressive      CLASS_Corvette      20,33,18,0,18,13,13,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasivePure    Aggressive      CLASS_Corvette      20,33,18,0,18,13,13,0 ; 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         3.0
    faceTargetAccuracy      Aggressive      CLASS_Fighter          0.5
    maxAttackTime           Aggressive      CLASS_Fighter          8.0
                                                               ; Relative frequencies for:
    flightmanTurnaround     Aggressive      CLASS_Fighter       0,3,3,0,2              ; 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       20,35,30,0,10,10,10,0   ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasiveFront   Aggressive      CLASS_Fighter       20,30,20,0,20,10,10,0   ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasivePure    Aggressive      CLASS_Fighter       20,30,15,0,15,10,10,0 ; 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         8.0
                                                               ; Relative frequencies for:
    flightmanTurnaround     Aggressive      CLASS_Resource      0,3,3,0,2       ; 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      20,20,20,0,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasiveFront   Aggressive      CLASS_Resource      51,21,20,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasivePure    Aggressive      CLASS_Resource      20,20,10,0,10,10,10,0 ; 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       3.0
    faceTargetAccuracy      Aggressive      CLASS_NonCombat        2.5
    maxAttackTime           Aggressive      CLASS_NonCombat        8.0
                                                               ; Relative frequencies for:
    flightmanTurnaround     Aggressive      CLASS_NonCombat     0,3,3,0,2       ; 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     20,20,10,0,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasiveFront   Aggressive      CLASS_NonCombat     20,31,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasivePure    Aggressive      CLASS_NonCombat     20,20,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    
    badAI                                    FALSE                          ; normally set this to FALSE
    
    
    {}{}{}
    
    
    
    Repair Corvette ~ repaircorvette
    {}{}{}
    [RepairCorvette]
    
    ;Source Files
    ;=----------=
    LODFile                             RepairCorvette.lod
    pMexData                            RepairCorvette\Rl0\LOD0\RepairCorvette.mex
    
    ;Ship Physics
    ;=----------=
    mass                                350.0                        ; ship mass [fighter = 1]
    momentOfInertiaX                    35.0                        ; resistance to rotation
    momentOfInertiaY                    35.0                        ; [fighter = 1]
    momentOfInertiaZ                    35.0
    maxvelocity                         500.0                      ; [fighter = 1000]
    maxrot                              10.0                       ; maximum rotation speed [don't make faster than ~10]
    
    ;Basic Ship Stats
    ;=--------------=
    shipclass                           CLASS_Corvette
    buildCost                           190                        ; resource units to build
    buildTime                           35                         ; time in seconds to build
    maxhealth                           1100 //2200                        ; hit points
    groupSize                           2                          ; size of group ships of this type tend to form
    
    blastRadiusDamage                   230
    
    canReceiveShips                     TRUE
    canReceiveFighters                  TRUE
    canReceiveCorvettes                 FALSE
    
    canHandleNumShipsDocking            1
    pumpFuelRate                        1200.0                        ; how fast pumps fuel in.
    
    dockShipRange                       500.0
    repairOtherShipRate                 0.25                            ; how fast heals damaged ships. Must be an integer
    
    repairTime                          18                           ; every this many seconds
    repairDamage                        12                         ; this much damage is repaired
    repairCombatTime                    28                           ; every this many seconds
    repairCombatDamage                  6                            ; this much damage is repaired
    
    ;Moving Around
    ;=-----------=
    thruststrength[TRANS_UP]            190.0                      ; acceleration (m/s^2) [1-1000 approx. range]
    thruststrength[TRANS_DOWN]          190.0
    thruststrength[TRANS_RIGHT]         190.0
    thruststrength[TRANS_LEFT]          190.0
    thruststrength[TRANS_FORWARD]       190.0
    thruststrength[TRANS_BACK]          290.0
    rotstrength[ROT_YAWLEFT]              0.5                    ; rotational acceleration (deg/s^2) [0.01 - 1.0]
    rotstrength[ROT_YAWRIGHT]             0.5
    rotstrength[ROT_PITCHUP]              0.5
    rotstrength[ROT_PITCHDOWN]            0.5
    rotstrength[ROT_ROLLRIGHT]            0.5
    rotstrength[ROT_ROLLLEFT]             0.5
    turnspeed[TURN_YAW]                   1.5
    turnspeed[TURN_PITCH]                 1.5
    turnspeed[TURN_ROLL]                  1.5
    
    
    ;Weapons
    ;=-----=
    NUMBER_OF_GUNS                      1
    tooCloseRange                       500.0
    
    rotateToRetaliate                   TRUE
    
    GUN         0
    {
    Type                             GUN_NewGimble
    SoundType                        GS_MediumEnergyCannon
    DamageLo                         13                         ; damage variance per shot - low
    DamageHi                         18                        ; damage variance per shot - high
    BulletLength                     18.0                       ; visual only.  Length of bullet on screen
    BulletRange                      4000.0                     ; distance bullets travel before disappearing; also defines the range of the gun
    BulletSpeed                      5000.0                     ; measured in m/s.
    BulletMass                       0.65                        ; mass of bullet
    FireTime                         0.4                        ; fire repeat rate (reciprocal = shots/second)
    TriggerHappy                     0.30
    minturnangle                   -60.0                          ; degrees
    maxturnangle                    60.0
    mindeclination                  -1.0
    maxdeclination                   1.0
    maxanglespeed                  1000.0                          ; degrees/s
    maxdeclinationspeed            1000.0
    BarrelLength                    10.5
    RecoilLength                     6.0
    BulletLifeTime                  2.0                            ;Life time of bullet
    angletracking                       3.6
    declinationtracking                 3.6
    }
    
    
    ;Ship AI
    ;=-----=
    repositionTime                      0.2                        ; time in seconds which corvette will spend to reposition
                                                                   ; itself to a new location for it to fire.
    circleRange                         800.0
    
    fullMovementFreedom                 TRUE
    
    
    
    
    ;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
    
    NUMBER_OF_DOCK_POINTS           1
    
    ; 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                       Latch,LatchPoint,250,200,300,2,4
    
    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,1,1,6,0,0.0,0.0,0.0
    
    ;Explosions
    ;=--------=
    explosionType                       ET_CorvetteExplosion
    
    ;Gun Bindings:
    ;=----------=
    //Sole gun
    BindGun                             CorvetteGun Gun0,Azimuth,Declination,Recoil,Frequency 1
    
    
    ;Engine trails
    ;=-----------=
    trailWidth                         30.0
    trailHeight                         7.5
    
    
    ;Special Ops Vars
    ;=-----------=
    repairApproachDistance              600.0
    
    approachAndWaitDistance             1000.0          ;distance ship will fly to and before ship is repaired
    rotationStopDistance                200.0           ;distance from target, ship
                                                        ;will fly to
    stopRotMultiplier                    0.8            ;Muliplied by targets rotation speed to slow it down if need be
    sloppyRotThreshold                   0.02           ;When target drops below this
                                                        ;rotation speed, docking code clamps
                                                        ;targets rotation speed to
                                                        ;the next variable if its speed is greater
                                                        ;than dockwithRotation speed, otherwise
                                                        ;it just docks with it at its current rotation speed
    dockWithRotationSpeed                0.0
    targetStartDockDistance              150.0          ;initial distance ship goes to
                                                        ;for first docking phase
    startdockTolerance                   50.0           ;docking tolerance for first docking phase
    finaldockDistance                    18.0          ;final docking distance FROM Target
    canSpecialBandBoxFriendlies             TRUE
    
    ;---- repairing capital ships tweakables ----;
    repairBeamCapable                   TRUE
    healthPerSecond                     25.0             ;health added per second to repaired ship
    CapitalDistanceRepairStart2         300.0            ;maximum range for repairing
    CapitalDistanceRepairStart          150.0            ;desired range for repairing
    AngleDotProdThreshold                   0.23969          ;COSine of MAXIMUM angle that repair corevettes
                                                            ;repair effect to come on and ship to be repaired
                                                            ;0.9848 ~=10degrees
    
    minimumZoomDistance                 95
    
    ;obsolete values
                                                            
    CapitalDistanceRepairStart           300.0             ;distance from capital ships before starting to rpair them with magic beam
    capitalShipHealthPerSecond              45.0           ;health added to capital ship per second!
    ;heading can deviatre from target in order for
    
    Overlay_Selection_Scalar            1.15         ; scale the tactical overlay by this amount
    
    collSideModifiers[TRANS_UP]         0.8
    collSideModifiers[TRANS_DOWN]       1.2
    collSideModifiers[TRANS_RIGHT]      0.8
    collSideModifiers[TRANS_LEFT]       0.8
    collSideModifiers[TRANS_FORWARD]    0.7
    collSideModifiers[TRANS_BACK]       1.5
    
    {}{}{}
    
    
    
    Research Ship ~ researchship
    {}{}{}
    [ResearchShip]
    
    ;Source Files
    ;=----------=
    LODFile                             ResearchShip.lod
    pMexData                            ResearchShip\Rl0\LOD0\ResearchShip.mex
    
    ;Ship Physics
    ;=----------=
    mass                                810.0                        ; ship mass [fighter = 1]
    momentOfInertiaX                    200.0                        ; resistance to rotation
    momentOfInertiaY                    200.0                        ; [fighter = 1]
    momentOfInertiaZ                    200.0
    maxvelocity                         280.0                      ; [fighter = 1000]
    maxrot                              5.0                       ; maximum rotation speed [don't make faster than ~10]
    
    ;Basic Ship Stats
    ;=--------------=
    shipclass                           CLASS_NonCombat
    buildCost                           700                        ; resource units to build
    buildTime                           120                         ; time in seconds to build
    maxhealth                           2250 //4500                       ; hit points
    groupSize                           3                          ; size of group ships of this type tend to form
    dockShipRange                       900                        ; range before a fuse attempt is made with
    repairTime                          18                           ; every this many seconds
    repairDamage                        35                         ; this much damage is repaired
    repairCombatTime                    28                           ; every this many seconds
    repairCombatDamage                  12                            ; 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]            0.2                         ; rotational acceleration (deg/s^2) [0.01 - 10]
    rotstrength[ROT_YAWRIGHT]           0.2
    rotstrength[ROT_PITCHUP]            0.2
    rotstrength[ROT_PITCHDOWN]          0.2
    rotstrength[ROT_ROLLRIGHT]          0.2
    rotstrength[ROT_ROLLLEFT]           0.2
    turnspeed[TURN_YAW]                 0.7                         ; speed at which ship tries to turn (1=standard)
    turnspeed[TURN_PITCH]               0.7
    turnspeed[TURN_ROLL]                0.7
    
    ;No Weapons
    ;=-----=
    
    NUMBER_OF_DOCK_POINTS           3
    
    ; 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                       In,LatchPoint,500,500,1000,2,4
    DockPoint                       Out,LatchPoint,500,500,1000,2,4
    DockPoint                       Up,LatchPoint,500,500,1000,2,4
    
    ;Ship Trails
    ;=---------=
    
    
    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           1
    
    ; format is NavLight            name, type, blinkrate (in seconds), size (in meters), min LOD, texture name
    NavLight                        antenna,        NAVLIGHT_Default, 1.5,   0.5, 0,   7,  2, etg\textures\glow32
    
    
    ;Explosions
    ;=--------=
    explosionType                       ET_CorvetteExplosion
    
    
    
    R1final_dock_distance                 155.0                   ; one ship sits from another...
                                                                ; fiddling required.
    R1parallel_dock_distance                 170.0                   ; one ship sits from another...
    
    R1VerticalDockDistance              120.0                   ; distance between center points
                                                                ; of bottom ship and top ship in
                                                                ; R1 pie plate stacks
    max_rotate                          0.02                    ; Rad/s /16seconds...speed of rotation
    rotate_acelleration                 0.0001                  ; Accelleration of rotation
    rotate_slow                         0.98                    ; Multiplier used to slow station
                                                                ; down when other ships docking...n such
    R2DockFinalDistance                 255.0                   ; Seperation distance between
                                                                ; R2 Ships in final docking position
    RotationAngle                       30                      ;degrees off from vertical that the research station
                                                                ;will rotate at ALA 2001
    
    
    ;Engine Glow
    ;=---------=
    trailWidth             80.0
    trailHeight            80.0
    trailLength           100.0
    trailScaleCap           0.000196
    
    minimumZoomDistance              	240
    
    Overlay_Selection_Scalar            0.9         ; scale the tactical overlay by this amount
    
    ;Override face-specific damage:
    collSideModifiers[TRANS_UP]         1.0
    collSideModifiers[TRANS_DOWN]       1.0
    collSideModifiers[TRANS_RIGHT]      1.2
    collSideModifiers[TRANS_LEFT]       1.2
    collSideModifiers[TRANS_FORWARD]    0.8
    collSideModifiers[TRANS_BACK]       1.3
    
    
    {}{}{}
    
    
    
    Resource Collector ~ resourcecollector
    {}{}{}
    [ResourceCollector]
    
    ;Source Files
    ;=----------=
    pMexData                            ResourceCollector\Rl0\LOD0\ResourceCollector.mex
    LODFile                             ResourceCollector.lod
    
    ;Ship Physics
    ;=----------=
    mass                                801.0
    momentOfInertiaX                    200.0
    momentOfInertiaY                    200.0
    momentOfInertiaZ                    200.0
    maxvelocity                         395.0
    maxrot                              9.0
    
    ;Basic Ship Stats
    ;=--------------=
    shiprace                            RACE_1
    shipclass                           CLASS_Resource
    buildCost                           700
    buildTime                           70
    resourcesAtOneTime                  360                 ; number of resources it will try to get before returning home
    maxresources                        350
    harvestRate                         3                           ; eat asteroid every n+1 frames.  This value must be 1,3,7,15, or 31
    harvestAmount                       1                           ; harvest asteroid for this many RU's every n+1 frames specified above
    maxhealth                           4400 //8800
    groupSize                           1                           ; size of group ships of this type tend to form
    
    blastRadiusDamage                   230
    
    
    canReceiveShips                     TRUE
    canReceiveFighters                  TRUE
    canReceiveCorvettes                 TRUE
    cantMoveAndAttack                   TRUE
    
    canHandleNumShipsDocking            1
    pumpFuelRate                        450.0                        ; how fast pumps fuel in.
    
    dockShipRange                       500.0
    
    
    repairTime                          16                            ; every this many seconds
    repairDamage                        25                          ; this much damage is repaired
    repairCombatTime                    25                            ; every this many seconds
    repairCombatDamage                  15                           ; this much damage is repaired
    
    
    ;Moving Around
    ;=-----------=
    thruststrength[TRANS_UP]            150.0                      ; acceleration (m/s^2) [1-1000 approx. range]
    thruststrength[TRANS_DOWN]          150.0
    thruststrength[TRANS_RIGHT]         150.0
    thruststrength[TRANS_LEFT]          150.0
    thruststrength[TRANS_FORWARD]       150.0
    thruststrength[TRANS_BACK]          250.0
    rotstrength[ROT_YAWLEFT]              0.75                    ; rotational acceleration (deg/s^2) [0.01 - 1.0]
    rotstrength[ROT_YAWRIGHT]             0.75
    rotstrength[ROT_PITCHUP]              0.75
    rotstrength[ROT_PITCHDOWN]            0.75
    rotstrength[ROT_ROLLRIGHT]            0.75
    rotstrength[ROT_ROLLLEFT]             0.75
    turnspeed[TURN_YAW]                   0.75
    turnspeed[TURN_PITCH]                 0.75
    turnspeed[TURN_ROLL]                  0.75
    
    ;No guns
    ;=-----=
    passiveRetaliateZone                7000.0
    tooCloseRange                       500.0
    
    ;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
    
    
    NUMBER_OF_DOCK_POINTS           2
    
    ; 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                       Fight0,LatchPoint,200,150,300,2,4
    DockPoint                       Corv0,LatchPoint,200,150,300,2,4
    
    NUMBER_OF_DOCK_OVERIDES         1
    
    ;sscanf(field,"%s %s %d %d %d %d %f %f %f",shipracestr,shiptypestr,&dockstaticoveride->useNewOrientation,&dockstaticoveride->heading, &dockstaticoveride->up,&dockstaticoveride->useNewOffset,&tempx,&tempy,&tempz);
    ;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,1,1,2,0,0.0,0.0,0.0
    
    
    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           4
    
    ; format is NavLight            name, type, blinkrate (in seconds), size (in meters), min LOD, texture name
    NavLight                        frntcaution,     NAVLIGHT_Default, 1.5,  0.5, 0,    5, 2, etg\textures\glow32
    NavLight                        botcaution,        NAVLIGHT_Default, 2,  0.75, 0,    5, 2, etg\textures\glow32
    NavLight                        sidecaution1,       NAVLIGHT_Default, 1,    1, 0,    5,  2, etg\textures\glow32
    NavLight                        sidecaution2,       NAVLIGHT_Default, 1,    1, 0,   5,  2, etg\textures\glow32
    
    
    ;Explosions
    ;=--------=
    explosionType                       ET_ResourcerExplosion
    
    
    
    ;Engine trails
    ;=-----------=
    trailStyle                       1              ; it's the default, too
    trailRibbonAdjust                1.0            ; also the default
    trailWidth                      32.0            ; default is 24.0
    trailHeight                      8.0            ; default is 6.0 (0.25 * defaultWidth)
    trailAngle                      57.0            ; default is 0.0
    trailSpriteRadius               50.0
    
    trailStyle2                      1              ; it's the default, too
    trailRibbonAdjust2               1.0            ; also the default
    trailWidth2                     32.0            ; default is 24.0
    trailHeight2                     8.0            ; default is 6.0 (0.25 * defaultWidth)
    trailAngle2                    123.0            ; default is 0.0
    trailSpriteRadius2              50.0
    
    repairApproachDistance                  600.0
    canSpecialBandBoxFriendlies             TRUE
    minimumZoomDistance              180.0
    
    Overlay_Selection_Scalar            1.2         ; scale the tactical overlay by this amount
    
    ;Override face-specific damage:
    collSideModifiers[TRANS_UP]         0.9
    collSideModifiers[TRANS_DOWN]       0.9
    collSideModifiers[TRANS_RIGHT]      0.9
    collSideModifiers[TRANS_LEFT]       0.9
    collSideModifiers[TRANS_FORWARD]    0.8
    collSideModifiers[TRANS_BACK]       1.4
    
    
    {}{}{}
    
    
    
    Resource Controller ~ resourcecontroller
    {}{}{}
    [ResourceController]
    
    ;Source Files
    ;=----------=
    LODFile                             ResourceController.lod
    pMexData                            ResourceController\Rl0\LOD0\ResourceController.mex
    
    ;Ship Physics
    ;=----------=
    mass                                1751.0                          ; ship mass [fighter = 1]
    momentOfInertiaX                    425.0                          ; resistance to rotation
    momentOfInertiaY                    425.0                          ; [fighter = 1]
    momentOfInertiaZ                    425.0
    maxvelocity                         300.0                        ; [fighter = 1000]
    maxrot                              1.0                          ; maximum rotation speed [don't make faster than ~10]
    
    ;Basic Ship Stats
    ;=--------------=
    shipclass                           CLASS_NonCombat
    isCapitalShip                       TRUE
    buildCost                           1280 //680                         ; resource units to build
    buildTime                           85                           ; time in seconds to build
    maxhealth                           13000 //26200                         ; hit points
    groupSize                           2                            ; size of group ships of this type tend to form
    repairTime                          18                            ; every this many seconds
    repairDamage                        150                          ; this much damage is repaired
    repairCombatTime                    25                            ; every this many seconds
    repairCombatDamage                  75                           ; this much damage is repaired
    
    blastRadiusShockWave                1.75
    blastRadiusDamage                   125
    
    canReceiveResources                 TRUE                         ; Resource Collectors,etc can deposit resources in this ship
    canReceiveShips                     TRUE                         ; other ships can dock in this ship
    
    canReceiveFighters                  TRUE
    canReceiveCorvettes                 TRUE
    canReceiveResourceCollectors        TRUE
    
    canHandleNumShipsDocking            9
    canHandleNumShipsDepositingRU       1
    
    pumpFuelRate                        300.0               ; how fast resource controller pumps fuel in.
    
    dockShipRange                       500            ; how close ships should get before considering docking (to ship surface)
    
    repairOtherShipRate                 0.15                         ; how fast carrier heals damaged ships.  Percentage of the ship's health that gets repaired every univupdate (16 times a second)
    repairResourceCollectorRate         0.15
    
    
    ;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
    
    NUMBER_OF_NAV_LIGHTS           6
    
    ; format is NavLight            name, type, blinkrate (in seconds), size (in meters), min LOD, texture name
    NavLight                        antenna,        NAVLIGHT_Default, 2,   1,   0,    7, 2, etg\textures\glow32
    NavLight                        antenna1,       NAVLIGHT_Default, 2,   1,   0,    7, 2, etg\textures\glow32
    NavLight                        antenna2,       NAVLIGHT_Default, 2,   1,   0,    7, 2, etg\textures\glow32
    NavLight                        rtresdock,      NAVLIGHT_Default, 0.5, 2.5, 0,    10, 2, etg\textures\glow32
    NavLight                        ltresdock,      NAVLIGHT_Default, 0.5, 2.5, 0,    10, 2, etg\textures\glow32
    NavLight                        dock,           NAVLIGHT_Default, 1,   1,   0,    7, 2, etg\textures\glow32
    
    ;Explosions
    ;=--------=
    explosionType                       ET_FrigateExplosion
    
    
    NUMBER_OF_DOCK_POINTS           9
    
    ; 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                       Res,LatchPoint,300,300,800,2,4
    DockPoint                       CorvL,LatchPoint,300,300,500,0,6
    DockPoint                       CorvR,LatchPoint,300,300,500,0,6
    DockPoint                       FightL0,LatchPoint,300,300,800,2,5
    DockPoint                       FightL1,LatchPoint,300,300,800,2,5
    DockPoint                       FightL2,LatchPoint,300,300,800,2,5
    DockPoint                       FightR0,LatchPoint,300,300,800,2,1
    DockPoint                       FightR1,LatchPoint,300,300,800,2,1
    DockPoint                       FightR2,LatchPoint,300,300,800,2,1
    
    NUMBER_OF_DOCK_OVERIDES         2
    
    ;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,1,2,0,1,-3.3,3.3,3.3
    DockOveride     R2,ResourceCollector,1,6,4,1,-27.3,-3.5,0.0
    
    
    
    NUMBER_OF_SALVAGE_POINTS        3
    NUM_NEEDED_FOR_SALVAGE          3               ;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
    
    BindAnimations      1
    
    ;MadStartInfo        needs a starting     /Animation Text Name(no spaces allowed!)
                         animation(1-yes,0-no)/
    MadStartInfo                   1 , open , 1 , open
    
    ;see ASF or antoher mad ship for example
    MadSpecialCaseAnims                     1, open, 1, close, 0,blah, 1, damageclose
    
    ;Ships health must be below this percentage to use the damaged animations.
    madGunOpenDamagedHealthThreshold                0.70    ;<= 1.0f
    
    
    
    ;Engine Glow
    ;=---------=
    trailWidth         130.0
    trailHeight        205.0
    trailLength        145.0
    trailScaleCap        0.000160
    ;trailScaleCap        0.000220
    
    ;Special Ops variables
    
    //distance ship will 'give' fuel to stranded ship so it can dock with ship
    repairApproachDistance                  700.0
    canSpecialBandBoxFriendlies             TRUE
    
    minimumZoomDistance                 500
    
    Overlay_Selection_Scalar            0.7         ; scale the tactical overlay by this amount
    
    ;Override face-specific damage:
    collSideModifiers[TRANS_UP]         0.9
    collSideModifiers[TRANS_DOWN]       0.9
    collSideModifiers[TRANS_RIGHT]      1.0
    collSideModifiers[TRANS_LEFT]       1.0
    collSideModifiers[TRANS_FORWARD]    0.8
    collSideModifiers[TRANS_BACK]       1.4
    
    
    {}{}{}
    
    
    
    Salvage Corvette ~ SalCapCorvette
    {}{}{}
    [SalCapCorvette]
    
    ;Source Files
    ;=----------=
    LODFile                             SalCapCorvette.lod
    pMexData                            SalCapCorvette\Rl0\LOD0\SalCapCorvette.mex
    
    ;Ship Physics
    ;=----------=
    mass                                400.0                        ; ship mass [fighter = 1]
    momentOfInertiaX                    40.0                     ; resistance to rotation
    momentOfInertiaY                    40.0                     ; [fighter = 1]
    momentOfInertiaZ                    40.0
    maxvelocity                         425.0                      ; [fighter = 1000]
    maxrot                              10.0                       ; maximum rotation speed [don't make faster than ~10]
    
    ;Basic Ship Stats
    ;=--------------=
    shipclass                           CLASS_Corvette
    buildCost                           220                        ; resource units to build
    buildTime                           40                         ; time in seconds to build
    maxhealth                           1250 //2500                        ; hit points
    maxfuel                             30000.0
    lowfuelpoint                        0.25                       ; percentage of tank which is considered "low on fuel"
    fuelburnrate                        0.036
    attackfuelburnrate                  0.036
    groupSize                           2                          ; size of group ships of this type tend to form
    
    blastRadiusDamage                   230
    
    repairTime                          18                           ; every this many seconds
    repairDamage                        12                         ; this much damage is repaired
    repairCombatTime                    28                           ; every this many seconds
    repairCombatDamage                  6                            ; this much damage is repaired
    
    
    ;Moving Around
    ;=-----------=
    thruststrength[TRANS_UP]            190.0                      ; acceleration (m/s^2) [1-1000 approx. range]
    thruststrength[TRANS_DOWN]          190.0
    thruststrength[TRANS_RIGHT]         190.0
    thruststrength[TRANS_LEFT]          190.0
    thruststrength[TRANS_FORWARD]       190.0
    thruststrength[TRANS_BACK]          190.0
    rotstrength[ROT_YAWLEFT]              0.5                    ; rotational acceleration (deg/s^2) [0.01 - 1.0]
    rotstrength[ROT_YAWRIGHT]             0.5
    rotstrength[ROT_PITCHUP]              0.5
    rotstrength[ROT_PITCHDOWN]            0.5
    rotstrength[ROT_ROLLRIGHT]            0.5
    rotstrength[ROT_ROLLLEFT]             0.5
    turnspeed[TURN_YAW]                   1.1
    turnspeed[TURN_PITCH]                 1.1
    turnspeed[TURN_ROLL]                  1.1
    
    ;No Weapons!  Use the salvage 'beam' to do damage
    ;=----------------------------------------------=
    
    ;Ship AI
    ;=-----=
    repositionTime                      1                        ; time in seconds which corvette will spend to reposition
                                                                   ; itself to a new location for it to fire.
    circleRange                         800.0
    
    fullMovementFreedom                 TRUE
    
    
    ;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
    
    
    
    
    
    ;Engine trails
    ;=-----------=
    trailWidth                          30.0
    trailHeight                          4.75
    
    trailWidth2                         30.0
    trailHeight2                         4.75
    
    ;Special Salvaging/Capturing Info
    ;=-------=
    HealthThreshold                         0.25             ;if ship isn't below this ratio of health to max health, corv will attack it
    healthRemovedPerSecond                  100.0             ;health deducted from target every second once clamped on to it
    getTechTime             30.0        ;time it takes to strip tech from a ship, temporary
    flyToDistance                          2000.0           ;range from target at which time salcap begins docking cone maneuvers..don't make too close
    maxPushingVelocitySingle                300.0            ;salcap can't push a single target faster than this (if the ship requires more than 1 salcap)
    noLightClampingDistance                 100.0
    canSingleClickSpecialActivate           TRUE
    
    minimumZoomDistance                 100
    
    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
    
    {}{}{}
    
    
    
    Sensors Array ~ SensorArray
    {}{}{}
    [SensorArray]
    
    ;Source Files
    ;=----------=
    LODFile                             SensorArray.lod
    pMexData                            SensorArray\Rl0\LOD0\SensorArray.mex
    
    ;Ship Physics
    ;=----------=
    mass                                810.0                        ; ship mass [fighter = 1]
    momentOfInertiaX                    250.0                        ; resistance to rotation
    momentOfInertiaY                    250.0                        ; [fighter = 1]
    momentOfInertiaZ                    250.0
    maxvelocity                         280.0                      ; [fighter = 1000]
    maxrot                              5.0                       ; maximum rotation speed [don't make faster than ~10]
    
    ;Basic Ship Stats
    ;=--------------=
    shipclass                           CLASS_NonCombat
    buildCost                           1000                        ; resource units to build
    buildTime                           80                         ; time in seconds to build
    maxhealth                           4500 //7500                       ; hit points
    groupSize                           3                          ; size of group ships of this type tend to form
    
    collBoxScaleRight                   10.2
    collBoxScaleForward                 0.5
    
    collBoxOffsetZ                      -65.0
    
    repairTime                          18                           ; every this many seconds
    repairDamage                        75                         ; this much damage is repaired
    repairCombatTime                    18                           ; every this many seconds
    repairCombatDamage                  25                            ; this much damage is repaired
    
    
    blastRadiusShockWave                1.75
    blastRadiusDamage                   125
    
    ;Moving Around
    ;=-----------=
    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
    
    ;No Weapons
    ;=-----=
    
    
    ;Ship AI
    ;=-----=
    repositionTime                      4.0                        ; time in seconds which corvette will spend to reposition
                                                                   ; itself to a new location for it to fire.
    badAI                               FALSE                      ; normally set this to FALSE
    
    
    NUMBER_OF_SALVAGE_POINTS        3
    NUM_NEEDED_FOR_SALVAGE          3               ;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
    SalvagePoint                       Point3,AttachPoint
    
    
    BindAnimations                      1
    
    ;MadStartInfo        needs a starting     /Animation Text Name(no spaces allowed!)
                         animation(1-yes,0-no)/   <!!! NEED SPACING EXACTLY AS IS! !!!>
    MadStartInfo                   0 , blah , 1 , Ears_Open
    
    ;if this doesn't
    ;makes sence, ask Bryce         number, opening names, number, closing names, number, opening damaged names, number, closing damaged names
    MadDockAnims                     1, Ears_Open, 1, Ears_Close, 0,damage_open, 0, damage_close
    
    ;Ships health must be below this percentage to use the damaged animations.
    madGunOpenDamagedHealthThreshold                0.70    ;<= 1.0f
    
    
    ;Explosions
    ;=--------=
    explosionType                       ET_CorvetteExplosion
    
    
    minimumZoomDistance              	525
    
    Overlay_Selection_Scalar            0.7         ; scale the tactical overlay by this amount
    
    {}{}{}
    
    
    
    Destroyer ~ StandardDestroyer
    {}{}{}
    [StandardDestroyer]
    
    ;Source Files
    ;=----------=
    pMexData                            StandardDestroyer\Rl0\LOD0\StandardDestroyer.mex
    LODFile                             StandardDestroyer.lod
    
    ;Ship Physics
    ;=----------=
    mass                                4810.0      ; ship mass [fighter = 1]
    momentOfInertiaX                    1210.0      ; resistance to rotation
    momentOfInertiaY                    1210.0      ; [fighter = 1]
    momentOfInertiaZ                    1210.0
    maxvelocity                         315.0       ; [fighter = 1000]
    maxrot                              2.0        ; maximum rotation speed [don't make faster than ~10]
    
    ;Basic Ship Stats
    ;=--------------=
    shipclass                           CLASS_Destroyer
    isCapitalShip                       TRUE
    buildCost                           1950 //1550        ; resource units to build
    buildTime                           200         ; time in seconds to build
    maxhealth                           22000 //88000       ; hit points
    groupSize                           1                   ; size of group ships of this type tend to form
    repairTime                          14                   ; every this many seconds
    repairDamage                        220                  ; this much damage is repaired
    repairCombatTime                    18
    repairCombatDamage                  110
    
    blastRadiusShockWave                1.75
    blastRadiusDamage                   125
    
    ;Moving Around
    ;=-----------=
    thruststrength[TRANS_UP]            26.0        ; acceleration (m/s^2) [1-1000 approx. range]
    thruststrength[TRANS_DOWN]          26.0
    thruststrength[TRANS_RIGHT]         26.0
    thruststrength[TRANS_LEFT]          26.0
    thruststrength[TRANS_FORWARD]       29.0
    thruststrength[TRANS_BACK]          19.0
    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
    
    canTargetMultipleTargets            TRUE
    rotateToRetaliate                   TRUE
    passiveRetaliateZone                7000.0
    tooCloseRange                       500.0
    
    
    ;Weapons
    ;=------=
    NUMBER_OF_GUNS                      4
    
    ;Right side Ion cannon
    //Desired Range = 6000
    //ADD this amount: 534 to compensate for centrepoint
    //ADD this amount: 892 to compensate for stopping distance
    GUN         0
    {
    Type                            GUN_NewGimble
    SoundType                       GS_LargeIonCannon
    BulletType                      BULLET_Beam
    DamageLo                        45                            ; damage variance per shot - low  (continuous damage for BULLET_Beam)
    DamageHi                        55                            ; damage variance per shot - high
    BulletLength                    7426.0                        ; visual only.  Length of bullet on screen
    BulletRange                     6426.0                        ; distance bullets travel before disappearing
    BulletSpeed                     5000.0                           ; measured in m/s.
    BulletLifeTime                  2.2
    BulletMass                      0.75                           ; mass of bullet
    FireTime                        14.5                           ; fire repeat rate (reciprocal = shots/second)
    minturnangle                   -10.0                    ; degrees
    maxturnangle                     5.0
    mindeclination                 -10.0
    maxdeclination                  10.0
    maxanglespeed                 360.0                    ; degrees/s
    maxdeclinationspeed           360.0
    BarrelLength                   108.0
    TriggerHappy                    2
    angletracking                       1.5
    declinationtracking                 1.5
    }
    
    ;Left side Ion cannon
    //Desired Range = 6000
    //ADD this amount: 534 to compensate for centrepoint
    //ADD this amount: 892 to compensate for stopping distance
    GUN         1
    {
    Type                            GUN_NewGimble
    SoundType                       GS_LargeIonCannon
    BulletType                      BULLET_Beam
    DamageLo                        45                            ; damage variance per shot - low  (continuous damage for BULLET_Beam)
    DamageHi                        55                            ; damage variance per shot - high
    BulletLength                    7426.0                        ; visual only.  Length of bullet on screen
    BulletRange                     6426.0                        ; distance bullets travel before disappearing
    BulletSpeed                     5000.0                           ; measured in m/s.
    BulletLifeTime                  2.2
    BulletMass                      0.75                           ; mass of bullet
    FireTime                        14.5                           ; fire repeat rate (reciprocal = shots/second)
    minturnangle                  -5.0                    ; degrees
    maxturnangle                   10.0
    mindeclination                -10.0
    maxdeclination                 10.0
    maxanglespeed                 360.0                    ; degrees/s
    maxdeclinationspeed           360.0
    BarrelLength                   108.0
    TriggerHappy                    2
    angletracking                       1.5
    declinationtracking                 1.5
    }
    
    
    ;Bottom turret
    //Desired Range =  4000
    //ADD this amount: 291 to compensate for centrepoint
    //ADD this amount: 892 to compensate for stopping distance
    GUN         2
    {
    Type                                GUN_NewGimble                   ; type of gun - either GUN_Fixed or GUN_Gimble
    SoundType                           GS_VeryLargeEnergyCannon
    DamageLo                                700          ; damage variance per shot - low
    DamageHi                                900          ; damage variance per shot - high
    BulletLength                            30.0                ; visual only.  Length of bullet on screen
    BulletRange                           6183.0                ; distance bullets travel before disappearing
    BulletSpeed                           4300.0                ; measured in m/s.
    BulletMass                               9.0                    ; mass of bullet
    FireTime                                 5.7            ; fire repeat rate (reciprocal = shots/second)
    TriggerHappy                            2.0
    minturnangle                          -110.0                    ; degrees
    maxturnangle                           110.0
    mindeclination                         -5.0
    maxdeclination                          30.0
    maxanglespeed                          420.0                    ; degrees/s
    maxdeclinationspeed                    420.0
    angletracking                            1.8
    declinationtracking                      1.8
    BarrelLength                            26.0
    RecoilLength                            14.0
    BulletLifeTime                  4.0                            ;Life time of bullet
    }
    
    ;Top turret
    //Desired Range =  4000
    //ADD this amount: 509 to compensate for centrepoint
    //ADD this amount: 892 to compensate for stopping distance
    GUN         3
    {
    Type                                GUN_NewGimble                   ; type of gun - either GUN_Fixed or GUN_Gimble
    SoundType                           GS_VeryLargeEnergyCannon
    DamageLo                                700          ; damage variance per shot - low
    DamageHi                                900          ; damage variance per shot - high
    BulletLength                            20.0                ; visual only.  Length of bullet on screen
    BulletRange                           6401.0                ; distance bullets travel before disappearing
    BulletSpeed                           4300.0                ; measured in m/s.
    BulletMass                               9.0                    ; mass of bullet
    FireTime                                 5.7            ; fire repeat rate (reciprocal = shots/second)
    TriggerHappy                             2.0
    minturnangle                          -120.0                    ; degrees
    maxturnangle                           120.0
    mindeclination                         -5.0
    maxdeclination                          30.0
    maxanglespeed                          420.0                    ; degrees/s
    maxdeclinationspeed                    420.0
    angletracking                            1.8
    declinationtracking                      1.8
    BarrelLength                            26.0
    RecoilLength                            14.0
    BulletLifeTime                  4.0                            ;Life time of bullet
    }
    
    NUMBER_OF_SALVAGE_POINTS        3
    NUM_NEEDED_FOR_SALVAGE          3               ;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
    
    
    NUMBER_OF_NAV_LIGHTS           7
    
    ; format is NavLight            name, type, blinkrate (in seconds), size (in meters), min LOD, texture name
    NavLight                        antenna,    NAVLIGHT_Default, 2,   1, 0,    8, 2, etg\textures\glow32
    NavLight                        antenna1,   NAVLIGHT_Default, 2,   1, 0,    8, 2, etg\textures\glow32
    NavLight                        antenna2,   NAVLIGHT_Default, 2,   1, 0,    8, 2, etg\textures\glow32
    NavLight                        wing,       NAVLIGHT_Default, 0.5, 1, 0,    10, 2, etg\textures\glow32
    NavLight                        wing1,      NAVLIGHT_Default, 0.5, 1, 0,    10, 2, etg\textures\glow32
    NavLight                        bridge,      NAVLIGHT_Default, 0.5, 1, 0,    7, 2, etg\textures\glow32
    NavLight                        bottom,      NAVLIGHT_Default, 0.5, 1, 0,    6, 2, etg\textures\glow32
    
    ;Explosions
    ;=--------=
    explosionType                       ET_CarrierExplosion
    
    
    //bottom gun
    BindGun                             StandardDestroyerGun(1) Gun3,Azimuth,Recoil,Frequency 1
    //top gun
    BindGun                             StandardDestroyerGun(2) Gun2,Azimuth,Recoil,Frequency 1
    //Left gun: Ion Cannon
    BindGun                             StandardDestroyerIonBase(1) Gun1,Azimuth,Frequency 1
    BindGun                             StandardDestroyerIonCannon(2) Gun1,Declination,Frequency 1
    //Right gun: Ion Cannon
    BindGun                             StandardDestroyerIonBase(2) Gun0,Azimuth,Frequency 1
    BindGun                             StandardDestroyerIonCannon(1) Gun0,Declination,Frequency 1
    
    
    
    ;Engine Glow
    ;=---------=
    trailWidth    130.0
    trailHeight   184.0
    trailLength   180.0
    trailScaleCap 0.000196
    
    minimumZoomDistance                     650
    
    Overlay_Selection_Scalar            0.8         ; scale the tactical overlay by this amount
    
    
    
    {}{}{}
    
    
    
    Assault Frigate ~ standardfrigate
    {}{}{}
    [StandardFrigate]
    
    ;Source Files
    ;=----------=
    LODFile                             StandardFrigate.lod
    pMexData                            StandardFrigate\Rl0\LOD0\StandardFrigate.mex
    
    ;Ship Physics
    ;=----------=
    mass                                1212.0                          ; ship mass [fighter = 1]
    momentOfInertiaX                    1020.0                          ; resistance to rotation
    momentOfInertiaY                    1022.0                          ; [fighter = 1]
    momentOfInertiaZ                    1022.0
    maxvelocity                         385.0                        ; [fighter = 1000]
    maxrot                              2.0                          ; maximum rotation speed [don't make faster than ~10]
    
    ;Basic Ship Stats
    ;=--------------=
    shipclass                           CLASS_Frigate
    isCapitalShip                       TRUE
    buildCost                           775 //575                          ; resource units to build
    buildTime                           70                           ; time in seconds to build
    maxhealth                           9000 //18000                         ; hit points
    groupSize                           2                            ; size of group ships of this type tend to form
    repairTime                          15                           ; every this many seconds
    repairDamage                        125                         ; this much damage is repaired
    repairCombatTime                    20                           ; every this many seconds
    repairCombatDamage                  62                            ; 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]            0.09                          ; 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]                 0.6                          ; speed at which ship tries to turn (1=standard)
    turnspeed[TURN_PITCH]               0.6
    turnspeed[TURN_ROLL]                0.6
    
    ;Weapons
    ;=-----=
    
    canTargetMultipleTargets            TRUE
    rotateToRetaliate                   TRUE
    passiveRetaliateZone                7000.0
    
                                                                   ; itself to a new location for it to fire.
    
    
    tooCloseRange                       500.0
    
    NUMBER_OF_GUNS                      6
    
    ;Top gun
    GUN         0
    //ADD this amount: 147 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_LargeEnergyCannon
    DamageLo                            240                          ; damage variance per shot - low
    DamageHi                            260                          ; damage variance per shot - high
    BulletLength                        18.0                        ; visual only.  Length of bullet on screen
    BulletRange                         5731.0                      ; distance bullets travel before disappearing
    BulletSpeed                         4300.0                      ; measured in m/s.
    BulletMass                          3.0                         ; mass of bullet
    FireTime                            4.9                         ; fire repeat rate (reciprocal = shots/second)
    TriggerHappy                         2.0
    minturnangle                       -110.0                      ; degrees
    maxturnangle                        110.0
    mindeclination                      -10.0
    maxdeclination                       10.0
    maxanglespeed                       460.0                        ; degrees/s
    maxdeclinationspeed                 460.0
    angletracking                       2.8
    declinationtracking                 2.8
    BarrelLength                        19.0
    RecoilLength                        15
    BulletLifeTime                  4.0                            ;Life time of bullet
    }
    
    ;Right side gun
    GUN         1
    //ADD this amount: 147 to compensate for centrepoint
    //ADD this amount: 784 to compensate for stopping distance
    {
    Type                                GUN_NewGimble
    SoundType                           GS_LargeEnergyCannon
    DamageLo                            240
    DamageHi                            260
    BulletLength                        18.0
    BulletRange                         5731.0
    BulletSpeed                         4300.0
    BulletMass                          3.0
    FireTime                            4.9
    TriggerHappy                         2.0
    minturnangle                       -110.0                      ; degrees
    maxturnangle                        110.0
    mindeclination                      -10.0
    maxdeclination                       10.0
    maxanglespeed                       460.0                        ; degrees/s
    maxdeclinationspeed                 460.0
    angletracking                       2.8
    declinationtracking                 2.8
    BarrelLength                        21.0
    RecoilLength                        15
    BulletLifeTime                  4.0                            ;Life time of bullet
    }
    
    ;Left side gun
    GUN         2
    //ADD this amount: 147 to compensate for centrepoint
    //ADD this amount: 784 to compensate for stopping distance
    {
    Type                                GUN_NewGimble
    SoundType                           GS_LargeEnergyCannon
    DamageLo                            240
    DamageHi                            260
    BulletLength                        18.0
    BulletRange                         5731.0
    BulletSpeed                         4300.0
    BulletMass                          3.0
    FireTime                            4.9
    TriggerHappy                         2.0
    minturnangle                       -110.0                      ; degrees
    maxturnangle                        110.0
    mindeclination                      -10.0
    maxdeclination                       10.0
    maxanglespeed                       460.0                        ; degrees/s
    maxdeclinationspeed                 460.0
    angletracking                       2.8
    declinationtracking                 2.8
    BarrelLength                        21.0
    RecoilLength                        15
    BulletLifeTime                  4.0                            ;Life time of bullet
    }
    
    GUN         3
    //ADD this amount: 110 to compensate for centrepoint
    //ADD this amount: 784 to compensate for stopping distance
    {
    Type                                GUN_Gimble                    ; type of gun - either GUN_Fixed or GUN_Gimble
    SoundType                           GS_MediumPlasmaBomb
    BulletType                          BULLET_PlasmaBomb
    DamageLo                            620                           ; damage variance per shot - low
    DamageHi                            660                           ; damage variance per shot - high
    MinAngle                            0
    MaxAngle                            10
    BulletLength                        4.0                          ; visual only.  Length of bullet on screen
    BulletRange                         3894.0                       ; distance bullets travel before disappearing
    BulletSpeed                         3000.0                        ; measured in m/s.
    BulletMass                          5.0                          ; mass of bullet
    FireTime                            12.0                          ; fire repeat rate (reciprocal = shots/second)
    BulletLifeTime                  4.0                            ;Life time of bullet
    TriggerHappy                    1.0
    angletracking                       1.0
    declinationtracking                 1.0
    }
    
    GUN         4
    //ADD this amount: 110 to compensate for centrepoint
    //ADD this amount: 784 to compensate for stopping distance
    {
    Type                                GUN_Gimble                    ; type of gun - either GUN_Fixed or GUN_Gimble
    SoundType                           GS_MediumPlasmaBomb
    BulletType                          BULLET_PlasmaBomb
    DamageLo                            620                           ; damage variance per shot - low
    DamageHi                            660                          ; damage variance per shot - high
    MinAngle                            0
    MaxAngle                            10
    BulletLength                        4.0                          ; visual only.  Length of bullet on screen
    BulletRange                         3894.0                       ; distance bullets travel before disappearing
    BulletSpeed                         3000.0                        ; measured in m/s.
    BulletMass                          5.0                          ; mass of bullet
    FireTime                            12.0                          ; fire repeat rate (reciprocal = shots/second)
    BulletLifeTime                  4.0                            ;Life time of bullet
    TriggerHappy                    1.0
    angletracking                       1.0
    declinationtracking                 1.0
    SlaveDriver                              3
    }
    
    ;Bottom gun
    GUN         5
    {
    //ADD this amount: 147 to compensate for centrepoint
    //ADD this amount: 784 to compensate for stopping distance
    Type                                GUN_NewGimble
    SoundType                           GS_LargeEnergyCannon
    DamageLo                            240
    DamageHi                            260
    BulletLength                        18.0
    BulletRange                         5731.0
    BulletSpeed                         4300.0
    BulletMass                          2.0
    FireTime                            4.9
    TriggerHappy                         2.0
    minturnangle                       -110.0                      ; degrees
    maxturnangle                        110.0
    mindeclination                      -10.0
    maxdeclination                       10.0
    maxanglespeed                       460.0                        ; degrees/s
    maxdeclinationspeed                 460.0
    angletracking                       2.8
    declinationtracking                 2.8
    BarrelLength                        19.0
    RecoilLength                        15
    BulletLifeTime                  4.0                            ;Life time of bullet
    }
    
    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                        antenna,    NAVLIGHT_Default, 2, 1, 0,  7, 2, etg\textures\glow32
    NavLight                        antenna1,       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
    
    ;Explosions
    ;=--------=
    explosionType                       ET_FrigateExplosion
    
    
    
    //top gun
    BindGun                             StandardFrigateGun(3) Gun0,Azimuth,Recoil,Frequency 1
    //bottom gun
    BindGun                             StandardFrigateGun(1) Gun5,Azimuth,Recoil,Frequency 1
    //right gun
    BindGun                             StandardFrigateGun(4) Gun1,Azimuth,Recoil,Frequency 1
    //left gun
    BindGun                             StandardFrigateGun(2) Gun2,Azimuth,Recoil,Frequency 1
    
    
    ;Engine Glow
    ;=---------=
    trailWidth    60.0
    trailHeight   100.0
    trailLength   90.0
    trailStyle    3
    trailScaleCap 0.00025
    
    minimumZoomDistance                 240
    
    Overlay_Selection_Scalar            1.0         ; scale the tactical overlay by this amount
    
    
    {}{}{}
    
    
    
    Target Drone ~ targetdrone
    {}{}{}
    [TargetDrone]
    
    ;Source Files
    ;=----------=
    LODFile                             TargetDrone.lod
    pMexData                            TargetDrone\Rl0\LOD0\TargetDrone.mex
    
    ;Ship Physics
    ;=----------=
    mass                                25.0                           ; ship mass [fighter = 1]
    momentOfInertiaX                    25.0                           ; resistance to rotation
    momentOfInertiaY                    25.0                           ; [fighter = 1]
    momentOfInertiaZ                    25.0
    maxvelocity                         650.0                         ; [fighter = 1000]
    maxrot                              10.0                          ; maximum rotation speed [don't make faster than ~10]
    
    ;Basic Ship Stats
    ;=--------------=
    shipclass                           CLASS_NonCombat
    buildCost                           1                           ; resource units to build
    buildTime                           1                             ; time in seconds to build
    maxhealth                           38                           ; hit points
    maxfuel                             1600000.0
    lowfuelpoint                        0.35                          ; percentage of tank which is considered "low on fuel"
    fuelburnrate                        0.0001                        ; based on distance ship moves in the world
    groupSize                           5                             ; size of group ships of this type tend to form
    
    blastRadiusShockWave                6.0
    blastRadiusDamage                   75
    
    ;Moving Around
    ;=-----------=
    thruststrength[TRANS_UP]             450.0                        ; acceleration (m/s^2) [1-1000 approx. range]
    thruststrength[TRANS_DOWN]           450.0
    thruststrength[TRANS_RIGHT]          450.0
    thruststrength[TRANS_LEFT]           450.0
    thruststrength[TRANS_FORWARD]        450.0
    thruststrength[TRANS_BACK]           450.0
    rotstrength[ROT_YAWLEFT]            100.0                         ; rotational acceleration (deg/s^2) [0.01 - 10]
    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
    
    
    ;Weapons
    ;=-----=
    ;No weapons
    
    rotateToRetaliate                   TRUE                ; points towards targets in mock combat
    
    ;BindAnimations      1
    
    ;MadStartInfo        needs a starting     /Animation Text Name(no spaces allowed!)
                         animation(1-yes,0-no)/
    ;MadStartInfo                   0 , blah , 1 , 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, open, 1, close, 0,blah, 0, blah
    
    ;Ships health must be below this percentage to use the damaged animations.
    ;madGunOpenDamagedHealthThreshold                0.70    ;<= 1.0f
    
    ;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_InterceptorExplosion
    
    ;Scaling effects
    ;=--------=
    N-LIPS                              0.000250                 ; Max value for Interceptors 0.0005
    scaleCap                            0.000419961              ; Minimum scaling cap
    scaleFactor                         1.0                      ; Used for debugging
    
    ;Engine trails
    ;=-----------=
    trailWidth                         3.0
    trailHeight                        3.0
    trailSpriteRadius                 15.0
    trailSpriteOffset                 -2.0
    
    trailWidth2                        3.0
    trailHeight2                       3.0
    trailSpriteRadius2                15.0
    trailSpriteOffset2                -2.0
    
    minimumZoomDistance                 65
    
    
    ;Ship AI
    ;=-----=
    
    ;|||||||||||||||||||||||||||||||||||||||||------EVASIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
    ;|||||||||||||||||||||||||||||||||||||||||------EVASIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
    ;|||||||||||||||||||||||||||||||||||||||||------EVASIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
    
    ;[Default]  --  used for ships where nothing else is defined (default behaviour)
    ;
    flyPastDist             Evasive     Default             2500.0        ; dist which ship will try to fly past target - relative to CENTRE of ship
    maxFlyAwayDist          Evasive     Default             2700.0        ; maximum distance ship will fly away from target - relative to CENTRE of ship
    breakRange              Evasive     Default              700.0        ; range at which ship will break off for another pass - relative to SURFACE of ship
    triggerHappy            Evasive     Default                5.0        ; how close in degrees the ship needs to be to fire fixed guns
    faceTargetAccuracy      Evasive     Default                2.5        ; within how many degrees will try to align itself with target
    maxAttackTime           Evasive     Default                8.0        ; maximum time ship will attack before breaking
    
                                                           ; Relative frequencies for:
    flightmanTurnaround     Evasive     Default             0,1,1,1,1              ; 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             5,5,30,30,10,10,10,0   ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasiveFront   Evasive     Default             5,5,30,30,10,10,10,0   ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasivePure    Evasive     Default             10,10,15,20,15,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    
    ;[CLASS_Mothership]
    ;
    flyPastDist             Evasive     CLASS_Mothership    6000.0
    maxFlyAwayDist          Evasive     CLASS_Mothership    8000.0
    breakRange              Evasive     CLASS_Mothership    2000.0
    triggerHappy            Evasive     CLASS_Mothership       5.0
    faceTargetAccuracy      Evasive     CLASS_Mothership       2.5
    maxAttackTime           Evasive     CLASS_Mothership       8.0
    
                                                           ; Relative frequencies for:
    flightmanTurnaround     Evasive     CLASS_Mothership    2,3,3,2,0             ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
    flightmanAIP            Evasive     CLASS_Mothership    8,3,0,0,0             ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
    flightmanEvasiveBehind  Evasive     CLASS_Mothership    13,13,18,0,18,13,13,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasiveFront   Evasive     CLASS_Mothership    13,13,18,0,18,13,13,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasivePure    Evasive     CLASS_Mothership    13,13,18,0,18,13,13,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    
    
    ;[CLASS_Carrier]
    ;
    flyPastDist             Evasive     CLASS_Carrier       4000.0
    maxFlyAwayDist          Evasive     CLASS_Carrier       4500.0
    breakRange              Evasive     CLASS_Carrier       1200.0
    triggerHappy            Evasive     CLASS_Carrier          5.0
    faceTargetAccuracy      Evasive     CLASS_Carrier          2.5
    maxAttackTime           Evasive     CLASS_Carrier          8.0
                                                           ; Relative frequencies for:
    flightmanTurnaround     Evasive     CLASS_Carrier       0,4,2,1,1       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
    flightmanAIP            Evasive     CLASS_Carrier       1,1,1,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
    flightmanEvasiveBehind  Evasive     CLASS_Carrier       0,0,0,0,0,0,0,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasiveFront   Evasive     CLASS_Carrier       0,0,0,0,0,0,0,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasivePure    Evasive     CLASS_Carrier       0,0,0,0,0,0,0,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    
    ;[CLASS_HeavyCruiser]
    ;
    flyPastDist             Evasive     CLASS_HeavyCruiser  4000.0
    maxFlyAwayDist          Evasive     CLASS_HeavyCruiser  4500.0
    breakRange              Evasive     CLASS_HeavyCruiser  1200.0
    triggerHappy            Evasive     CLASS_HeavyCruiser     5.0
    faceTargetAccuracy      Evasive     CLASS_HeavyCruiser     2.5
    maxAttackTime           Evasive     CLASS_HeavyCruiser     8.0
                                                           ; Relative frequencies for:
    flightmanTurnaround     Evasive     CLASS_HeavyCruiser  0,4,2,1,1       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
    flightmanAIP            Evasive     CLASS_HeavyCruiser  1,1,1,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
    flightmanEvasiveBehind  Evasive     CLASS_HeavyCruiser  0,0,0,0,0,0,0,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasiveFront   Evasive     CLASS_HeavyCruiser  0,0,0,0,0,0,0,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasivePure    Evasive     CLASS_HeavyCruiser  0,0,0,0,0,0,0,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    
    ;[CLASS_Destroyer]
    ;
    flyPastDist             Evasive     CLASS_Destroyer     3500.0
    maxFlyAwayDist          Evasive     CLASS_Destroyer     3800.0
    breakRange              Evasive     CLASS_Destroyer     1000.0
    triggerHappy            Evasive     CLASS_Destroyer        5.0
    faceTargetAccuracy      Evasive     CLASS_Destroyer        2.5
    maxAttackTime           Evasive     CLASS_Destroyer        8.0
                                                           ; Relative frequencies for:
    flightmanTurnaround     Evasive     CLASS_Destroyer     0,2,2,1,1       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
    flightmanAIP            Evasive     CLASS_Destroyer     1,1,1,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
    flightmanEvasiveBehind  Evasive     CLASS_Destroyer     0,0,0,0,0,0,0,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasiveFront   Evasive     CLASS_Destroyer     0,0,0,0,0,0,0,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasivePure    Evasive     CLASS_Destroyer     0,0,0,0,0,0,0,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    
    ;[CLASS_Frigate]
    ;
    flyPastDist             Evasive     CLASS_Frigate       3300.0   //3000
    maxFlyAwayDist          Evasive     CLASS_Frigate       3600.0   //3300
    breakRange              Evasive     CLASS_Frigate        925.0   //725
    triggerHappy            Evasive     CLASS_Frigate          5.0   //4
    faceTargetAccuracy      Evasive     CLASS_Frigate          2.0
    maxAttackTime           Evasive     CLASS_Frigate          8.0
                                                           ; Relative frequencies for:
    flightmanTurnaround     Evasive     CLASS_Frigate       0,2,2,1,1       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
    flightmanAIP            Evasive     CLASS_Frigate       1,1,1,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
    flightmanEvasiveBehind  Evasive     CLASS_Frigate       0,0,0,0,0,0,0,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasiveFront   Evasive     CLASS_Frigate       0,0,0,0,0,0,0,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasivePure    Evasive     CLASS_Frigate       0,0,0,0,0,0,0,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    
    ;[CLASS_Corvette]
    ;
    flyPastDist             Evasive     CLASS_Corvette       3200.0
    maxFlyAwayDist          Evasive     CLASS_Corvette       3600.0
    breakRange              Evasive     CLASS_Corvette       550.0
    triggerHappy            Evasive     CLASS_Corvette         4.5
    faceTargetAccuracy      Evasive     CLASS_Corvette         3.5
    maxAttackTime           Evasive     CLASS_Corvette         8.0
                                                           ; Relative frequencies for:
    flightmanTurnaround     Evasive     CLASS_Corvette      2,3,3,4,0             ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
    flightmanAIP            Evasive     CLASS_Corvette      1,1,0,0,0             ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
    flightmanEvasiveBehind  Evasive     CLASS_Corvette      13,13,18,0,18,13,13,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasiveFront   Evasive     CLASS_Corvette      13,13,18,0,18,13,13,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasivePure    Evasive     CLASS_Corvette      13,13,18,0,18,13,13,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    
    ;[CLASS_Fighter]
    ;
    flyPastDist             Evasive     CLASS_Fighter        3600.0
    maxFlyAwayDist          Evasive     CLASS_Fighter        3800.0
    breakRange              Evasive     CLASS_Fighter         600.0
    triggerHappy            Evasive     CLASS_Fighter          4.0
    faceTargetAccuracy      Evasive     CLASS_Fighter          0.5
    maxAttackTime           Evasive     CLASS_Fighter          8.0
                                                           ; Relative frequencies for:
    flightmanTurnaround     Evasive     CLASS_Fighter       0,1,1,1,1              ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
    flightmanAIP            Evasive     CLASS_Fighter       1,0,0,0,0              ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
    flightmanEvasiveBehind  Evasive     CLASS_Fighter       5,5,30,30,10,10,10,0   ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasiveFront   Evasive     CLASS_Fighter       0,0,0,0,0,0,0,0   ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasivePure    Evasive     CLASS_Fighter       10,10,15,20,15,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    
    ;[CLASS_Resource]
    ;
    flyPastDist             Evasive     CLASS_Resource      2600.0
    maxFlyAwayDist          Evasive     CLASS_Resource      2800.0
    breakRange              Evasive     CLASS_Resource       500.0
    triggerHappy            Evasive     CLASS_Resource         5.0
    faceTargetAccuracy      Evasive     CLASS_Resource         2.0
    maxAttackTime           Evasive     CLASS_Resource         8.0
                                                           ; Relative frequencies for:
    flightmanTurnaround     Evasive     CLASS_Resource      0,4,2,1,1       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
    flightmanAIP            Evasive     CLASS_Resource      1,1,0,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
    flightmanEvasiveBehind  Evasive     CLASS_Resource      0,0,0,0,0,0,0,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasiveFront   Evasive     CLASS_Resource      0,0,0,0,0,0,0,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasivePure    Evasive     CLASS_Resource      0,0,0,0,0,0,0,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    
    ;[CLASS_NonCombat]
    ;
    flyPastDist             Evasive     CLASS_NonCombat     2500.0
    maxFlyAwayDist          Evasive     CLASS_NonCombat     2700.0
    breakRange              Evasive     CLASS_NonCombat      500.0
    triggerHappy            Evasive     CLASS_NonCombat        5.0
    faceTargetAccuracy      Evasive     CLASS_NonCombat        2.5
    maxAttackTime           Evasive     CLASS_NonCombat        8.0
                                                           ; Relative frequencies for:
    flightmanTurnaround     Evasive     CLASS_NonCombat     0,4,2,1,1       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
    flightmanAIP            Evasive     CLASS_NonCombat     1,1,0,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
    flightmanEvasiveBehind  Evasive     CLASS_NonCombat     0,0,0,0,0,0,0,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasiveFront   Evasive     CLASS_NonCombat     0,0,0,0,0,0,0,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasivePure    Evasive     CLASS_NonCombat     0,0,0,0,0,0,0,0 ; 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             1800.0        ; dist which ship will try to fly past target - relative to CENTRE of ship
    maxFlyAwayDist          Neutral     Default             2100.0        ; maximum distance ship will fly away from target - relative to CENTRE of ship
    breakRange              Neutral     Default              700.0        ; range at which ship will break off for another pass - relative to SURFACE of ship
    triggerHappy            Neutral     Default                5.0        ; how close in degrees the ship needs to be to fire fixed guns
    faceTargetAccuracy      Neutral     Default                2.5        ; within how many degrees will try to align itself with target
    maxAttackTime           Neutral     Default                8.0        ; maximum time ship will attack before breaking
    
                                                           ; Relative frequencies for:
    flightmanTurnaround     Neutral     Default             0,0,0,0,0              ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
    flightmanAIP            Neutral     Default             0,0,0,0,0              ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
    flightmanEvasiveBehind  Neutral     Default             5,5,30,30,10,10,10,0   ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasiveFront   Neutral     Default             5,5,30,30,10,10,10,0   ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasivePure    Neutral     Default             10,10,15,20,15,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    
    ;[CLASS_Mothership]
    ;
    flyPastDist             Neutral     CLASS_Mothership    6000.0
    maxFlyAwayDist          Neutral     CLASS_Mothership    8000.0
    breakRange              Neutral     CLASS_Mothership    2000.0
    triggerHappy            Neutral     CLASS_Mothership       5.0
    faceTargetAccuracy      Neutral     CLASS_Mothership       2.5
    maxAttackTime           Neutral     CLASS_Mothership       8.0
    
                                                           ; Relative frequencies for:
    flightmanTurnaround     Neutral     CLASS_Mothership    0,0,0,0,0             ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
    flightmanAIP            Neutral     CLASS_Mothership    0,0,0,0,0             ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
    flightmanEvasiveBehind  Neutral     CLASS_Mothership    13,13,18,0,18,13,13,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasiveFront   Neutral     CLASS_Mothership    13,13,18,0,18,13,13,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasivePure    Neutral     CLASS_Mothership    13,13,18,0,18,13,13,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    
    
    ;[CLASS_Carrier]
    ;
    flyPastDist             Neutral     CLASS_Carrier       4000.0
    maxFlyAwayDist          Neutral     CLASS_Carrier       4500.0
    breakRange              Neutral     CLASS_Carrier       1200.0
    triggerHappy            Neutral     CLASS_Carrier          5.0
    faceTargetAccuracy      Neutral     CLASS_Carrier          2.5
    maxAttackTime           Neutral     CLASS_Carrier          8.0
                                                           ; Relative frequencies for:
    flightmanTurnaround     Neutral     CLASS_Carrier       0,0,0,0,0       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
    flightmanAIP            Neutral     CLASS_Carrier       0,0,0,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
    flightmanEvasiveBehind  Neutral     CLASS_Carrier       0,0,0,0,0,0,0,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasiveFront   Neutral     CLASS_Carrier       0,0,0,0,0,0,0,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasivePure    Neutral     CLASS_Carrier       0,0,0,0,0,0,0,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    
    ;[CLASS_HeavyCruiser]
    ;
    flyPastDist             Neutral     CLASS_HeavyCruiser  4000.0
    maxFlyAwayDist          Neutral     CLASS_HeavyCruiser  4500.0
    breakRange              Neutral     CLASS_HeavyCruiser  1200.0
    triggerHappy            Neutral     CLASS_HeavyCruiser     5.0
    faceTargetAccuracy      Neutral     CLASS_HeavyCruiser     2.5
    maxAttackTime           Neutral     CLASS_HeavyCruiser     8.0
                                                           ; Relative frequencies for:
    flightmanTurnaround     Neutral     CLASS_HeavyCruiser  0,0,0,0,0       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
    flightmanAIP            Neutral     CLASS_HeavyCruiser  0,0,0,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
    flightmanEvasiveBehind  Neutral     CLASS_HeavyCruiser  0,0,0,0,0,0,0,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasiveFront   Neutral     CLASS_HeavyCruiser  0,0,0,0,0,0,0,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasivePure    Neutral     CLASS_HeavyCruiser  0,0,0,0,0,0,0,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    
    ;[CLASS_Destroyer]
    ;
    flyPastDist             Neutral     CLASS_Destroyer     3500.0
    maxFlyAwayDist          Neutral     CLASS_Destroyer     3800.0
    breakRange              Neutral     CLASS_Destroyer     1000.0
    triggerHappy            Neutral     CLASS_Destroyer        5.0
    faceTargetAccuracy      Neutral     CLASS_Destroyer        2.5
    maxAttackTime           Neutral     CLASS_Destroyer        8.0
                                                           ; Relative frequencies for:
    flightmanTurnaround     Neutral     CLASS_Destroyer     0,0,0,0,0       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
    flightmanAIP            Neutral     CLASS_Destroyer     0,0,0,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
    flightmanEvasiveBehind  Neutral     CLASS_Destroyer     0,0,0,0,0,0,0,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasiveFront   Neutral     CLASS_Destroyer     0,0,0,0,0,0,0,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasivePure    Neutral     CLASS_Destroyer     0,0,0,0,0,0,0,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    
    ;[CLASS_Frigate]
    ;
    flyPastDist             Neutral     CLASS_Frigate       3300.0
    maxFlyAwayDist          Neutral     CLASS_Frigate       3600.0
    breakRange              Neutral     CLASS_Frigate        925.0  //725
    triggerHappy            Neutral     CLASS_Frigate          5.0
    faceTargetAccuracy      Neutral     CLASS_Frigate          2.0
    maxAttackTime           Neutral     CLASS_Frigate          8.0
                                                           ; Relative frequencies for:
    flightmanTurnaround     Neutral     CLASS_Frigate       0,0,0,0,0       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
    flightmanAIP            Neutral     CLASS_Frigate       0,0,0,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
    flightmanEvasiveBehind  Neutral     CLASS_Frigate       0,0,0,0,0,0,0,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasiveFront   Neutral     CLASS_Frigate       0,0,0,0,0,0,0,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasivePure    Neutral     CLASS_Frigate       0,0,0,0,0,0,0,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    
    ;[CLASS_Corvette]
    ;
    flyPastDist             Neutral     CLASS_Corvette      3200.0
    maxFlyAwayDist          Neutral     CLASS_Corvette      3600.0
    breakRange              Neutral     CLASS_Corvette      550.0
    triggerHappy            Neutral     CLASS_Corvette        5.5
    faceTargetAccuracy      Neutral     CLASS_Corvette        4.5
    maxAttackTime           Neutral     CLASS_Corvette        8.0
                                                            Relative frequenciesfor:
    flightmanTurnaround     Neutral     CLASS_Corvette     0,0,0,0,0            ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
    flightmanAIP            Neutral     CLASS_Corvette     0,0,0,0,0            ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
    flightmanEvasiveBehind  Neutral     CLASS_Corvette     13,13,18,0,18,13,13,0; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasiveFront   Neutral     CLASS_Corvette     13,13,18,0,18,13,13,0; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasivePure    Neutral     CLASS_Corvette     13,13,18,0,18,13,13,0; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    
    ;[CLASS_Fighter]
    ;
    flyPastDist             Neutral     CLASS_Fighter        3600.0
    maxFlyAwayDist          Neutral     CLASS_Fighter        3800.0
    breakRange              Neutral     CLASS_Fighter         600.0
    triggerHappy            Neutral     CLASS_Fighter          4.0
    faceTargetAccuracy      Neutral     CLASS_Fighter          0.5
    maxAttackTime           Neutral     CLASS_Fighter          8.0
                                                           ; Relative frequencies for:
    flightmanTurnaround     Neutral     CLASS_Fighter       0,0,0,0,0              ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
    flightmanAIP            Neutral     CLASS_Fighter       0,0,0,0,0              ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
    flightmanEvasiveBehind  Neutral     CLASS_Fighter       5,5,30,30,10,10,10,0   ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasiveFront   Neutral     CLASS_Fighter       0,0,0,0,0,0,0,0   ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasivePure    Neutral     CLASS_Fighter       10,10,15,20,15,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    
    ;[CLASS_Resource]
    ;
    flyPastDist             Neutral     CLASS_Resource      2600.0
    maxFlyAwayDist          Neutral     CLASS_Resource      2800.0
    breakRange              Neutral     CLASS_Resource       500.0
    triggerHappy            Neutral     CLASS_Resource         5.0
    faceTargetAccuracy      Neutral     CLASS_Resource         2.0
    maxAttackTime           Neutral     CLASS_Resource         8.0
                                                           ; Relative frequencies for:
    flightmanTurnaround     Neutral     CLASS_Resource      0,0,0,0,0       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
    flightmanAIP            Neutral     CLASS_Resource      0,0,0,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
    flightmanEvasiveBehind  Neutral     CLASS_Resource      0,0,0,0,0,0,0,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasiveFront   Neutral     CLASS_Resource      0,0,0,0,0,0,0,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasivePure    Neutral     CLASS_Resource      0,0,0,0,0,0,0,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    
    ;[CLASS_NonCombat]
    ;
    flyPastDist             Neutral     CLASS_NonCombat     2500.0
    maxFlyAwayDist          Neutral     CLASS_NonCombat     2700.0
    breakRange              Neutral     CLASS_NonCombat      500.0
    triggerHappy            Neutral     CLASS_NonCombat        5.0
    faceTargetAccuracy      Neutral     CLASS_NonCombat        2.5
    maxAttackTime           Neutral     CLASS_NonCombat        8.0
                                                           ; Relative frequencies for:
    flightmanTurnaround     Neutral     CLASS_NonCombat     0,0,0,0,0       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
    flightmanAIP            Neutral     CLASS_NonCombat     0,0,0,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
    flightmanEvasiveBehind  Neutral     CLASS_NonCombat     0,0,0,0,0,0,0,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasiveFront   Neutral     CLASS_NonCombat     0,0,0,0,0,0,0,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasivePure    Neutral     CLASS_NonCombat     0,0,0,0,0,0,0,0 ; 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             2500.0        ; dist which ship will try to fly past target - relative to CENTRE of ship
    maxFlyAwayDist          Aggressive      Default             2700.0        ; maximum distance ship will fly away from target - relative to CENTRE of ship
    breakRange              Aggressive      Default              700.0        ; range at which ship will break off for another pass - relative to SURFACE of ship
    triggerHappy            Aggressive      Default                5.0        ; how close in degrees the ship needs to be to fire fixed guns
    faceTargetAccuracy      Aggressive      Default                2.5        ; within how many degrees will try to align itself with target
    maxAttackTime           Aggressive      Default                8.0        ; maximum time ship will attack before breaking
    
                                                           ; Relative frequencies for:
    flightmanTurnaround     Aggressive      Default             0,1,1,1,1              ; 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             5,5,30,30,10,10,10,0   ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasiveFront   Aggressive      Default             5,5,30,30,10,10,10,0   ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasivePure    Aggressive      Default             10,10,15,20,15,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    
    ;[CLASS_Mothership]
    ;
    flyPastDist             Aggressive      CLASS_Mothership    6000.0
    maxFlyAwayDist          Aggressive      CLASS_Mothership    8000.0
    breakRange              Aggressive      CLASS_Mothership    2000.0
    triggerHappy            Aggressive      CLASS_Mothership       5.0
    faceTargetAccuracy      Aggressive      CLASS_Mothership       2.5
    maxAttackTime           Aggressive      CLASS_Mothership       8.0
    
                                                           ; Relative frequencies for:
    flightmanTurnaround     Aggressive      CLASS_Mothership    2,3,3,2,0             ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
    flightmanAIP            Aggressive      CLASS_Mothership    8,3,1,0,0             ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
    flightmanEvasiveBehind  Aggressive      CLASS_Mothership    13,13,18,0,18,13,13,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasiveFront   Aggressive      CLASS_Mothership    13,13,18,0,18,13,13,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasivePure    Aggressive      CLASS_Mothership    13,13,18,0,18,13,13,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    
    
    ;[CLASS_Carrier]
    ;
    flyPastDist             Aggressive      CLASS_Carrier       4000.0
    maxFlyAwayDist          Aggressive      CLASS_Carrier       4500.0
    breakRange              Aggressive      CLASS_Carrier       1200.0
    triggerHappy            Aggressive      CLASS_Carrier          5.0
    faceTargetAccuracy      Aggressive      CLASS_Carrier          2.5
    maxAttackTime           Aggressive      CLASS_Carrier          8.0
                                                               ; Relative frequencies for:
    flightmanTurnaround     Aggressive      CLASS_Carrier       0,4,2,1,1       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
    flightmanAIP            Aggressive      CLASS_Carrier       1,1,0,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
    flightmanEvasiveBehind  Aggressive      CLASS_Carrier       0,0,0,0,0,0,0,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasiveFront   Aggressive      CLASS_Carrier       0,0,0,0,0,0,0,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasivePure    Aggressive      CLASS_Carrier       0,0,0,0,0,0,0,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    
    ;[CLASS_HeavyCruiser]
    ;
    flyPastDist             Aggressive      CLASS_HeavyCruiser  4000.0
    maxFlyAwayDist          Aggressive      CLASS_HeavyCruiser  4500.0
    breakRange              Aggressive      CLASS_HeavyCruiser  1200.0
    triggerHappy            Aggressive      CLASS_HeavyCruiser     5.0
    faceTargetAccuracy      Aggressive      CLASS_HeavyCruiser     2.5
    maxAttackTime           Aggressive      CLASS_HeavyCruiser     8.0
                                                               ; Relative frequencies for:
    flightmanTurnaround     Aggressive      CLASS_HeavyCruiser  0,4,2,1,1       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
    flightmanAIP            Aggressive      CLASS_HeavyCruiser  1,1,0,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
    flightmanEvasiveBehind  Aggressive      CLASS_HeavyCruiser  0,0,0,0,0,0,0,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasiveFront   Aggressive      CLASS_HeavyCruiser  0,0,0,0,0,0,0,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasivePure    Aggressive      CLASS_HeavyCruiser  0,0,0,0,0,0,0,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    
    ;[CLASS_Destroyer]
    ;
    flyPastDist             Aggressive      CLASS_Destroyer     3500.0
    maxFlyAwayDist          Aggressive      CLASS_Destroyer     3800.0
    breakRange              Aggressive      CLASS_Destroyer     1000.0
    triggerHappy            Aggressive      CLASS_Destroyer        5.0
    faceTargetAccuracy      Aggressive      CLASS_Destroyer        2.5
    maxAttackTime           Aggressive      CLASS_Destroyer        8.0
                                                               ; Relative frequencies for:
    flightmanTurnaround     Aggressive      CLASS_Destroyer     0,2,2,1,1       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
    flightmanAIP            Aggressive      CLASS_Destroyer     1,0,0,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
    flightmanEvasiveBehind  Aggressive      CLASS_Destroyer     0,0,0,0,0,0,0,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasiveFront   Aggressive      CLASS_Destroyer     0,0,0,0,0,0,0,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasivePure    Aggressive      CLASS_Destroyer     0,0,0,0,0,0,0,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    
    ;[CLASS_Frigate]
    ;
    flyPastDist             Aggressive      CLASS_Frigate       3300.0
    maxFlyAwayDist          Aggressive      CLASS_Frigate       3600.0
    breakRange              Aggressive      CLASS_Frigate        925.0 //725
    triggerHappy            Aggressive      CLASS_Frigate          5.0
    faceTargetAccuracy      Aggressive      CLASS_Frigate          2.0
    maxAttackTime           Aggressive      CLASS_Frigate          8.0
    
                                                               ; Relative frequencies for:
    flightmanTurnaround     Aggressive      CLASS_Frigate       0,2,2,1,1       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
    flightmanAIP            Aggressive      CLASS_Frigate       1,0,0,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
    flightmanEvasiveBehind  Aggressive      CLASS_Frigate       0,0,0,0,0,0,0,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasiveFront   Aggressive      CLASS_Frigate       0,0,0,0,0,0,0,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasivePure    Aggressive      CLASS_Frigate       0,0,0,0,0,0,0,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    
    ;[CLASS_Corvette]
    ;
    flyPastDist             Aggressive      CLASS_Corvette       3000.0
    maxFlyAwayDist          Aggressive      CLASS_Corvette       3600.0
    breakRange              Aggressive      CLASS_Corvette       450.0
    triggerHappy            Aggressive      CLASS_Corvette         5.5
    faceTargetAccuracy      Aggressive      CLASS_Corvette         3.5
    maxAttackTime           Aggressive      CLASS_Corvette         8.0
                                                               ; Relative frequencies for:
    flightmanTurnaround     Aggressive      CLASS_Corvette      2,3,3,2,0             ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
    flightmanAIP            Aggressive      CLASS_Corvette      1,0,0,0,0             ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
    flightmanEvasiveBehind  Aggressive      CLASS_Corvette      13,13,18,0,18,13,13,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasiveFront   Aggressive      CLASS_Corvette      13,13,18,0,18,13,13,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasivePure    Aggressive      CLASS_Corvette      13,13,18,0,18,13,13,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    
    ;[CLASS_Fighter]
    ;
    flyPastDist             Aggressive      CLASS_Fighter        3600.0
    maxFlyAwayDist          Aggressive      CLASS_Fighter        3800.0
    breakRange              Aggressive      CLASS_Fighter         600.0
    triggerHappy            Aggressive      CLASS_Fighter          4.0
    faceTargetAccuracy      Aggressive      CLASS_Fighter          0.5
    maxAttackTime           Aggressive      CLASS_Fighter          8.0
                                                               ; Relative frequencies for:
    flightmanTurnaround     Aggressive      CLASS_Fighter       0,1,1,1,1              ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
    flightmanAIP            Aggressive      CLASS_Fighter       1,0,0,0,0              ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
    flightmanEvasiveBehind  Aggressive      CLASS_Fighter       5,5,30,30,10,10,10,0   ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasiveFront   Aggressive      CLASS_Fighter       0,0,0,0,0,0,0,0   ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasivePure    Aggressive      CLASS_Fighter       10,10,15,20,15,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    
    ;[CLASS_Resource]
    ;
    flyPastDist             Aggressive      CLASS_Resource      2600.0
    maxFlyAwayDist          Aggressive      CLASS_Resource      2800.0
    breakRange              Aggressive      CLASS_Resource       500.0
    triggerHappy            Aggressive      CLASS_Resource         5.0
    faceTargetAccuracy      Aggressive      CLASS_Resource         2.0
    maxAttackTime           Aggressive      CLASS_Resource         8.0
                                                               ; Relative frequencies for:
    flightmanTurnaround     Aggressive      CLASS_Resource      0,4,2,1,1       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
    flightmanAIP            Aggressive      CLASS_Resource      1,1,0,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
    flightmanEvasiveBehind  Aggressive      CLASS_Resource      0,0,0,0,0,0,0,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasiveFront   Aggressive      CLASS_Resource      0,0,0,0,0,0,0,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasivePure    Aggressive      CLASS_Resource      0,0,0,0,0,0,0,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    
    ;[CLASS_NonCombat]
    ;
    flyPastDist             Aggressive      CLASS_NonCombat     2500.0
    maxFlyAwayDist          Aggressive      CLASS_NonCombat     2700.0
    breakRange              Aggressive      CLASS_NonCombat      500.0
    triggerHappy            Aggressive      CLASS_NonCombat        5.0
    faceTargetAccuracy      Aggressive      CLASS_NonCombat        2.5
    maxAttackTime           Aggressive      CLASS_NonCombat        8.0
                                                               ; Relative frequencies for:
    flightmanTurnaround     Aggressive      CLASS_NonCombat     0,4,2,1,1       ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
    flightmanAIP            Aggressive      CLASS_NonCombat     1,1,0,0,0       ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
    flightmanEvasiveBehind  Aggressive      CLASS_NonCombat     0,0,0,0,0,0,0,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasiveFront   Aggressive      CLASS_NonCombat     0,0,0,0,0,0,0,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    flightmanEvasivePure    Aggressive      CLASS_NonCombat     0,0,0,0,0,0,0,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
    
    badAI                                    FALSE                          ; normally set this to FALSE
    
    
    {}{}{}
    
    -=Derelicts=-
    
    Support Frigate ~ AdvanceSupportFrigate
    {}{}{}
    [AdvanceSupportFrigate]
    
    ;Source Files
    ;=----------=
    LODFile                             AdvanceSupportFrigate.lod
    pMexData                            AdvanceSupportFrigate\Rl0\LOD0\AdvanceSupportFrigate.mex
    
    ;Ship Physics
    ;=----------=
    mass                                1400.0                        ; ship mass [fighter = 1]
    momentOfInertiaX                    900.0                          ; resistance to rotation
    momentOfInertiaY                    950.0                          ; [fighter = 1]
    momentOfInertiaZ                    950.0
    maxvelocity                         350.0                        ; [fighter = 1000]
    maxrot                              1.0                          ; maximum rotation speed [don't make faster than ~10]
    
    ;Basic Ship Stats
    ;=--------------=
    shipclass                           CLASS_Frigate
    buildCost                           425                          ; resource units to build
    buildTime                           65                           ; time in seconds to build
    maxhealth                           60000                         ; 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
    
    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                 1                            ; how fast heals damaged ships. Must be an integer
    
    
    ;Moving Around
    ;=-----------=
    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]            0.25                          ; rotational acceleration (deg/s^2) [0.01 - 10]
    rotstrength[ROT_YAWRIGHT]           0.25
    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
    passiveRetaliateZone                3000.0
    
    ;Weapons
    ;=-----=
    NUMBER_OF_GUNS                      1
    GUN         0
    //Desired Range = 4800
    //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_LargeEnergyCannon
    DamageLo                            50                          ; damage variance per shot - low
    DamageHi                            75                          ; damage variance per shot - high
    BulletLength                        18.0                        ; visual only.  Length of bullet on screen
    BulletRange                         5734.0                      ; distance bullets travel before disappearing
    BulletSpeed                         4000.0                      ; measured in m/s.
    BulletMass                          0.75                         ; mass of bullet
    FireTime                            1.4                         ; fire repeat rate (reciprocal = shots/second)
    TriggerHappy                        5.0
    minturnangle                        -180.0                      ; degrees
    maxturnangle                        180.0
    mindeclination                      -90.0
    maxdeclination                      02.0
    maxanglespeed                       360.0                        ; degrees/s
    maxdeclinationspeed                 360.0
    angletracking                       8.0
    declinationtracking                 8.0
    BarrelLength                        20.0
    RecoilLength                        15.00
    }
    
    NUMBER_OF_DOCK_POINTS           17
    
    ; 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,300,200,500,0,5
    DockPoint                       FightL1,LatchPoint,300,200,500,0,5
    DockPoint                       FightL2,LatchPoint,300,200,500,0,5
    DockPoint                       FightL3,LatchPoint,300,200,500,0,5
    DockPoint                       FightL4,LatchPoint,300,200,500,0,5
    DockPoint                       FightR0,LatchPoint,300,200,500,0,1
    DockPoint                       FightR1,LatchPoint,300,200,500,0,1
    DockPoint                       FightR2,LatchPoint,300,200,500,0,1
    DockPoint                       FightR3,LatchPoint,300,200,500,0,1
    DockPoint                       FightR4,LatchPoint,300,200,500,0,1
    DockPoint                       Corv0,LatchPoint,300,200,500,0,6
    DockPoint                       Corv1,LatchPoint,300,200,500,0,6
    DockPoint                       Corv2,LatchPoint,300,200,500,0,6
    DockPoint                       Corv3,LatchPoint,300,200,500,0,6
    
    
    NUMBER_OF_SALVAGE_POINTS        4
    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
    SalvagePoint                       Point3,AttachPoint
    SalvagePoint                       Point4,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          90.0
    trailHeight        136.0
    trailLength        130.0
    trailStyle           3
    trailScaleCap        0.0002
    
    ;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
    
    
    {}{}{}
    
    
    
    Angel Moon ~ angelmoon <- I have no idea what this is doing in here.
    {}{}{}
    [AngelMoon]
    LODFile                             AngelMoon.lod
    pMexData                            AngelMoon\Rl0\LOD0\AngelMoon.mex
    mass                                100000.0
    momentOfInertiaX                    100.0
    momentOfInertiaY                    100.0
    momentOfInertiaZ                    100.0
    maxvelocity                         150.0
    maxrot                              10.0
    maxhealth                           800000                        ; hit points
    
    worldRender                         TRUE
    scaleFactor                         0.5
    
    
    {}{}{}
    
    
    
    Angel Moon ~ angelmoon_clean (clean) <- I have no idea what this is doing in here.
    {}{}{}
    [AngelMoon_clean]
    LODFile                             AngelMoon_clean.lod
    pMexData                            AngelMoon_clean\Rl0\LOD0\AngelMoon_clean.mex
    mass                                100000.0
    momentOfInertiaX                    100.0
    momentOfInertiaY                    100.0
    momentOfInertiaZ                    100.0
    maxvelocity                         150.0
    maxrot                              10.0
    maxhealth                           800000                        ; hit points
    
    worldRender                         TRUE
    scaleFactor                         0.5
    
    
    {}{}{}
    
    
    
    Carrier ~ carrier
    {}{}{}
    [Carrier]
    
    ;Source Files
    ;=----------=
    LODFile                             Carrier.lod
    pMexData                            Carrier\Rl0\LOD0\Carrier.mex
    
    ;Ship Physics
    ;=----------=
    mass                                10000.0              ; ship mass [fighter = 1]
    momentOfInertiaX                    7000.0               ; resistance to rotation
    momentOfInertiaY                    7500.0               ; [fighter = 1]
    momentOfInertiaZ                    7500.0
    avoidcollmodifier                   0.8
    maxvelocity                         210.0               ; [fighter = 1000]
    maxrot                              10.0                ; maximum rotation speed [don't make faster than ~10]
    
    ;Basic Ship Stats
    ;=--------------=
    shipclass                           CLASS_Carrier
    buildCost                           1700                ; resource units to build
    buildTime                           400                 ; time in seconds to build
    maxhealth                           116000               ; hit points
    groupSize                           1                   ; size of group ships of this type tend to form
    repairTime                          10                   ; every this many seconds
    repairDamage                        75                 ; this much damage is repaired
    
    blastRadiusShockWave                1.0
    blastRadiusDamage                   125
    
    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
    
    canReceiveFighters                  TRUE
    canReceiveCorvettes                 TRUE
    canReceiveResourceCollectors        TRUE
    canReceiveOtherNonCapitalShips      FALSE
    
    maxDockableFighters                 50
    maxDockableCorvettes                25
    
    dockShipRange                       1000.0              ; how close ships should get before considering docking (to ship surface)
    
    pumpFuelRate                        300.0               ; how fast carrier pumps fuel in.
    repairOtherShipRate                 1                   ; 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                   50.0                ; how far ships go away from this ship when they are just built.
                                                            ; Note that this number is added to the minimum collision distance.
    
    surroundDistance                    300.0               ; 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                300.0               ; random number between 0 and x added to surroundDistance
    surroundRotYMinAng                  -80.0               ; ship may be positioned between min and max degrees elevation
    surroundRotYMaxAng                   80.0
    surroundRotZMinAng                 -180.0               ; ship may be positioned between min and max degrees angle
    surroundRotZMaxAng                  180.0
    
    ;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]       40.0
    thruststrength[TRANS_BACK]          40.0
    rotstrength[ROT_YAWLEFT]             0.25               ; rotational acceleration (deg/s^2) [0.01 - 1.0]
    rotstrength[ROT_YAWRIGHT]            0.25
    rotstrength[ROT_PITCHUP]             0.25
    rotstrength[ROT_PITCHDOWN]           0.25
    rotstrength[ROT_ROLLRIGHT]           0.2
    rotstrength[ROT_ROLLLEFT]            0.2
    turnspeed[TURN_YAW]                  0.2                          ; speed at which ship tries to turn (1=standard)
    turnspeed[TURN_PITCH]                0.01
    turnspeed[TURN_ROLL]                 0.2
    
    rotateToRetaliate                   TRUE
    passiveRetaliateZone                3000.0
    
    ;Weapons
    ;=------=
    
    
    NUMBER_OF_GUNS                  4
    
    GUN         0
    //Desired Range = 2500
    //ADD this amount: 511 to compensate for centrepoint
    //ADD this amount: 551 to compensate for stopping distance
    
    {
    Type                            GUN_Gimble
    SoundType                       GS_SmallEnergyCannon
    DamageLo                        4                      ; damage variance per shot - low
    DamageHi                        6                     ; damage variance per shot - high
    MinAngle                        0
    MaxAngle                        85
    BulletLength                    20.0                    ; visual only.  Length of bullet on screen
    BulletRange                     3562.0                  ; distance bullets travel before disappearing
    BulletSpeed                     1200.0                  ; measured in m/s.
    BulletMass                      0.0                    ; mass of bullet
    FireTime                        0                              ; fire repeat rate (reciprocal = shots/second)
    BurstFireTime                   1.8
    BurstWaitTime                   1.5
    TriggerHappy                    5.0
    fireEffect                      defaultBlast.ebg
    hitEffect                       defaultBlast.ebg
    }
    
    GUN         1
    //Desired Range = 2500
    //ADD this amount: 511 to compensate for centrepoint
    //ADD this amount: 551 to compensate for stopping distance
    {
    Type                            GUN_Gimble
    SoundType                       GS_SmallEnergyCannon
    DamageLo                        4                      ; damage variance per shot - low
    DamageHi                        6                     ; damage variance per shot - high
    MinAngle                        0
    MaxAngle                        95
    BulletLength                    20.0                    ; visual only.  Length of bullet on screen
    BulletRange                     3562.0                  ; distance bullets travel before disappearing
    BulletSpeed                     1200.0                  ; measured in m/s.
    BulletMass                      0.0                    ; mass of bullet
    FireTime                        0                              ; fire repeat rate (reciprocal = shots/second)
    BurstFireTime                   1.8
    BurstWaitTime                   1.5
    TriggerHappy                    5.0
    fireEffect                      defaultBlast.ebg
    hitEffect                       defaultBlast.ebg
    }
    
    
    GUN         2
    //Desired Range = 2500
    //ADD this amount: 1134 to compensate for centrepoint
    //ADD this amount: 551 to compensate for stopping distance
    {
    Type                            GUN_Gimble
    SoundType                       GS_SmallEnergyCannon
    DamageLo                        4                      ; damage variance per shot - low
    DamageHi                        6                     ; damage variance per shot - high
    MinAngle                        0
    MaxAngle                        100
    BulletLength                    20.0                    ; visual only.  Length of bullet on screen
    BulletRange                     4148.0                  ; distance bullets travel before disappearing
    BulletSpeed                     1200.0                  ; measured in m/s.
    BulletMass                      0.0                    ; mass of bullet
    FireTime                        0                              ; fire repeat rate (reciprocal = shots/second)
    BurstFireTime                   1.8
    BurstWaitTime                   1.5
    TriggerHappy                    5.0
    fireEffect                      defaultBlast.ebg
    hitEffect                       defaultBlast.ebg
    }
    
    GUN         3
    //Desired Range = 2500
    //ADD this amount: 1134 to compensate for centrepoint
    //ADD this amount: 551 to compensate for stopping distance
    {
    Type                            GUN_Gimble
    SoundType                       GS_SmallEnergyCannon
    DamageLo                        4                      ; damage variance per shot - low
    DamageHi                        6                     ; damage variance per shot - high
    MinAngle                        0
    MaxAngle                        100
    BulletLength                    20.0                    ; visual only.  Length of bullet on screen
    BulletRange                     4148.0                  ; distance bullets travel before disappearing
    BulletSpeed                     1200.0                  ; measured in m/s.
    BulletMass                      0.0                    ; mass of bullet
    FireTime                        0                              ; fire repeat rate (reciprocal = shots/second)
    BurstFireTime                   1.8
    BurstWaitTime                   1.5
    TriggerHappy                    5.0
    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,300,300,1000
    DockPoint                       In1,DockingCone,300,300,1000
    DockPoint                       Res0,LatchPoint,500,500,1000,2,4
    DockPoint                       Res1,LatchPoint,500,500,1000,2,4
    DockPoint                       Out0,LaunchPoint,700,700,700,4,1
    DockPoint                       Out1,LaunchPoint,700,700,700,4,5
    DockPoint                       Frigate,LaunchPoint,800,800,700,2,0
    
    NUMBER_OF_NAV_LIGHTS           15
    
    ; format is NavLight            name, type, blinkrate (in seconds), size (in meters), min LOD, texture name
    
    NavLight                        caution1,       NAVLIGHT_Default, 0.5,   1,   0.5,      10, 2, etg\textures\glow32
    NavLight                        caution2,       NAVLIGHT_Default, 0.5,   1,   0.5,      10, 2, etg\textures\glow32
    NavLight                        caution3,       NAVLIGHT_Default, 0.5,   1,   0,      10, 2, etg\textures\glow32
    NavLight                        caution4,       NAVLIGHT_Default, 0.5,   1,   0,      10, 2, etg\textures\glow32
    NavLight                        caution5,       NAVLIGHT_Default, 0.5,   1,   0,      10, 2, etg\textures\glow32
    NavLight                        caution6,       NAVLIGHT_Default, 0.5,   1,   0,      10, 2, etg\textures\glow32
    NavLight                        exit1,       NAVLIGHT_Default, 2.5,  0.5,   0,      9, 2, etg\textures\glow32
    NavLight                        exit2,       NAVLIGHT_Default, 2.5,   0.5,   0,      9, 2, etg\textures\glow32
    NavLight                        enter1,       NAVLIGHT_Default, 2.5,  0.5,   0.75,      9, 2, etg\textures\glow32
    NavLight                        enter2,       NAVLIGHT_Default, 2.5,  0.5,   0.75,      9, 2, etg\textures\glow32
    NavLight                        antenna1,   NAVLIGHT_Default, 2.5,   0.5,   0.5,      8, 2, etg\textures\glow32
    NavLight                        antenna2,   NAVLIGHT_Default, 2,   1,   1,      8, 2, etg\textures\glow32
    NavLight                        antenna3,   NAVLIGHT_Default, 2,   0.5,   0.75,      8, 2, etg\textures\glow32
    NavLight                        hangar1,   NAVLIGHT_Default, 1,   0.5,   1,      10, 2, etg\textures\glow32
    NavLight                        hangar2,   NAVLIGHT_Default, 1,   0.5,   1,      10, 2, etg\textures\glow32
    
    
    ;Explosions
    ;=--------=
    explosionType                       ET_CarrierExplosion
    
    
    ;Engine Glow
    ;=---------=
    trailWidth    324.0
    trailHeight   220.0
    trailLength   320.0
    trailScaleCap   0.000103
    
    ;Special Ops info
    ;;;;;;;;;;;;;;;;
    
    //repair refuel distance
    repairApproachDistance                  1800.0
    canSpecialBandBoxFriendlies             TRUE
    
    minimumZoomDistance              1000
    
    
    {}{}{}
    
    
    
    Crate ~ crate
    {}{}{}
    [Crate]
    LODFile                             Crate.lod
    pMexData                            Crate\Rl0\LOD0\Crate.mex
    mass                                500.0
    momentOfInertiaX                    330.0
    momentOfInertiaY                    330.0
    momentOfInertiaZ                    330.0
    maxvelocity                         450.0
    maxrot                              1.0
    maxhealth                           8000                        ; hit points
    
    ;Moving Around
    ;=-----------=
    thruststrength[TRANS_UP]            75.0                         ; acceleration (m/s^2) [1-1000 approx. range]
    thruststrength[TRANS_DOWN]          75.0
    thruststrength[TRANS_RIGHT]         75.0
    thruststrength[TRANS_LEFT]          75.0
    thruststrength[TRANS_FORWARD]       75.0
    thruststrength[TRANS_BACK]          75.0
    rotstrength[ROT_YAWLEFT]            0.25                          ; rotational acceleration (deg/s^2) [0.01 - 10]
    rotstrength[ROT_YAWRIGHT]           0.25
    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
    
    pitchdescend            0.5
    sinbank                 0.5
    pitchturn               0.5
    
    ;NEEDS SALVAGE LIGHTS!
    
    minimumZoomDistance              	100
    {}{}{}
    
    
    
    Drone Frigate ~ dddfrigate
    {}{}{}
    [Drone Frigate]
    
    ;Source Files
    ;=----------=
    LODFile                             DDDFrigate.lod
    pMexData                            DDDFrigate\Rl0\LOD0\DDDFrigate.mex
    
    ;Ship Physics
    ;=----------=
    mass                                1400.0                          ; ship mass [fighter = 1]
    momentOfInertiaX                    900.0                          ; resistance to rotation
    momentOfInertiaY                    900.0                          ; [fighter = 1]
    momentOfInertiaZ                    900.0
    maxvelocity                         325.0                        ; [fighter = 1000]
    maxrot                              1.0                          ; maximum rotation speed [don't make faster than ~10]
    
    ;Basic Ship Stats
    ;=--------------=
    shipclass                           CLASS_Frigate
    buildCost                           800                          ; resource units to build
    buildTime                           75                           ; time in seconds to build
    maxhealth                           60000                         ; 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
    
    blastRadiusShockWave                1.75
    blastRadiusDamage                   275
    
    canReceiveShipsPermanently          TRUE                ; drones can dock permanently here
    
    ;Moving Around
    ;=-----------=
    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]            0.25                          ; rotational acceleration (deg/s^2) [0.01 - 10]
    rotstrength[ROT_YAWRIGHT]           0.25
    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
    passiveRetaliateZone                3000.0
    
    ;Weapons
    ;=-----=
    ;all the guns are in the drones
    
    ;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,200,200,1000,0,6
    DockPoint                       Drone1,LaunchPoint,200,200,1000,0,6
    DockPoint                       Drone2,LaunchPoint,200,200,1000,0,6
    DockPoint                       Drone3,LaunchPoint,200,200,1000,0,6
    DockPoint                       Drone4,LaunchPoint,200,200,1000,0,6
    DockPoint                       Drone5,LaunchPoint,200,200,1000,0,6
    DockPoint                       Drone6,LaunchPoint,200,200,1000,0,6
    DockPoint                       Drone7,LaunchPoint,200,200,1000,0,6
    DockPoint                       Drone8,LaunchPoint,200,200,1000,0,6
    DockPoint                       Drone9,LaunchPoint,200,200,1000,0,6
    DockPoint                       Drone10,LaunchPoint,200,200,1000,0,6
    DockPoint                       Drone11,LaunchPoint,200,200,1000,0,6
    DockPoint                       Drone12,LaunchPoint,200,200,1000,0,6
    DockPoint                       Drone13,LaunchPoint,200,200,1000,0,6
    DockPoint                       Drone14,LaunchPoint,200,200,1000,0,6
    DockPoint                       Drone15,LaunchPoint,200,200,1000,0,6
    DockPoint                       Drone16,LaunchPoint,200,200,1000,0,6
    DockPoint                       Drone17,LaunchPoint,200,200,1000,0,6
    DockPoint                       Drone18,LaunchPoint,200,200,1000,0,6
    DockPoint                       Drone19,LaunchPoint,200,200,1000,0,6
    DockPoint                       Drone20,LaunchPoint,200,200,1000,0,6
    DockPoint                       Drone21,LaunchPoint,200,200,1000,0,6
    DockPoint                       Drone22,LaunchPoint,200,200,1000,0,6
    DockPoint                       Drone23,LaunchPoint,200,200,1000,0,6
    
    ;DockPoint                       Drone24,LaunchPoint,200,200,1000,0,6
    ;DockPoint                       Drone25,LaunchPoint,200,200,1000,0,6
    ;DockPoint                       Drone26,LaunchPoint,200,200,1000,0,6
    ;DockPoint                       Drone27,LaunchPoint,200,200,1000,0,6
    ;DockPoint                       Drone28,LaunchPoint,200,200,1000,0,6
    ;DockPoint                       Drone29,LaunchPoint,200,200,1000,0,6
    ;DockPoint                       Drone30,LaunchPoint,200,200,1000,0,6
    ;DockPoint                       Drone31,LaunchPoint,200,200,1000,0,6
    ;DockPoint                       Drone32,LaunchPoint,200,200,1000,0,6
    ;DockPoint                       Drone33,LaunchPoint,200,200,1000,0,6
    ;DockPoint                       Drone34,LaunchPoint,200,200,1000,0,6
    ;DockPoint                       Drone35,LaunchPoint,200,200,1000,0,6
    ;DockPoint                       Drone36,LaunchPoint,200,200,1000,0,6
    ;DockPoint                       Drone37,LaunchPoint,200,200,1000,0,6
    ;DockPoint                       Drone38,LaunchPoint,200,200,1000,0,6
    ;DockPoint                       Drone39,LaunchPoint,200,200,1000,0,6
    ;DockPoint                       Drone40,LaunchPoint,200,200,1000,0,6
    ;DockPoint                       Drone41,LaunchPoint,200,200,1000,0,6
    ;DockPoint                       Drone42,LaunchPoint,200,200,1000,0,6
    ;DockPoint                       Drone43,LaunchPoint,200,200,1000,0,6
    ;DockPoint                       Drone44,LaunchPoint,200,200,1000,0,6
    ;DockPoint                       Drone45,LaunchPoint,200,200,1000,0,6
    ;DockPoint                       Drone46,LaunchPoint,200,200,1000,0,6
    ;DockPoint                       Drone47,LaunchPoint,200,200,1000,0,6
    
    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
    
    
    ;Explosions
    ;=--------=
    explosionType                       ET_FrigateExplosion
    
    ;AI
    ;=--=
    
    bulletRange                         3000.0      ; explicitly set bulletRange for DDDFrigate because it doesn't have guns
    minBulletRange                      1000.0
    attackRange                         3000.0
    tooCloseRange                       200.0
    internalRegenerateRate              25.0
    externalRegenerateRate              45.0
    droneDeploymentRange                450.0      ; Range from ship's centre point drones will deploy to.
    
    
    
    
    
    ;Engine Glow
    ;=---------=
    trailWidth          84.0
    trailHeight        112.0
    trailLength        120.0
    trailStyle           3
    trailScaleCap        0.00025
    
    
    {}{}{}
    
    
    
    Fragment #1 ~ fragment
    {}{}{}
    [Fragment]
    LODFile                             Fragment.lod
    pMexData                            Fragment\Rl0\LOD0\Fragment.mex
    mass                                1000.0              ; ship mass [fighter = 1]
    momentOfInertiaX                    700.0               ; resistance to rotation
    momentOfInertiaY                    700.0               ; [fighter = 1]
    momentOfInertiaZ                    700.0
    maxvelocity                         150.0
    maxrot                              10.0
    maxhealth                           8000                        ; hit points
    
    blastRadiusShockWave                1.0
    blastRadiusDamage                   125
    
    renderlistFade     8000.0
    renderlistLimit    21000.0
    
    
    {}{}{}
    
    
    
    Fragment #2 ~ fragmentpanel0a
    {}{}{}
    [FragmentPanel0a]
    LODFile                             FragmentPanel0a.lod
    pMexData                            FragmentPanel0a\Rl0\LOD0\FragmentPanel0a.mex
    mass                                1000.0              ; ship mass [fighter = 1]
    momentOfInertiaX                    700.0               ; resistance to rotation
    momentOfInertiaY                    700.0               ; [fighter = 1]
    momentOfInertiaZ                    700.0
    maxvelocity                         150.0
    maxrot                              10.0
    maxhealth                           8000                        ; hit points
    blastRadiusShockWave                1.0
    blastRadiusDamage                   125
    
    
    renderlistFade     8000.0
    renderlistLimit    21000.0
    
    minimumZoomDistance                 1050
    
    NUMBER_OF_SALVAGE_POINTS        3
    NUM_NEEDED_FOR_SALVAGE          3               ;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
    {}{}{}
    
    
    
    Fragment #3 ~ fragmentpanel0b
    {}{}{}
    [FragmentPanel0b]
    LODFile                             FragmentPanel0b.lod
    pMexData                            FragmentPanel0b\Rl0\LOD0\FragmentPanel0b.mex
    mass                                1000.0              ; ship mass [fighter = 1]
    momentOfInertiaX                    700.0               ; resistance to rotation
    momentOfInertiaY                    700.0               ; [fighter = 1]
    momentOfInertiaZ                    700.0
    maxvelocity                         150.0
    maxrot                              10.0
    maxhealth                           8000                        ; hit points
    
    blastRadiusShockWave                1.0
    blastRadiusDamage                   125
    
    
    renderlistFade     8000.0
    renderlistLimit    21000.0
    
    
    minimumZoomDistance                 1050
    
    NUMBER_OF_SALVAGE_POINTS        3
    NUM_NEEDED_FOR_SALVAGE          3               ;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
    {}{}{}
    
    
    
    Fragment #4 ~ fragmentpanel0c
    {}{}{}
    [FragmentPanel0c]
    LODFile                             FragmentPanel0c.lod
    pMexData                            FragmentPanel0c\Rl0\LOD0\FragmentPanel0c.mex
    mass                                1000.0              ; ship mass [fighter = 1]
    momentOfInertiaX                    700.0               ; resistance to rotation
    momentOfInertiaY                    700.0               ; [fighter = 1]
    momentOfInertiaZ                    700.0
    maxvelocity                         150.0
    maxrot                              10.0
    maxhealth                           8000                        ; hit points
    
    blastRadiusShockWave                1.0
    blastRadiusDamage                   125
    
    renderlistFade     8000.0
    renderlistLimit    21000.0
    
    
    minimumZoomDistance                 1050
    
    NUMBER_OF_SALVAGE_POINTS        3
    NUM_NEEDED_FOR_SALVAGE          3               ;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
    {}{}{}
    
    
    
    Fragment #5 ~ fragmentpanel1
    {}{}{}
    [FragmentPanel0c]
    LODFile                             FragmentPanel0c.lod
    pMexData                            FragmentPanel0c\Rl0\LOD0\FragmentPanel0c.mex
    mass                                1000.0              ; ship mass [fighter = 1]
    momentOfInertiaX                    700.0               ; resistance to rotation
    momentOfInertiaY                    700.0               ; [fighter = 1]
    momentOfInertiaZ                    700.0
    maxvelocity                         150.0
    maxrot                              10.0
    maxhealth                           8000                        ; hit points
    
    blastRadiusShockWave                1.0
    blastRadiusDamage                   125
    
    renderlistFade     8000.0
    renderlistLimit    21000.0
    
    
    minimumZoomDistance                 1050
    
    NUMBER_OF_SALVAGE_POINTS        3
    NUM_NEEDED_FOR_SALVAGE          3               ;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
    
    {}{}{}
    
    
    
    Fragment #6 ~ fragmentpanel1
    {}{}{}
    [FragmentPanel0c]
    LODFile                             FragmentPanel0c.lod
    pMexData                            FragmentPanel0c\Rl0\LOD0\FragmentPanel0c.mex
    mass                                1000.0              ; ship mass [fighter = 1]
    momentOfInertiaX                    700.0               ; resistance to rotation
    momentOfInertiaY                    700.0               ; [fighter = 1]
    momentOfInertiaZ                    700.0
    maxvelocity                         150.0
    maxrot                              10.0
    maxhealth                           8000                        ; hit points
    
    blastRadiusShockWave                1.0
    blastRadiusDamage                   125
    
    renderlistFade     8000.0
    renderlistLimit    21000.0
    
    
    minimumZoomDistance                 1050
    
    NUMBER_OF_SALVAGE_POINTS        3
    NUM_NEEDED_FOR_SALVAGE          3               ;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
    {}{}{}
    
    
    
    Fragment #7 ~ fragmentpanel2
    {}{}{}
    [FragmentPanel2]
    LODFile                             FragmentPanel2.lod
    pMexData                            FragmentPanel2\Rl0\LOD0\FragmentPanel2.mex
    mass                                1000.0              ; ship mass [fighter = 1]
    momentOfInertiaX                    700.0               ; resistance to rotation
    momentOfInertiaY                    700.0               ; [fighter = 1]
    momentOfInertiaZ                    700.0
    maxvelocity                         150.0
    maxrot                              10.0
    maxhealth                           8000                        ; hit points
    
    
    blastRadiusShockWave                1.0
    blastRadiusDamage                   125
    
    renderlistFade     8000.0
    renderlistLimit    21000.0
    
    
    minimumZoomDistance                 1050
    
    NUMBER_OF_SALVAGE_POINTS        3
    NUM_NEEDED_FOR_SALVAGE          3               ;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
    {}{}{}
    
    
    
    Fragment #8 ~ fragmentpanel3
    {}{}{}
    [FragmentPanel3]
    LODFile                             FragmentPanel3.lod
    pMexData                            FragmentPanel3\Rl0\LOD0\FragmentPanel3.mex
    mass                                1000.0              ; ship mass [fighter = 1]
    momentOfInertiaX                    700.0               ; resistance to rotation
    momentOfInertiaY                    700.0               ; [fighter = 1]
    momentOfInertiaZ                    700.0
    maxvelocity                         150.0
    maxrot                              10.0
    maxhealth                           8000                        ; hit points
    
    
    blastRadiusShockWave                1.0
    blastRadiusDamage                   125
    
    renderlistFade     8000.0
    renderlistLimit    21000.0
    
    
    minimumZoomDistance                 1050
    
    NUMBER_OF_SALVAGE_POINTS        3
    NUM_NEEDED_FOR_SALVAGE          3               ;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
    {}{}{}
    
    
    
    
    Fragment Strut ~ fragmentstrut
    {}{}{}
    [FragmentStrut]
    LODFile                             FragmentStrut.lod
    pMexData                            FragmentStrut\Rl0\LOD0\FragmentStrut.mex
    mass                                1000.0              ; ship mass [fighter = 1]
    momentOfInertiaX                    700.0               ; resistance to rotation
    momentOfInertiaY                    700.0               ; [fighter = 1]
    momentOfInertiaZ                    700.0
    maxvelocity                         150.0
    maxrot                              10.0
    maxhealth                           8000                        ; hit points
    
    
    renderlistFade     8000.0
    renderlistLimit    21000.0
    
    
    minimumZoomDistance                 1050
    
    NUMBER_OF_SALVAGE_POINTS        2
    NUM_NEEDED_FOR_SALVAGE          2               ;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
    
    {}{}{}
    
    
    
    Heavy Corvette ~ heavycorvette
    {}{}{}
    [HeavyCorvette]
    
    ;Source Files
    ;=----------=
    LODFile                             HeavyCorvette.lod
    pMexData                            HeavyCorvette\Rl0\LOD0\HeavyCorvette.mex
    
    ;Ship Physics
    ;=----------=
    mass                               325.0                        ; ship mass [fighter = 1]
    momentOfInertiaX                   175.0                        ; resistance to rotation
    momentOfInertiaY                   175.0                        ; [fighter = 1]
    momentOfInertiaZ                   175.0
    maxvelocity                         350.0                      ; [fighter = 1000]
    maxrot                              10.0                       ; maximum rotation speed [don't make faster than ~10]
    
    ;Basic Ship Stats
    ;=--------------=
    shipclass                           CLASS_Corvette
    buildCost                           250                        ; resource units to build
    buildTime                           40                         ; time in seconds to build
    maxhealth                           20000                        ; hit points
    maxfuel                             20000.0
    lowfuelpoint                        0.25                       ; percentage of tank which is considered "low on fuel"
    fuelburnrate                        0.029
    attackfuelburnrate          0.35
    groupSize                           5                          ; size of group ships of this type tend to form
    
    blastRadiusDamage                   230
    
    ;Moving Around
    ;=-----------=
    thruststrength[TRANS_UP]            150.0                      ; acceleration (m/s^2) [1-1000 approx. range]
    thruststrength[TRANS_DOWN]          150.0
    thruststrength[TRANS_RIGHT]         150.0
    thruststrength[TRANS_LEFT]          150.0
    thruststrength[TRANS_FORWARD]       150.0
    thruststrength[TRANS_BACK]          150.0
    rotstrength[ROT_YAWLEFT]              0.5                    ; rotational acceleration (deg/s^2) [0.01 - 1.0]
    rotstrength[ROT_YAWRIGHT]             0.5
    rotstrength[ROT_PITCHUP]              0.5
    rotstrength[ROT_PITCHDOWN]            0.5
    rotstrength[ROT_ROLLRIGHT]            0.5
    rotstrength[ROT_ROLLLEFT]             0.5
    turnspeed[TURN_YAW]                   1.1
    turnspeed[TURN_PITCH]                 1.1
    turnspeed[TURN_ROLL]                  1.1
    
    ;Weapons
    ;=-----=
    NUMBER_OF_GUNS                      2
    
    canTargetMultipleTargets            TRUE
    rotateToRetaliate                   TRUE
    
    ;Left gun
    GUN         0
    {
    Type                                GUN_NewGimble
    SoundType                           GS_MediumEnergyCannon
    DamageLo                            18
    DamageHi                            30
    BulletLength                        18.0
    BulletRange                         3000.0
    BulletSpeed                         4000.0
    BulletMass                          0.0
    FireTime                            3.0
    TriggerHappy                        7.0
    minturnangle                       -5.0                          ; degrees
    maxturnangle                       45.0
    mindeclination                    -30.0
    maxdeclination                      5.0
    maxanglespeed                     360.0                          ; degrees/s
    maxdeclinationspeed               360.0
    angletracking                       2.0
    declinationtracking                 2.0
    BarrelLength                        8.0
    RecoilLength                        7.00
    }
    
    ;Right gun
    GUN         1
    {
    Type                                GUN_NewGimble
    SoundType                           GS_MediumEnergyCannon
    DamageLo                            18
    DamageHi                            30
    BulletLength                        18.0
    BulletRange                         3000.0
    BulletSpeed                         4000.0
    BulletMass                          0.25
    FireTime                            3.0
    TriggerHappy                        5.0
    minturnangle                      -45.0                          ; degrees
    maxturnangle                        5.0
    mindeclination                    -30.0
    maxdeclination                      5.0
    maxanglespeed                     360.0                          ; degrees/s
    maxdeclinationspeed               360.0
    angletracking                       2.0
    declinationtracking                 2.0
    BarrelLength                        8.0
    RecoilLength                        7.00
    }
    
    
    
    ;Ship AI
    ;=-----=
    repositionTime                      0.6                        ; time in seconds which corvette will spend to reposition
                                                                   ; itself to a new location for it to fire.
    circleRange                         1000.0
    
    ;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
    
    
    //left gun
    BindGun                             HeavyCorvetteGun(2) Gun0,Azimuth,Declination,Recoil,Frequency 1
    //right gun
    BindGun                             HeavyCorvetteGun(1) Gun1,Azimuth,Declination,Recoil,Frequency 1
    
    
    ;Engine trails
    ;=-----------=
    trailWidth                          42.0
    trailHeight                         4.0
    
    
    
    {}{}{}
    
    
    
    Heavy Cruiser ~ heavycruiser
    {}{}{}
    [HeavyCruiser]
    
    ;Source Files
    ;=----------=
    pMexData                            HeavyCruiser\Rl0\LOD0\HeavyCruiser.mex
    LODFile                             HeavyCruiser.lod
    
    ;Ship Physics
    ;=----------=
    mass                                10000.0              ; ship mass [fighter = 1]
    momentOfInertiaX                    7000.0               ; resistance to rotation
    momentOfInertiaY                    7000.0               ; [fighter = 1]
    momentOfInertiaZ                    7000.0
    avoidcollmodifier                   0.8
    maxvelocity                         230.0               ; [fighter = 1000]
    maxrot                              10.0                ; maximum rotation speed [don't make faster than ~10]
    
    ;Basic Ship Stats
    ;=--------------=
    shipclass                           CLASS_HeavyCruiser
    buildCost                           3700                ; resource units to build
    buildTime                           350                 ; time in seconds to build
    maxhealth                           160000               ; hit points
    groupSize                           1                   ; size of group ships of this type tend to form
    repairTime                          10                   ; every this many seconds
    repairDamage                        25                 ; this much damage is repaired
    
    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]            0.25                        ; rotational acceleration (deg/s^2) [0.01 - 1.0]
    rotstrength[ROT_YAWRIGHT]           0.25
    rotstrength[ROT_PITCHUP]            0.02
    rotstrength[ROT_PITCHDOWN]          0.02
    rotstrength[ROT_ROLLRIGHT]          0.2
    rotstrength[ROT_ROLLLEFT]           0.2
    turnspeed[TURN_YAW]                 0.2                          ; speed at which ship tries to turn (1=standard)
    turnspeed[TURN_PITCH]               0.2
    turnspeed[TURN_ROLL]                0.2
    
    
    
    ;Weapons
    ;=------=
    
    canTargetMultipleTargets            TRUE
    rotateToRetaliate                   TRUE
    passiveRetaliateZone                3000.0
    
    NUMBER_OF_GUNS                      10
    
    ;This is the large Ion Cannon turret on TOP - the first gun is slaved to the second
    GUN         0
    //Desired Range = 6000
    //ADD this amount: 125 to compensate for centrepoint
    //ADD this amount:1058 to compensate for stopping distance
    {
    Type                                GUN_NewGimble
    SoundType                           GS_VeryLargeIonCannon
    BulletType                          BULLET_Beam
    DamageLo                            10
    DamageHi                            14
    BulletLength                        7183.0
    BulletRange                         7183.0
    BulletSpeed                         0.0
    BulletLifeTime                      2.0
    BulletMass                          0.0
    FireTime                            8.0
    TriggerHappy                        7.0
    minturnangle                     -80.0                         ; degrees
    maxturnangle                      80.0
    mindeclination                     -1.0
    maxdeclination                     13.0
    maxanglespeed                     360.0                         ; degrees/s
    maxdeclinationspeed               360.0
    angletracking                       2.0
    declinationtracking                 2.0
    BarrelLength                      82.0
    OffsetX                             0.01
    OffsetY                             -32
    SlaveDriver                         1
    }
    
    GUN         1
    //Desired Range = 6000
    //ADD this amount: 125 to compensate for centrepoint
    //ADD this amount:1058 to compensate for stopping distance
    {
    Type                                GUN_NewGimble
    SoundType                           GS_VeryLargeIonCannon
    BulletType                          BULLET_Beam
    DamageLo                            10
    DamageHi                            14
    BulletLength                        7183.0
    BulletRange                         7183.0
    BulletSpeed                         0.0
    BulletLifeTime                      2.0
    BulletMass                          0.0
    FireTime                            8.0
    TriggerHappy                        5.0
    minturnangle                     -80.0                         ; degrees
    maxturnangle                      80.0
    mindeclination                     -1.0
    maxdeclination                     13.0
    maxanglespeed                     360.0                         ; degrees/s
    maxdeclinationspeed               360.0
    angletracking                       2.0
    declinationtracking                 2.0
    BarrelLength                      82.0
    OffsetX                             0.01
    OffsetY                             32
    }
    
    ;This is the large Ion Cannon turret on BOTTOM - the first gun is slaved to the second
    GUN         2
    //Desired Range = 6000
    //ADD this amount: 125 to compensate for centrepoint
    //ADD this amount:1058 to compensate for stopping distance
    {
    Type                                GUN_NewGimble
    SoundType                           GS_VeryLargeIonCannon
    BulletType                          BULLET_Beam
    DamageLo                            10
    DamageHi                            14
    BulletLength                        7183.0
    BulletRange                         7183.0
    BulletSpeed                         0.0
    BulletLifeTime                      2.0
    BulletMass                          0.0
    FireTime                            8.0
    TriggerHappy                        5.0
    minturnangle                       -80.0                         ; degrees
    maxturnangle                        80.0
    mindeclination                     -1.0
    maxdeclination                     13.0
    maxanglespeed                     360.0                         ; degrees/s
    maxdeclinationspeed               360.0
    angletracking                       2.0
    declinationtracking                 2.0
    BarrelLength                      82.0
    OffsetX                             0.01
    OffsetY                             -32
    SlaveDriver                         3
    }
    
    GUN         3
    //Desired Range = 6000
    //ADD this amount: 125 to compensate for centrepoint
    //ADD this amount:1058 to compensate for stopping distance
    {
    Type                                GUN_NewGimble
    SoundType                           GS_VeryLargeIonCannon
    BulletType                          BULLET_Beam
    DamageLo                            10
    DamageHi                            14
    BulletLength                        7183.0
    BulletRange                         7183.0
    BulletSpeed                         0.0
    BulletLifeTime                      2.0
    BulletMass                          0.0
    FireTime                            8.0
    TriggerHappy                        5.0
    minturnangle                     -80.0                         ; degrees
    maxturnangle                      80.0
    mindeclination                   -1.0
    maxdeclination                   13.0
    maxanglespeed                     360.0                         ; degrees/s
    maxdeclinationspeed               360.0
    angletracking                       2.0
    declinationtracking                 2.0
    BarrelLength                      82.0
    OffsetX                             0.01
    OffsetY                             32
    }
    
    
    ;Very Large Energy Cannon - Right side of ship, top
    GUN         4
    //Desired Range = 4000
    //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                            75                           ; damage variance per shot - low
    DamageHi                           100                          ; damage variance per shot - high
    BulletLength                       18.0                          ; visual only.  Length of bullet on screen
    BulletRange                      5781.0                       ; distance bullets travel before disappearing
    BulletSpeed                      2100.0                        ; measured in m/s.
    BulletMass                          1.2
    FireTime                            2.7                          ; fire repeat rate (reciprocal = shots/second)
    TriggerHappy                        5.0
    minturnangle                     -180.0                         ; degrees
    maxturnangle                       15.0
    mindeclination                    -5.42
    maxdeclination                     40.0
    maxanglespeed                     360.0                         ; degrees/s
    maxdeclinationspeed               360.0
    angletracking                       2.0
    declinationtracking                 2.0
    BarrelLength                       49
    RecoilLength                       14.0
    }
    
    ;Very Large Energy Cannon - Left side of ship, top
    GUN         5
    //Desired Range = 4000
    //ADD this amount: 723 to compensate for centrepoint
    //ADD this amount:1058 to compensate for stopping distance
    {
    Type                                GUN_NewGimble
    SoundType                           GS_VeryLargeEnergyCannon
    DamageLo                            75
    DamageHi                           100
    BulletLength                       18.0
    BulletRange                      5781.0
    BulletSpeed                      2100.0
    BulletMass                          1.2
    FireTime                            2.7
    TriggerHappy                        5.0
    minturnangle                     -180.0                         ; degrees
    maxturnangle                      15.0
    mindeclination                    -5.42
    maxdeclination                     40.0
    maxanglespeed                     360.0                         ; degrees/s
    maxdeclinationspeed               360.0
    angletracking                       2.0
    declinationtracking                 2.0
    BarrelLength                       49
    RecoilLength                       14.0
    }
    
    ;Very large Energy Cannon - right side of ship, bottom
    GUN         6
    //Desired Range = 4000
    //ADD this amount: 723 to compensate for centrepoint
    //ADD this amount:1058 to compensate for stopping distance
    {
    Type                                GUN_NewGimble
    SoundType                           GS_VeryLargeEnergyCannon
    DamageLo                            75
    DamageHi                           100
    BulletLength                       18.0
    BulletRange                      5781.0
    BulletSpeed                      2100.0
    BulletMass                          1.2
    FireTime                            2.7
    TriggerHappy                        5.0
    minturnangle                     -180.0                      ; degrees
    maxturnangle                      12.0
    mindeclination                    -5.42
    maxdeclination                     40.0
    maxanglespeed                     360.0                      ; degrees/s
    maxdeclinationspeed               360.0
    angletracking                       2.0
    declinationtracking                 2.0
    BarrelLength                       49
    RecoilLength                       14.0
    }
    
    ;Very large Energy Cannon - left side of ship, bottom
    GUN         7
    //Desired Range = 4000
    //ADD this amount: 723 to compensate for centrepoint
    //ADD this amount:1058 to compensate for stopping distance
    {
    Type                                GUN_NewGimble
    SoundType                           GS_VeryLargeEnergyCannon
    DamageLo                            75
    DamageHi                           100
    BulletLength                       18.0
    BulletRange                      5781.0
    BulletSpeed                      2100.0
    BulletMass                          1.2
    FireTime                            2.7
    TriggerHappy                        5.0
    minturnangle                     -180.0                     ; degrees
    maxturnangle                      12.0
    mindeclination                    -5.42
    maxdeclination                     40.0
    maxanglespeed                     360.0                      ; degrees/s
    maxdeclinationspeed               360.0
    angletracking                       2.0
    declinationtracking                 2.0
    BarrelLength                       49
    RecoilLength                       14.0
    }
    
    ;Very large Energy Cannon - left wing
    GUN         8
    //Desired Range = 4000
    //ADD this amount: 521 to compensate for centrepoint
    //ADD this amount:1058 to compensate for stopping distance
    {
    Type                                GUN_NewGimble
    SoundType                           GS_VeryLargeEnergyCannon
    DamageLo                            75
    DamageHi                           100
    BulletLength                       18.0
    BulletRange                      5579.0
    BulletSpeed                      2100.0
    BulletMass                          1.2
    FireTime                            2.7
    TriggerHappy                        5.0
    minturnangle                     -180.0                      ; degrees
    maxturnangle                      180.0
    mindeclination                    -5.42
    maxdeclination                     40.0
    maxanglespeed                     360.0                      ; degrees/s
    maxdeclinationspeed               360.0
    angletracking                       2.0
    declinationtracking                 2.0
    BarrelLength                       49
    RecoilLength                       20.0
    }
    
    ;Very large Energy Cannon - Right Wing
    GUN         9
    //Desired Range = 4000
    //ADD this amount: 521 to compensate for centrepoint
    //ADD this amount:1058 to compensate for stopping distance
    {
    Type                                GUN_NewGimble
    SoundType                           GS_VeryLargeEnergyCannon
    DamageLo                            75
    DamageHi                           100
    BulletLength                       18.0
    BulletRange                      5579.0
    BulletSpeed                      2100.0
    BulletMass                          1.2
    FireTime                            2.7
    TriggerHappy                        5.0
    minturnangle                     -180.0                      ; degrees
    maxturnangle                      180.0
    mindeclination                    -5.42
    maxdeclination                     40.0
    maxanglespeed                     360.0                      ; degrees/s
    maxdeclinationspeed               360.0
    angletracking                       2.0
    declinationtracking                 2.0
    BarrelLength                       49
    RecoilLength                       20.0
    }
    
    
    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)     Gun1,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)     Gun3,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   372.0
    trailHeight  156.0
    trailLength  376.0
    
    
    {}{}{}
    
    
    
    Hiigara ~ homeworld <- I have no idea what this is doing in here.
    {}{}{}
    [HomeWorld]
    LODFile                             HomeWorld.lod
    pMexData                            HomeWorld\Rl0\LOD0\HomeWorld.mex
    mass                                10000000.0
    momentOfInertiaX                    100.0
    momentOfInertiaY                    100.0
    momentOfInertiaZ                    100.0
    maxvelocity                         150.0
    maxrot                              10.0
    maxhealth                           80000000                        ; hit points
    
    worldRender                         TRUE
    scaleFactor                         10.75
    
    
    {}{}{}
    
    
    
    Ion Cannon Frigate ~ ioncannonfrigate
    {}{}{}
    [IonCannonFrigate]
    
    ;Source Files
    ;=----------=
    LODFile                             IonCannonFrigate.lod
    pMexData                            IonCannonFrigate\Rl0\LOD0\IonCannonFrigate.mex
    
    ;Ship Physics
    ;=----------=
    mass                                1400.0                          ; ship mass [fighter = 1]
    momentOfInertiaX                    1000.0                          ; resistance to rotation
    momentOfInertiaY                    1000.0                          ; [fighter = 1]
    momentOfInertiaZ                    1000.0
    maxvelocity                         300.0                        ; [fighter = 1000]
    maxrot                              1.0                          ; maximum rotation speed [don't make faster than ~10]
    
    ;Basic Ship Stats
    ;=--------------=
    shipclass                           CLASS_Frigate
    buildCost                           650                          ; resource units to build
    buildTime                           60                           ; time in seconds to build
    maxhealth                           60000                         ; 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
    
    blastRadiusShockWave                1.75
    blastRadiusDamage                   275
    
    ;Moving Around
    ;=-----------=
    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]            0.25                          ; rotational acceleration (deg/s^2) [0.01 - 10]
    rotstrength[ROT_YAWRIGHT]           0.25
    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
    passiveRetaliateZone                3000.0
    
    ;Weapons
    ;=-----=
    NUMBER_OF_GUNS                      1
    ;(one BIG gun)
    
    GUN         0
    {
    //Desired Range = 6500
    //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                        14                            ; damage variance per shot - low  (continuous damage for BULLET_Beam)
    DamageHi                        16                            ; damage variance per shot - high
    MinAngle                        0
    MaxAngle                        6
    BulletLength                    7280.0                        ; visual only.  Length of bullet on screen
    BulletRange                     7280.0                        ; distance bullets travel before disappearing
    BulletSpeed                     0.0                           ; measured in m/s.
    BulletLifeTime                  2.0
    BulletMass                      0.0                           ; mass of bullet
    FireTime                        6.0                           ; fire repeat rate (reciprocal = shots/second)
    }
    
    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          90.0
    trailHeight        136.0
    trailLength        130.0
    trailStyle           3
    trailScaleCap        0.00025
    
    
    {}{}{}
    
    
    
    Junkyard Antenna ~ junk0_antenna
    {}{}{}
    [Junk0_antenna]
    LODFile                             Junk0_antenna.lod
    pMexData                            Junk0_antenna\Rl0\LOD0\Junk0_antenna.mex
    mass                                500.0
    momentOfInertiaX                    330.0
    momentOfInertiaY                    330.0
    momentOfInertiaZ                    330.0
    maxvelocity                         450.0
    maxrot                              1.0
    maxhealth                           8000                        ; hit points
    
    renderlistFade     6000.0
    renderlistLimit    8000.0
    
    minimumZoomDistance              	100
    {}{}{}
    
    
    
    Junkyard Fin #1 ~ junk0_fin1
    {}{}{}
    [Junk0_fin1]
    LODFile                             Junk0_fin1.lod
    pMexData                            Junk0_fin1\Rl0\LOD0\Junk0_fin1.mex
    mass                                500.0
    momentOfInertiaX                    330.0
    momentOfInertiaY                    330.0
    momentOfInertiaZ                    330.0
    maxvelocity                         450.0
    maxrot                              1.0
    maxhealth                           8000                        ; hit points
    
    
    renderlistFade     6000.0
    renderlistLimit    8000.0
    
    minimumZoomDistance              	80
    {}{}{}
    
    
    
    Junkyard Fin #2 ~ junk0_fin2
    {}{}{}
    [Junk0_fin2]
    LODFile                             Junk0_fin2.lod
    pMexData                            Junk0_fin2\Rl0\LOD0\Junk0_fin2.mex
    mass                                500.0
    momentOfInertiaX                    330.0
    momentOfInertiaY                    330.0
    momentOfInertiaZ                    330.0
    maxvelocity                         450.0
    maxrot                              1.0
    maxhealth                           8000                        ; hit points
    
    
    renderlistFade     5000.0
    renderlistLimit    8000.0
    
    minimumZoomDistance              	85
    {}{}{}
    
    
    
    Junkyard GunAmmo ~ junk0_gunammo <- I have no idea what this is.
    {}{}{}
    [Junk0_GunAmmo]
    LODFile                             Junk0_GunAmmo.lod
    pMexData                            Junk0_GunAmmo\Rl0\LOD0\Junk0_GunAmmo.mex
    mass                                500.0
    momentOfInertiaX                    330.0
    momentOfInertiaY                    330.0
    momentOfInertiaZ                    330.0
    maxvelocity                         450.0
    maxrot                              1.0
    maxhealth                           8000                        ; hit points
    
    renderlistFade     6000.0
    renderlistLimit    8000.0
    
    minimumZoomDistance              	50
    {}{}{}
    
    
    
    Junkyard Panel ~ junk0_panel
    {}{}{}
    [Junk0_panel]
    LODFile                             Junk0_panel.lod
    pMexData                            Junk0_panel\Rl0\LOD0\Junk0_panel.mex
    mass                                500.0
    momentOfInertiaX                    330.0
    momentOfInertiaY                    330.0
    momentOfInertiaZ                    330.0
    maxvelocity                         450.0
    maxrot                              1.0
    maxhealth                           8000                        ; hit points
    
    
    renderlistFade     6000.0
    renderlistLimit    8000.0
    
    minimumZoomDistance              	95
    {}{}{}
    
    
    
    Junkyard Sensors ~ junk0_sensors
    {}{}{}
    [Junk0_sensors]
    LODFile                             Junk0_sensors.lod
    pMexData                            Junk0_sensors\Rl0\LOD0\Junk0_sensors.mex
    mass                                500.0
    momentOfInertiaX                    330.0
    momentOfInertiaY                    330.0
    momentOfInertiaZ                    330.0
    maxvelocity                         450.0
    maxrot                              1.0
    maxhealth                           8000                        ; hit points
    
    renderlistFade     8000.0
    renderlistLimit    10000.0
    
    minimumZoomDistance              	60
    {}{}{}
    
    
    
    Junkyard Part A ~ junk1_parta
    {}{}{}
    [Junk1_partA]
    LODFile                             Junk1_partA.lod
    pMexData                            Junk1_partA\Rl0\LOD0\Junk1_partA.mex
    mass                                500.0
    momentOfInertiaX                    330.0
    momentOfInertiaY                    330.0
    momentOfInertiaZ                    330.0
    maxvelocity                         450.0
    maxrot                              1.0
    maxhealth                           8000                        ; hit points
    
    renderlistFade     10000.0
    renderlistLimit    12000.0
    
    
    minimumZoomDistance              	380
    {}{}{}
    
    
    
    Junkyard Part B ~ junk1_partb
    {}{}{}
    [Junk1_partB]
    LODFile                             Junk1_partB.lod
    pMexData                            Junk1_partB\Rl0\LOD0\Junk1_partB.mex
    mass                                500.0
    momentOfInertiaX                    330.0
    momentOfInertiaY                    330.0
    momentOfInertiaZ                    330.0
    maxvelocity                         450.0
    maxrot                              1.0
    maxhealth                           8000                        ; hit points
    
    renderlistFade     10000.0
    renderlistLimit    12000.0
    
    
    minimumZoomDistance              	195
    {}{}{}
    
    
    
    Junkyard Shell ~ junk1_shell
    {}{}{}
    [Junk1_shell]
    LODFile                             Junk1_shell.lod
    pMexData                            Junk1_shell\Rl0\LOD0\Junk1_shell.mex
    mass                                500.0
    momentOfInertiaX                    330.0
    momentOfInertiaY                    330.0
    momentOfInertiaZ                    330.0
    maxvelocity                         450.0
    maxrot                              1.0
    maxhealth                           8000                        ; hit points
    
    renderlistFade     10000.0
    renderlistLimit    12000.0
    
    minimumZoomDistance              	220
    {}{}{}
    
    
    
    Junkyard Strut ~ junk1_strut
    {}{}{}
    [Junk1_strut]
    LODFile                             Junk1_strut.lod
    pMexData                            Junk1_strut\Rl0\LOD0\Junk1_strut.mex
    mass                                500.0
    momentOfInertiaX                    330.0
    momentOfInertiaY                    330.0
    momentOfInertiaZ                    330.0
    maxvelocity                         450.0
    maxrot                              1.0
    maxhealth                           80000                        ; hit points
    
    renderlistFade     10000.0
    renderlistLimit    12000.0
    
    minimumZoomDistance              	320
    {}{}{}
    
    
    
    Junkyard Panel A ~ junk2_panela
    {}{}{}
    [Junk2_panelA]
    LODFile                             Junk2_panelA.lod
    pMexData                            Junk2_panelA\Rl0\LOD0\Junk2_panelA.mex
    mass                                1000.0              ; ship mass [fighter = 1]
    momentOfInertiaX                    700.0               ; resistance to rotation
    momentOfInertiaY                    700.0               ; [fighter = 1]
    momentOfInertiaZ                    700.0
    maxvelocity                         350.0
    maxrot                              0.4
    maxhealth                           800000                        ; hit points
    
    renderlistFade     12000.0
    renderlistLimit    14000.0
    
    
    minimumZoomDistance              	740
    {}{}{}
    
    
    
    Junkyard Panel B ~ junk2_panelb
    {}{}{}
    [Junk2_panelB]
    LODFile                             Junk2_panelB.lod
    pMexData                            Junk2_panelB\Rl0\LOD0\Junk2_panelB.mex
    mass                                1000.0              ; ship mass [fighter = 1]
    momentOfInertiaX                    700.0               ; resistance to rotation
    momentOfInertiaY                    700.0               ; [fighter = 1]
    momentOfInertiaZ                    700.0
    maxvelocity                         350.0
    maxrot                              0.4
    maxhealth                           800000                        ; hit points
    
    renderlistFade     12000.0
    renderlistLimit    14000.0
    
    
    minimumZoomDistance              	510
    {}{}{}
    
    
    
    Junkyard Panel C ~ junk2_panelc
    {}{}{}
    [Junk2_panelC]
    LODFile                             Junk2_panelC.lod
    pMexData                            Junk2_panelC\Rl0\LOD0\Junk2_panelC.mex
    mass                                1000.0              ; ship mass [fighter = 1]
    momentOfInertiaX                    700.0               ; resistance to rotation
    momentOfInertiaY                    700.0               ; [fighter = 1]
    momentOfInertiaZ                    700.0
    maxvelocity                         350.0
    maxrot                              0.4
    maxhealth                           800000                        ; hit points
    
    renderlistFade     10000.0
    renderlistLimit    14000.0
    
    
    minimumZoomDistance              	800
    {}{}{}
    
    
    
    Junkyard Panel D ~ junk2_paneld
    {}{}{}
    [Junk2_panelD]
    LODFile                             Junk2_panelD.lod
    pMexData                            Junk2_panelD\Rl0\LOD0\Junk2_panelD.mex
    mass                                1000.0              ; ship mass [fighter = 1]
    momentOfInertiaX                    700.0               ; resistance to rotation
    momentOfInertiaY                    700.0               ; [fighter = 1]
    momentOfInertiaZ                    700.0
    maxvelocity                         350.0
    maxrot                              0.4
    maxhealth                           800000                        ; hit points
    
    
    renderlistFade     10000.0
    renderlistLimit    14000.0
    
    
    minimumZoomDistance              	560
    {}{}{}
    
    
    
    Junkyard Shipwreck ~ junk2_shipwreck
    {}{}{}
    [Junk2_shipwreck]
    LODFile                             Junk2_shipwreck.lod
    pMexData                            Junk2_shipwreck\Rl0\LOD0\Junk2_shipwreck.mex
    mass                                1000.0              ; ship mass [fighter = 1]
    momentOfInertiaX                    700.0               ; resistance to rotation
    momentOfInertiaY                    700.0               ; [fighter = 1]
    momentOfInertiaZ                    700.0
    maxvelocity                         350.0
    maxrot                              0.4
    maxhealth                           80000                        ; hit points
    
    minimumZoomDistance              	350
    
    renderlistFade     12000.0
    renderlistLimit    14000.0
    
    {}{}{}
    
    
    
    Junkyard Boiler ~ junk3_boiler
    {}{}{}
    [Junk3_Boiler]
    LODFile                             Junk3_Boiler.lod
    pMexData                            Junk3_Boiler\Rl0\LOD0\Junk3_Boiler.mex
    mass                                10000.0
    momentOfInertiaX                    7000.0
    momentOfInertiaY                    7000.0
    momentOfInertiaZ                    7000.0
    maxvelocity                         150.0
    maxrot                              10.0
    maxhealth                           80000                        ; hit points
    
    
    
    minimumZoomDistance              	350
    
    renderlistFade     11000.0
    renderlistLimit    13000.0
    
    {}{}{}
    
    
    
    Junkyard Boiler Casing ~ junk3_boilercasing
    {}{}{}
    [Junk3_BoilerCasing]
    LODFile                             Junk3_BoilerCasing.lod
    pMexData                            Junk3_BoilerCasing\Rl0\LOD0\Junk3_BoilerCasing.mex
    mass                                10000.0
    momentOfInertiaX                    7000.0
    momentOfInertiaY                    7000.0
    momentOfInertiaZ                    7000.0
    maxvelocity                         150.0
    maxrot                              10.0
    maxhealth                           80000                        ; hit points
    
    
    minimumZoomDistance              	430
    
    renderlistFade     12000.0
    renderlistLimit    14000.0
    
    {}{}{}
    
    
    
    Lifeboat ~ lifeboat
    {}{}{}
    [LifeBoat]
    LODFile                             LifeBoat.lod
    pMexData                            LifeBoat\Rl0\LOD0\LifeBoat.mex
    mass                                500.0
    momentOfInertiaX                    330.0
    momentOfInertiaY                    330.0
    momentOfInertiaZ                    330.0
    maxvelocity                         450.0
    maxrot                              1.0
    maxhealth                           80000                        ; hit points
    
    ;Moving Around
    ;=-----------=
    thruststrength[TRANS_UP]            75.0                         ; acceleration (m/s^2) [1-1000 approx. range]
    thruststrength[TRANS_DOWN]          75.0
    thruststrength[TRANS_RIGHT]         75.0
    thruststrength[TRANS_LEFT]          75.0
    thruststrength[TRANS_FORWARD]       75.0
    thruststrength[TRANS_BACK]          75.0
    rotstrength[ROT_YAWLEFT]            0.25                          ; rotational acceleration (deg/s^2) [0.01 - 10]
    rotstrength[ROT_YAWRIGHT]           0.25
    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
    
    pitchdescend            0.5
    sinbank                 0.5
    pitchturn               0.5
    
    ;NEEDS SALVAGE LIGHTS!
    
    minimumZoomDistance              	50
    
    renderlistFade     10000.0
    renderlistLimit    12000.0
    {}{}{}
    
    
    
    Light Corvette ~ lightcorvette
    {}{}{}
    [LightCorvette]
    
    ;Source Files
    ;=----------=
    LODFile                             LightCorvette.lod
    pMexData                            LightCorvette\Rl0\LOD0\LightCorvette.mex
    
    ;Ship Physics
    ;=----------=
    mass                                125.0                        ; ship mass [fighter = 1]
    momentOfInertiaX                    75.0                        ; resistance to rotation
    momentOfInertiaY                    75.0                        ; [fighter = 1]
    momentOfInertiaZ                    75.0
    maxvelocity                         375.0                      ; [fighter = 1000]
    maxrot                              10.0                       ; maximum rotation speed [don't make faster than ~10]
    
    ;Basic Ship Stats
    ;=--------------=
    shipclass                           CLASS_Corvette
    buildCost                           135                        ; resource units to build
    buildTime                           28                         ; time in seconds to build
    maxhealth                           20000                        ; hit points
    maxfuel                             20000.0
    lowfuelpoint                        0.25                       ; percentage of tank which is considered "low on fuel"
    fuelburnrate                        0.029
    attackfuelburnrate          0.35
    groupSize                           5                          ; size of group ships of this type tend to form
    
    blastRadiusDamage                   230
    
    ;Moving Around
    ;=-----------=
    thruststrength[TRANS_UP]            150.0                      ; acceleration (m/s^2) [1-1000 approx. range]
    thruststrength[TRANS_DOWN]          150.0
    thruststrength[TRANS_RIGHT]         150.0
    thruststrength[TRANS_LEFT]          150.0
    thruststrength[TRANS_FORWARD]       150.0
    thruststrength[TRANS_BACK]          150.0
    rotstrength[ROT_YAWLEFT]              0.5                    ; rotational acceleration (deg/s^2) [0.01 - 1.0]
    rotstrength[ROT_YAWRIGHT]             0.5
    rotstrength[ROT_PITCHUP]              0.5
    rotstrength[ROT_PITCHDOWN]            0.5
    rotstrength[ROT_ROLLRIGHT]            0.5
    rotstrength[ROT_ROLLLEFT]             0.5
    turnspeed[TURN_YAW]                   1.25
    turnspeed[TURN_PITCH]                 1.25
    turnspeed[TURN_ROLL]                  1.25
    
    ;Weapons
    ;=-----=
    
    NUMBER_OF_GUNS                      1
    rotateToRetaliate                   TRUE
    
    GUN         0
    {
    Type                             GUN_NewGimble
    SoundType                        GS_LargeEnergyCannon
    DamageLo                         20                         ; damage variance per shot - low
    DamageHi                         35                        ; damage variance per shot - high
    BulletLength                     10.0                       ; visual only.  Length of bullet on screen
    BulletRange                      3000.0                     ; distance bullets travel before disappearing; also defines the range of the gun
    BulletSpeed                      4000.0                     ; measured in m/s.
    BulletMass                       0.0                        ; mass of bullet
    FireTime                         3.0                        ; fire repeat rate (reciprocal = shots/second)
    TriggerHappy                     7.0
    minturnangle                   -40.0                          ; degrees
    maxturnangle                    40.0
    mindeclination                 -30.0
    maxdeclination                   5.0
    maxanglespeed                  360.0                          ; degrees/s
    maxdeclinationspeed            360.0
    angletracking                    2.0
    declinationtracking              2.0
    BarrelLength                    10.5
    RecoilLength                     7.0
    }
    
    ;Ship AI
    ;=-----=
    repositionTime                      0.6                          ; time in seconds which corvette will spend to reposition
                                                                   ; itself to a new location for it to fire.
    circleRange                         800.0
    
    
    ;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                             LightCorvetteGun Gun0,Azimuth,Declination,Recoil,Frequency 1
    
    
    ;Engine trails
    ;=-----------=
    trailWidth                          42.0
    trailHeight                         4.0
    
    
    
    {}{}{}
    
    
    
    Panel A ~ m13panela
    {}{}{}
    [AngelMoon]
    LODFile                             M13PanelA.lod
    pMexData                            M13PanelA\Rl0\LOD0\M13PanelA.mex
    mass                                1000.0
    momentOfInertiaX                    7100.0
    momentOfInertiaY                    7100.0
    momentOfInertiaZ                    7100.0
    maxvelocity                         150.0
    maxrot                              10.0
    maxhealth                           80000                        ; hit points
    
    worldRender                         TRUE
    scaleFactor                         0.5
    
    
    {}{}{}
    
    
    
    Panel B ~ m13panelb
    {}{}{}
    [AngelMoon]
    LODFile                             M13PanelB.lod
    pMexData                            M13PanelB\Rl0\LOD0\M13PanelB.mex
    mass                                10000.0
    momentOfInertiaX                    7000.0
    momentOfInertiaY                    7100.0
    momentOfInertiaZ                    7100.0
    maxvelocity                         150.0
    maxrot                              10.0
    maxhealth                           80000                        ; hit points
    
    worldRender                         TRUE
    scaleFactor                         0.5
    
    
    {}{}{}
    
    
    
    Panel C ~ m13panelc
    {}{}{}
    [AngelMoon]
    LODFile                             M13PanelC.lod
    pMexData                            M13PanelC\Rl0\LOD0\M13PanelC.mex
    mass                                10000.0
    momentOfInertiaX                    7100.0
    momentOfInertiaY                    7100.0
    momentOfInertiaZ                    7100.0
    maxvelocity                         150.0
    maxrot                              10.0
    maxhealth                           80000                        ; hit points
    
    worldRender                         TRUE
    scaleFactor                         0.5
    
    
    {}{}{}
    
    
    
    MineLayer Corvette ~ minelayercorvette
    {}{}{}
    [MinelayerCorvette]
    
    ;Source Files
    ;=----------=
    LODFile                             MinelayerCorvette.lod
    pMexData                            MinelayerCorvette\Rl0\LOD0\MinelayerCorvette.mex
    
    ;Ship Physics
    ;=----------=
    mass                                225.0                        ; ship mass [fighter = 1]
    momentOfInertiaX                    155.0                        ; resistance to rotation
    momentOfInertiaY                    155.0                        ; [fighter = 1]
    momentOfInertiaZ                    155.0
    maxvelocity                         350.0                      ; [fighter = 1000]
    maxrot                              10.0                       ; maximum rotation speed [don't make faster than ~10]
    
    ;Basic Ship Stats
    ;=--------------=
    shipclass                           CLASS_Corvette
    buildCost                           265                        ; resource units to build
    buildTime                           45                         ; time in seconds to build
    maxhealth                           20000                        ; hit points
    maxfuel                             20000.0
    lowfuelpoint                        0.25                       ; percentage of tank which is considered "low on fuel"
    fuelburnrate                        0.029
    attackfuelburnrate                  0.25
    groupSize                           5                          ; size of group ships of this type tend to form
    
    blastRadiusDamage                   230
    
    ;Moving Around
    ;=-----------=
    thruststrength[TRANS_UP]            150.0                      ; acceleration (m/s^2) [1-1000 approx. range]
    thruststrength[TRANS_DOWN]          150.0
    thruststrength[TRANS_RIGHT]         150.0
    thruststrength[TRANS_LEFT]          150.0
    thruststrength[TRANS_FORWARD]       150.0
    thruststrength[TRANS_BACK]          150.0
    rotstrength[ROT_YAWLEFT]              0.5                    ; rotational acceleration (deg/s^2) [0.01 - 1.0]
    rotstrength[ROT_YAWRIGHT]             0.5
    rotstrength[ROT_PITCHUP]              0.5
    rotstrength[ROT_PITCHDOWN]            0.5
    rotstrength[ROT_ROLLRIGHT]            0.5
    rotstrength[ROT_ROLLLEFT]             0.5
    turnspeed[TURN_YAW]                   0.75
    turnspeed[TURN_PITCH]                 0.75
    turnspeed[TURN_ROLL]                  0.75
    
    ;Weapons
    ;=-----=
    NUMBER_OF_GUNS                      2
    
    rotateToRetaliate                   TRUE
    
    GUN         0
    {
    Type                            GUN_MineLauncher                      ; the mine dispenser
    SoundType                       GS_MineLauncher
    DamageLo                        20                              ; damage variance per shot - low
    DamageHi                        30                              ; damage variance per shot - high
    BulletRange                     4000.0                         ; distance bullets travel before disappearing
    BulletSpeed                     25.0                         ; measured in m/s.
    BulletLifeTime                  240.0                            ;Life time of bullet
    FireTime                        2.5                            ; fire repeat rate (reciprocal = shots/second)
    MaxMissiles                     50000000                              ; maximum # of missiles this missile launcher can carry
    TriggerHappy                    60                             ; how triggerHapppy the ship is when firing the fixed.
    }
    
    GUN         1
    {
    Type                            GUN_MineLauncher                      ; the mine dispenser
    SoundType                       GS_MineLauncher
    DamageLo                        20                              ; damage variance per shot - low
    DamageHi                        30                              ; damage variance per shot - high
    BulletRange                     4000.0                         ; distance bullets travel before disappearing
    BulletSpeed                     25.0                         ; measured in m/s.
    BulletLifeTime                  240.0                            ;Life time of bullet
    FireTime                        2.5                            ; fire repeat rate (reciprocal = shots/second)
    MaxMissiles                     50000000                              ; maximum # of missiles this missile launcher can carry
    TriggerHappy                    60                             ; how triggerHapppy the ship is when firing the fixed.
    }
    
    ; Force drop differeing variables from normal attack drops
    gunReFireTime                   8.5                            ; Total Fire time, hence 5 seconds to fire two guns
                                                                    ; This number MUST be bigger than individual gun refire times above, otherwise won't function
    forced_drop_damage_lo           100                             ; force dropped mine dammage lo
    forced_drop_damage_hi           150                             ; obvious
    
    ;Ship AI
    ;=-----=
    //Too variables NOT used by minelayer corvette
    repositionTime                      4.0                        ; time in seconds which corvette will spend to reposition
                                                                   ; itself to a new location for it to fire.
    circleRange                         700.0
    
    breakInAwayDist                     800.0                      ; Distance ship changes heading
                                                                   ; And decides on attack pattern
    DropRange                           700.0                      ; Distance Ship starts dropping mines
    DropStopRange                       1000.0                      ; Distance Ship STOPS dropping mines
    
    
    FlyAwayDist             Evasive         CLASS_Mothership                1500.0              ; Distance ship flys away before turning around
    FlyAwayDist             Evasive         CLASS_HeavyCruiser              1300.0              ; Distance ship flys away before turning around
    FlyAwayDist             Evasive         CLASS_Carrier                   1300.0              ; Distance ship flys away before turning around
    FlyAwayDist             Evasive         CLASS_Destroyer                 1200.0              ; Distance ship flys away before turning around
    FlyAwayDist             Evasive         CLASS_Frigate                    800.0              ; Distance ship flys away before turning around
    FlyAwayDist             Evasive         CLASS_Corvette                   500.0              ; Distance ship flys away before turning around
    FlyAwayDist             Evasive         CLASS_Fighter                    500.0              ; Distance ship flys away before turning around
    FlyAwayDist             Evasive         CLASS_Resource                   600.0              ; Distance ship flys away before turning around
    FlyAwayDist             Evasive         CLASS_NonCombat                  500.0              ; Distance ship flys away before turning around
    
    FlyAwayDist             Neutral         CLASS_Mothership                1500.0              ; Distance ship flys away before turning around
    FlyAwayDist             Neutral         CLASS_HeavyCruiser              1300.0              ; Distance ship flys away before turning around
    FlyAwayDist             Neutral         CLASS_Carrier                   1300.0              ; Distance ship flys away before turning around
    FlyAwayDist             Neutral         CLASS_Destroyer                 1200.0              ; Distance ship flys away before turning around
    FlyAwayDist             Neutral         CLASS_Frigate                    800.0              ; Distance ship flys away before turning around
    FlyAwayDist             Neutral         CLASS_Corvette                   500.0              ; Distance ship flys away before turning around
    FlyAwayDist             Neutral         CLASS_Fighter                    500.0              ; Distance ship flys away before turning around
    FlyAwayDist             Neutral         CLASS_Resource                   600.0              ; Distance ship flys away before turning around
    FlyAwayDist             Neutral         CLASS_NonCombat                  500.0              ; Distance ship flys away before turning around
    
    FlyAwayDist             Aggressive      CLASS_Mothership                1500.0              ; Distance ship flys away before turning around
    FlyAwayDist             Aggressive      CLASS_HeavyCruiser              1300.0              ; Distance ship flys away before turning around
    FlyAwayDist             Aggressive      CLASS_Carrier                   1300.0              ; Distance ship flys away before turning around
    FlyAwayDist             Aggressive      CLASS_Destroyer                 1200.0              ; Distance ship flys away before turning around
    FlyAwayDist             Aggressive      CLASS_Frigate                    800.0              ; Distance ship flys away before turning around
    FlyAwayDist             Aggressive      CLASS_Corvette                   500.0              ; Distance ship flys away before turning around
    FlyAwayDist             Aggressive      CLASS_Fighter                    500.0              ; Distance ship flys away before turning around
    FlyAwayDist             Aggressive      CLASS_Resource                   600.0              ; Distance ship flys away before turning around
    FlyAwayDist             Aggressive      CLASS_NonCombat                  500.0              ; Distance ship flys away before turning around
    
    FlyAwayTolerance                    100.0                      ; Within this # of FlyAway dist ship will turnaround
    
    Break2SphereizeFreq                 3.5                        ; After 'adjusting' entering
                                                                   ; mine drop off range, waits
                                                                   ; this long, then recalculates
                                                                   ; flight path to curve around the
                                                                   ; attacked ship...lays mines more
                                                                   ; effectivly.
    
    specialActivateIsContinuous         TRUE
    
    ;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
    
    
    
    NumMinesInSide                       5                      ; number of mines to drop in a static drop
                                                                ; between mine drops.
    MINE_STOP_FRICTION                  0.95                    ; Mine Velocity is multiplied by this
    MineDropDistance                    400.0                   ; Distance from end of mine layer that WALL is formed
    MineSpacing                         750.0                   ; spaceing between mines in wall
    MineClearDistance                   100.0                    ; Distance mine must go from minelayer centre before it
                                                                ; starts to form a wall
    
    ;Engine trails
    ;=-----------=
    trailAngle                      90.0
    trailWidth                      42.0
    trailHeight                     4.0
    
    
    
    
    
    {}{}{}
    
    
    
    Multigun Corvette ~ multiguncorvette
    {}{}{}
    [MultiGunCorvette]
    
    ;Source Files
    ;=----------=
    LODFile                             MultiGunCorvette.lod
    pMexData                            MultiGunCorvette\Rl0\LOD0\MultiGunCorvette.mex
    
    ;Ship Physics
    ;=----------=
    mass                                225.0                        ; ship mass [fighter = 1]
    momentOfInertiaX                    165.0                        ; resistance to rotation
    momentOfInertiaY                    165.0                        ; [fighter = 1]
    momentOfInertiaZ                    165.0
    maxvelocity                         385.0                      ; [fighter = 1000]
    maxrot                              10.0                       ; maximum rotation speed [don't make faster than ~10]
    
    ;Basic Ship Stats
    ;=--------------=
    shipclass                           CLASS_Corvette
    buildCost                           225                        ; resource units to build
    buildTime                           40                         ; time in seconds to build
    maxhealth                           20000                        ; hit points
    maxfuel                             20000.0
    lowfuelpoint                        0.25                       ; percentage of tank which is considered "low on fuel"
    fuelburnrate                        0.029
    attackfuelburnrate          0.35
    groupSize                           5                          ; size of group ships of this type tend to form
    
    blastRadiusDamage                   230
    
    ;Moving Around
    ;=-----------=
    thruststrength[TRANS_UP]            150.0                      ; acceleration (m/s^2) [1-1000 approx. range]
    thruststrength[TRANS_DOWN]          150.0
    thruststrength[TRANS_RIGHT]         150.0
    thruststrength[TRANS_LEFT]          150.0
    thruststrength[TRANS_FORWARD]       150.0
    thruststrength[TRANS_BACK]          150.0
    rotstrength[ROT_YAWLEFT]            0.5                          ; rotational acceleration (deg/s^2) [0.01 - 10]
    rotstrength[ROT_YAWRIGHT]           0.5
    rotstrength[ROT_PITCHUP]            0.4
    rotstrength[ROT_PITCHDOWN]          0.4
    rotstrength[ROT_ROLLRIGHT]          0.4
    rotstrength[ROT_ROLLLEFT]           0.4
    turnspeed[TURN_YAW]                 1.25                          ; speed at which ship tries to turn (1=standard)
    turnspeed[TURN_PITCH]               1.25
    turnspeed[TURN_ROLL]                1.25
    
    ;Weapons
    ;=-----=
    
    canTargetMultipleTargets            TRUE
    rotateToRetaliate                   TRUE
    
    NUMBER_OF_GUNS                      4
    
    ;Front gun, right side
    GUN         0
    {
    Type                                GUN_NewGimble                  ; type of gun - either GUN_Fixed or GUN_Gimble
    SoundType                           GS_MediumEnergyCannon
    DamageLo                            10                          ; damage variance per shot - low
    DamageHi                            15                          ; damage variance per shot - high
    BulletLength                        18.0                        ; visual only.  Length of bullet on screen
    BulletRange                         2500.0                      ; distance bullets travel before disappearing
    BulletSpeed                         3000.0                      ; measured in m/s.
    BulletMass                          0.25                        ; mass of bullet
    FireTime                            3.0                         ; fire repeat rate (reciprocal = shots/second)
    TriggerHappy                        5.0
    minturnangle                      -45.0                          ; degrees
    maxturnangle                        3.0
    mindeclination                    -30.0
    maxdeclination                      5.0
    maxanglespeed                     360.0                          ; degrees/s
    maxdeclinationspeed               360.0
    angletracking                       4.0
    declinationtracking                 4.0
    BarrelLength                        7.25
    RecoilLength                        7.0
    }
    
    ;Front gun, left side
    GUN         1
    {
    Type                                GUN_NewGimble
    SoundType                           GS_MediumEnergyCannon
    DamageLo                            10
    DamageHi                            15
    BulletLength                        18.0
    BulletRange                         2500.0
    BulletSpeed                         3000.0
    BulletMass                          0.25
    FireTime                            3.0
    TriggerHappy                        5.0
    minturnangle                       -5.0                          ; degrees
    maxturnangle                       45.0
    mindeclination                    -30.0
    maxdeclination                      5.0
    maxanglespeed                     360.0                          ; degrees/s
    maxdeclinationspeed               360.0
    angletracking                       4.0
    declinationtracking                 4.0
    BarrelLength                        7.25
    RecoilLength                        7.0
    }
    
    ;Left side gun - NOTE: need to add one more gun like this w/ an offset later
    GUN         2
    {
    Type                                GUN_NewGimble
    SoundType                           GS_MediumEnergyCannon
    DamageLo                            10
    DamageHi                            15
    BulletLength                        18.0
    BulletRange                         2500.0
    BulletSpeed                         3000.0
    BulletMass                          0.25
    FireTime                            3.0
    TriggerHappy                        5.0
    minturnangle                       -5.0                          ; degrees
    maxturnangle                       15.0
    mindeclination                    -90.0
    maxdeclination                     10.0
    maxanglespeed                     360.0                          ; degrees/s
    maxdeclinationspeed               360.0
    angletracking                       4.0
    declinationtracking                 4.0
    BarrelLength                       10.75
    RecoilLength                        9.0
    }
    
    ;Right side gun - NOTE: need to add one more gun like this w/ an offset later
    GUN         3
    {
    Type                                GUN_NewGimble                   ; type of gun - either GUN_Fixed or GUN_Gimble
    SoundType                           GS_MediumEnergyCannon
    DamageLo                            10                           ; damage variance per shot - low
    DamageHi                            15                           ; damage variance per shot - high
    BulletLength                        18.0                          ; visual only.  Length of bullet on screen
    BulletRange                         2500.0                       ; distance bullets travel before disappearing
    BulletSpeed                         3000.0                        ; measured in m/s.
    BulletMass                          0.25                         ; mass of bullet
    FireTime                            3.0                          ; fire repeat rate (reciprocal = shots/second)
    TriggerHappy                        5.0
    TriggerHappy                        5.0
    minturnangle                       -5.0                          ; degrees
    maxturnangle                       15.0
    mindeclination                    -90.0
    maxdeclination                     10.0
    maxanglespeed                     360.0                          ; degrees/s
    maxdeclinationspeed               360.0
    angletracking                       4.0
    declinationtracking                 4.0
    BarrelLength                      10.75
    RecoilLength                        9.0
    }
    
    ;Ship AI
    ;=-----=
    repositionTime                      0.6                        ; time in seconds which corvette will spend to reposition
                                                                   ; itself to a new location for it to fire.
    circleRange                         800.0
    
    ;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
    
    
    
    //front gun, right side
    BindGun                             MultiGunCorvetteGun(2) Gun0,Azimuth,Declination,Recoil,Frequency 1
    //front gun, left side
    BindGun                             MultiGunCorvetteGun(1) Gun1,Azimuth,Declination,Recoil,Frequency 1
    //left side gun
    BindGun                             MultiGunCorvettePod(2) Gun2,Azimuth,Declination,Recoil,Frequency 1
    //right side gun
    BindGun                             MultiGunCorvettePod(1) Gun3,Azimuth,Declination,Recoil,Frequency 1
    
    ;Engine trails
    ;=-----------=
    trailWidth                          42.0
    trailHeight                         4.0
    
    
    
    
    
    {}{}{}
    
    
    
    Kharak ~ planetoforigin <- I have no idea what this is doing in here.
    {}{}{}
    [PlanetOfOrigin]
    LODFile                             PlanetOfOrigin.lod
    pMexData                            PlanetOfOrigin\Rl0\LOD0\PlanetOfOrigin.mex
    mass                                10000000.0
    momentOfInertiaX                    100.0
    momentOfInertiaY                    100.0
    momentOfInertiaZ                    100.0
    maxvelocity                         150.0
    maxrot                              10.0
    maxhealth                           8000000                        ; hit points
    
    worldRender                         TRUE
    scaleFactor                         0.5
    
    
    {}{}{}
    
    
    
    Kharak (destroyed) ~ planetoforigin_scarred <- I have no idea what this is doing in here.
    {}{}{}
    [PlanetOfOrigin]
    LODFile                             PlanetOfOrigin_scarred.lod
    pMexData                            PlanetOfOrigin_scarred\Rl0\LOD0\PlanetOfOrigin_scarred.mex
    mass                                10000000.0
    momentOfInertiaX                    100.0
    momentOfInertiaY                    100.0
    momentOfInertiaZ                    100.0
    maxvelocity                         150.0
    maxrot                              10.0
    maxhealth                           8000000                        ; hit points
    
    worldRender                         TRUE
    scaleFactor                         0.5
    
    
    {}{}{}
    
    
    
    Prison Ship (derelict) ~ prisonship
    {}{}{}
    [PrisonShip]
    LODFile                             PrisonShip.lod
    pMexData                            PrisonShip\Rl0\LOD0\PrisonShip.mex
    mass                                10000.0
    momentOfInertiaX                    7000.0
    momentOfInertiaY                    7000.0
    momentOfInertiaZ                    7000.0
    maxvelocity                         150.0
    maxrot                              10.0
    maxhealth                           800000                        ; hit points
    
    minimumZoomDistance              	1350
    
    renderlistFade     12000.0
    renderlistLimit    14000.0
    
    {}{}{}
    
    
    
    Prison Ship (active) ~ prisonshipnew
    {}{}{}
    [PrisonShipNew]
    LODFile                             PrisonShipNew.lod
    pMexData                            PrisonShipNew\Rl0\LOD0\PrisonShipNew.mex
    mass                                10000.0
    momentOfInertiaX                    7000.0
    momentOfInertiaY                    7000.0
    momentOfInertiaZ                    7000.0
    maxvelocity                         150.0
    maxrot                              10.0
    maxhealth                           800000                        ; hit points
    renderlistFade						12000.0
    renderlistLimit						14000.0
    
    minimumZoomDistance              	1350
    
    blastRadiusShockWave                1.0
    blastRadiusDamage                   125
    
    ;Engine Glow
    ;=---------=
    trailWidth    220.0
    trailHeight   330.0
    trailLength   320.0
    trailScaleCap   0.000103
    
    
    NUMBER_OF_NAV_LIGHTS           8
    
    ; format is NavLight            name, type, blinkrate (in seconds), size (in meters), min LOD, texture name
    NavLight                        antenna1,       NAVLIGHT_Default, 1.5,   0.5,   0.5,    20, 2, etg\textures\glow32
    NavLight                        antenna2,       NAVLIGHT_Default, 1.5,   0.5,   0,    20, 2, etg\textures\glow32
    NavLight                        antenna3,       NAVLIGHT_Default, 1,  0.5,   0.5,    15, 2, etg\textures\glow32
    NavLight                        antenna4,       NAVLIGHT_Default, 1.5,   0.5,   0.5,    20, 2, etg\textures\glow32
    NavLight                        antenna5,       NAVLIGHT_Default, 1,   0.5,   0,    15, 2, etg\textures\glow32
    NavLight                        antenna6,       NAVLIGHT_Default, 1,  0.5,   0.5,    15, 2, etg\textures\glow32
    NavLight                        caution1,       NAVLIGHT_Default, 0.75, 0.5,   0.5,    10, 2, etg\textures\glow32
    NavLight                        caution2,       NAVLIGHT_Default, 0.75, 0.5,   0.5,  10, 2, etg\textures\glow32
    
    {}{}{}
    
    
    
    Prison Ship ~ prisonshipold
    {}{}{}
    [PrisonShipOld]
    LODFile                             PrisonShipOld.lod
    pMexData                            PrisonShipOld\Rl0\LOD0\PrisonShipOld.mex
    mass                                100000.0
    momentOfInertiaX                    70000.0
    momentOfInertiaY                    70000.0
    momentOfInertiaZ                    70000.0
    maxvelocity                         150.0
    maxrot                              10.0
    maxhealth                           800000                        ; hit points
    
    minimumZoomDistance                 1350
    
    renderlistFade     12000.0
    renderlistLimit    14000.0
    
    NUMBER_OF_SALVAGE_POINTS        6
    NUM_NEEDED_FOR_SALVAGE          6
    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
    {}{}{}
    
    
    
    Repair Corvette ~ repaircorvette
    {}{}{}
    [RepairCorvette]
    
    ;Source Files
    ;=----------=
    LODFile                             RepairCorvette.lod
    pMexData                            RepairCorvette\Rl0\LOD0\RepairCorvette.mex
    
    ;Ship Physics
    ;=----------=
    mass                                325.0                        ; ship mass [fighter = 1]
    momentOfInertiaX                    225.0                        ; resistance to rotation
    momentOfInertiaY                    225.0                        ; [fighter = 1]
    momentOfInertiaZ                    225.0
    maxvelocity                         450.0                      ; [fighter = 1000]
    maxrot                              10.0                       ; maximum rotation speed [don't make faster than ~10]
    
    ;Basic Ship Stats
    ;=--------------=
    shipclass                           CLASS_Corvette
    buildCost                           150                        ; resource units to build
    buildTime                           24                         ; time in seconds to build
    maxhealth                           20000                        ; hit points
    ;maxfuel                             16000.0
    ;lowfuelpoint                        0.25                       ; percentage of tank which is considered "low on fuel"
    ;fuelburnrate                        0.08
    groupSize                           5                          ; size of group ships of this type tend to form
    
    blastRadiusDamage                   230
    
    canReceiveShips                     TRUE
    canReceiveFighters                  TRUE
    ;canReceiveCorvettes                 TRUE
    
    canHandleNumShipsDocking            1
    pumpFuelRate                        450.0                        ; how fast pumps fuel in.
    
    dockShipRange                       500.0
    repairOtherShipRate                 1                            ; how fast heals damaged ships. Must be an integer
    
    ;Moving Around
    ;=-----------=
    thruststrength[TRANS_UP]            150.0                      ; acceleration (m/s^2) [1-1000 approx. range]
    thruststrength[TRANS_DOWN]          150.0
    thruststrength[TRANS_RIGHT]         150.0
    thruststrength[TRANS_LEFT]          150.0
    thruststrength[TRANS_FORWARD]       150.0
    thruststrength[TRANS_BACK]          150.0
    rotstrength[ROT_YAWLEFT]              0.5                    ; rotational acceleration (deg/s^2) [0.01 - 1.0]
    rotstrength[ROT_YAWRIGHT]             0.5
    rotstrength[ROT_PITCHUP]              0.5
    rotstrength[ROT_PITCHDOWN]            0.5
    rotstrength[ROT_ROLLRIGHT]            0.5
    rotstrength[ROT_ROLLLEFT]             0.5
    turnspeed[TURN_YAW]                   0.75
    turnspeed[TURN_PITCH]                 0.75
    turnspeed[TURN_ROLL]                  0.75
    
    
    ;Weapons
    ;=-----=
    NUMBER_OF_GUNS                      1
    
    rotateToRetaliate                   TRUE
    
    GUN         0
    {
    Type                                GUN_Fixed                   ; type of gun - either GUN_Fixed or GUN_Gimble
    SoundType                           GS_MediumEnergyCannon
    DamageLo                             7                          ; damage variance per shot - low
    DamageHi                             8                          ; damage variance per shot - high
    BulletLength                        18.0                        ; visual only.  Length of bullet on screen
    BulletRange                         3000.0                      ; distance bullets travel before disappearing
    BulletSpeed                         2100.0                      ; measured in m/s.
    BulletMass                          0.25                          ; mass of bullet
    TriggerHappy                        5.0
    FireTime                            1.4                         ; fire repeat rate (reciprocal = shots/second)
    }
    
    
    ;Ship AI
    ;=-----=
    repositionTime                      4.0                        ; time in seconds which corvette will spend to reposition
                                                                   ; itself to a new location for it to fire.
    circleRange                         800.0
    
    ;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
    
    NUMBER_OF_DOCK_POINTS           1
    
    ; 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                       Latch,LatchPoint,200,150,300,2,4
    
    ;Explosions
    ;=--------=
    explosionType                       ET_CorvetteExplosion
    
    
    ;Engine trails
    ;=-----------=
    trailWidth                          40.75
    trailHeight                         7.5
    
    
    ;Special Ops Vars
    ;=-----------=
    approachAndWaitDistance             1000.0          ;distance ship will fly to and before ship is repaired
    rotationStopDistance                200.0           ;distance from target, ship
                                                        ;will fly to
    stopRotMultiplier                    0.8            ;Muliplied by targets rotation speed to slow it down if need be
    sloppyRotThreshold                   0.02           ;When target drops below this
                                                        ;rotation speed, docking code clamps
                                                        ;targets rotation speed to
                                                        ;the next variable if its speed is greater
                                                        ;than dockwithRotation speed, otherwise
                                                        ;it just docks with it at its current rotation speed
    dockWithRotationSpeed                0.0
    targetStartDockDistance              150.0          ;initial distance ship goes to
                                                        ;for first docking phase
    startdockTolerance                   50.0           ;docking tolerance for first docking phase
    finaldockDistance                    18.0          ;final docking distance FROM Target
    canSpecialBandBoxFriendlies             TRUE
    
    
    {}{}{}
    
    
    
    Resource Controller ~ resourcecontroller
    {}{}{}
    [ResourceController]
    
    ;Source Files
    ;=----------=
    LODFile                             ResourceController.lod
    pMexData                            ResourceController\Rl0\LOD0\ResourceController.mex
    
    ;Ship Physics
    ;=----------=
    mass                                1400.0                          ; ship mass [fighter = 1]
    momentOfInertiaX                    1000.0                          ; resistance to rotation
    momentOfInertiaY                    1000.0                          ; [fighter = 1]
    momentOfInertiaZ                    1000.0
    maxvelocity                         320.0                        ; [fighter = 1000]
    maxrot                              1.0                          ; maximum rotation speed [don't make faster than ~10]
    
    ;Basic Ship Stats
    ;=--------------=
    shipclass                           CLASS_Frigate
    buildCost                           680                         ; resource units to build
    buildTime                           65                           ; time in seconds to build
    maxhealth                           100000                         ; 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
    
    canReceiveResources                 TRUE                         ; Resource Collectors,etc can deposit resources in this ship
    canReceiveShips                     TRUE                         ; other ships can dock in this ship
    
    canReceiveFighters                  TRUE
    canReceiveCorvettes                 TRUE
    canReceiveResourceCollectors        TRUE
    
    canHandleNumShipsDocking            9
    canHandleNumShipsDepositingRU       1
    
    pumpFuelRate                        300.0               ; how fast resource controller pumps fuel in.
    
    dockShipRange                       500.0              ; how close ships should get before considering docking (to ship surface)
    
    ;Moving Around
    ;=-----------=
    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]            0.25                          ; rotational acceleration (deg/s^2) [0.01 - 10]
    rotstrength[ROT_YAWRIGHT]           0.25
    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
    
    NUMBER_OF_NAV_LIGHTS           6
    
    ; format is NavLight            name, type, blinkrate (in seconds), size (in meters), min LOD, texture name
    NavLight                        antenna,        NAVLIGHT_Default, 2,   1,   0,    7, 2, etg\textures\glow32
    NavLight                        antenna1,       NAVLIGHT_Default, 2,   1,   0,    7, 2, etg\textures\glow32
    NavLight                        antenna2,       NAVLIGHT_Default, 2,   1,   0,    7, 2, etg\textures\glow32
    NavLight                        rtresdock,      NAVLIGHT_Default, 0.5, 2.5, 0,    10, 2, etg\textures\glow32
    NavLight                        ltresdock,      NAVLIGHT_Default, 0.5, 2.5, 0,    10, 2, etg\textures\glow32
    NavLight                        dock,           NAVLIGHT_Default, 1,   1,   0,    7, 2, etg\textures\glow32
    
    ;Explosions
    ;=--------=
    explosionType                       ET_FrigateExplosion
    
    
    NUMBER_OF_DOCK_POINTS           9
    
    ; 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                       Res,LatchPoint,300,300,800,2,4
    DockPoint                       CorvL,LatchPoint,300,300,800,2,5
    DockPoint                       CorvR,LatchPoint,300,300,800,2,1
    DockPoint                       FightL0,LatchPoint,300,300,800,2,5
    DockPoint                       FightL1,LatchPoint,300,300,800,2,5
    DockPoint                       FightL2,LatchPoint,300,300,800,2,5
    DockPoint                       FightR0,LatchPoint,300,300,800,2,1
    DockPoint                       FightR1,LatchPoint,300,300,800,2,1
    DockPoint                       FightR2,LatchPoint,300,300,800,2,1
    
    
    
    ;Engine Glow
    ;=---------=
    trailWidth         130.0
    trailHeight        205.0
    trailLength        190.0
    trailScaleCap        0.000220
    
    ;Special Ops variables
    
    //distance ship will 'give' fuel to stranded ship so it can dock with ship
    repairApproachDistance                  700.0
    canSpecialBandBoxFriendlies             TRUE
    
    
    {}{}{}
    
    
    
    Salvage Corvette ~ salcapcorvette
    {}{}{}
    [SalCapCorvette]
    
    ;Source Files
    ;=----------=
    LODFile                             SalCapCorvette.lod
    pMexData                            SalCapCorvette\Rl0\LOD0\SalCapCorvette.mex
    
    ;Ship Physics
    ;=----------=
    mass                                425.0                        ; ship mass [fighter = 1]
    momentOfInertiaX                    325.0                        ; resistance to rotation
    momentOfInertiaY                    325.0                        ; [fighter = 1]
    momentOfInertiaZ                    325.0
    maxvelocity                         450.0                      ; [fighter = 1000]
    maxrot                              10.0                       ; maximum rotation speed [don't make faster than ~10]
    
    ;Basic Ship Stats
    ;=--------------=
    shipclass                           CLASS_Corvette
    buildCost                           275                        ; resource units to build
    buildTime                           40                         ; time in seconds to build
    maxhealth                           20000                        ; hit points
    maxfuel                             20000.0
    lowfuelpoint                        0.25                       ; percentage of tank which is considered "low on fuel"
    fuelburnrate                        0.020
    attackfuelburnrate                  0.25
    groupSize                           5                          ; size of group ships of this type tend to form
    
    blastRadiusDamage                   230
    
    ;Moving Around
    ;=-----------=
    thruststrength[TRANS_UP]            150.0                      ; acceleration (m/s^2) [1-1000 approx. range]
    thruststrength[TRANS_DOWN]          150.0
    thruststrength[TRANS_RIGHT]         150.0
    thruststrength[TRANS_LEFT]          150.0
    thruststrength[TRANS_FORWARD]       150.0
    thruststrength[TRANS_BACK]          150.0
    rotstrength[ROT_YAWLEFT]              0.5                    ; rotational acceleration (deg/s^2) [0.01 - 1.0]
    rotstrength[ROT_YAWRIGHT]             0.5
    rotstrength[ROT_PITCHUP]              0.5
    rotstrength[ROT_PITCHDOWN]            0.5
    rotstrength[ROT_ROLLRIGHT]            0.5
    rotstrength[ROT_ROLLLEFT]             0.5
    turnspeed[TURN_YAW]                   1.1
    turnspeed[TURN_PITCH]                 1.1
    turnspeed[TURN_ROLL]                  1.1
    
    ;Weapons
    ;=-----=
    NUMBER_OF_GUNS                      1
    
    rotateToRetaliate                   TRUE
    
    GUN         0
    {
    Type                             GUN_NewGimble
    SoundType                        GS_LargeEnergyCannon
    DamageLo                         7                         ; damage variance per shot - low
    DamageHi                         8                         ; damage variance per shot - high
    BulletLength                     10.0                       ; visual only.  Length of bullet on screen
    BulletRange                      3000.0                     ; distance bullets travel before disappearing; also defines the range of the gun
    BulletSpeed                      2100.0                     ; measured in m/s.
    BulletMass                       0.2                        ; mass of bullet
    FireTime                         3.0                        ; fire repeat rate (reciprocal = shots/second)
    TriggerHappy                     5.0
    minturnangle                   -30.0                          ; degrees
    maxturnangle                    30.0
    mindeclination                  -3.0
    maxdeclination                  15.0
    maxanglespeed                  360.0                          ; degrees/s
    maxdeclinationspeed            360.0
    angletracking                    2.0
    declinationtracking              2.0
    BarrelLength                    14.75
    }
    
    ;Ship AI
    ;=-----=
    repositionTime                      1.0                        ; time in seconds which corvette will spend to reposition
                                                                   ; itself to a new location for it to fire.
    circleRange                         800.0
    
    ;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
    
    ;Scaling effects
    
    
    //main gun
    BindGun                             SalCapCorvetteGun Gun0,Azimuth,Declination,Frequency 1
    
    
    ;Engine trails
    ;=-----------=
    trailWidth                         41.5
    trailHeight                         4.75
    
    
    ;Engine #2
    ;=-------=
    trailWidth2                         41.5
    trailHeight2                         4.75
    
    ;Special Salvaging/Capturing Info
    ;=-------=
    HealthThreshold                         0.999             ;if ship isn't below this ratio of health to max health, corv will attack it
    healthRemovedPerSecond                  35.0             ;health deducted from target every second once clamped on to it
    getTechTime             15.0        ;time it takes to strip tech from a ship, temporary
    flyToDistance                          2000.0           ;range from target at which time salcap begins docking cone maneuvers..don't make too close
    maxPushingVelocitySingle                150.0            ;salcap can't push a single target faster than this (if the ship requires more than 1 salcap)
    noLightClampingDistance                 100.0
    
    
    {}{}{}
    
    
    
    Scaffold (active) ~ scaffold
    {}{}{}
    [Scaffold]
    LODFile                             Scaffold.lod
    pMexData                            Scaffold\Rl0\LOD0\Scaffold.mex
    mass                                360000.0
    momentOfInertiaX                    219000.0
    momentOfInertiaY                    219500.0
    momentOfInertiaZ                    219500.0
    maxvelocity                         150.0
    maxrot                              10.0
    maxhealth                           800000                        ; hit points
    immobile                            True                       ; indicates object is immobile
    avoidcollmodifier                   0.3
    
    collBoxScaleForward                 1.5
    collBoxScaleUp                      1.2     ; really Up, not Right because scaffold is positioned in lightwave according
                                                ; to the R2 Taidan ship
    
    blastRadiusShockWave                1.0
    blastRadiusDamage                   10000
    
    minimumZoomDistance                 3450
    
    
    NUMBER_OF_NAV_LIGHTS           43
    
    ; format is NavLight           name,type,blinkrate (in seconds), startdelay (in seconds) size (in meters), min LOD, texture name
    NavLight                        antenna1,       NAVLIGHT_Default, 2,    1,      0,      70, 3,  etg\textures\glow32
    NavLight                        antenna2,       NAVLIGHT_Default, 2,    1,      0,      70, 3,  etg\textures\glow32
    NavLight                        antenna3,       NAVLIGHT_Default, 2,    1,      0,      70, 3,  etg\textures\glow32
    NavLight                        antenna4,       NAVLIGHT_Default, 2,    1,      0,      70, 3,  etg\textures\glow32
    NavLight                        antenna5,       NAVLIGHT_Default, 2,    1,      0,      70, 3,  etg\textures\glow32
    NavLight                        antenna6,       NAVLIGHT_Default, 2,    1,      0,      70, 3,  etg\textures\glow32
    NavLight                        antenna7,       NAVLIGHT_Default, 2,    1,      0,      70, 3,  etg\textures\glow32
    NavLight                        antenna8,       NAVLIGHT_Default, 2,    1,      0,      70, 3,  etg\textures\glow32
    NavLight                        antenna9,       NAVLIGHT_Default, 2,    1,      0,      70, 3,  etg\textures\glow32
    NavLight                        antenna10,      NAVLIGHT_Default, 2,    1,      0,      70, 3,  etg\textures\glow32
    NavLight                        antenna11,      NAVLIGHT_Default, 2,    1,      0,      70, 3,  etg\textures\glow32
    NavLight                        antenna12,      NAVLIGHT_Default, 2,    1,      0,      70, 3,  etg\textures\glow32
    NavLight                        antenna13,      NAVLIGHT_Default, 2,    1,      0,      70, 3,  etg\textures\glow32
    NavLight                        antenna14,      NAVLIGHT_Default, 2,    1,      0,      70, 3,  etg\textures\glow32
    NavLight                        bay1,       NAVLIGHT_Default, 1,    1,      1,      60, 3,  etg\textures\glow32
    NavLight                        bay1a,      NAVLIGHT_Default, 1,    1,      0,      60, 3,  etg\textures\glow32
    NavLight                        bay2,       NAVLIGHT_Default, 1,    1,      1,      60, 3,  etg\textures\glow32
    NavLight                        bay2a,      NAVLIGHT_Default, 1,    1,      0,      60, 3,  etg\textures\glow32
    NavLight                        bay3,       NAVLIGHT_Default, 1,    1,      1,      60, 3,  etg\textures\glow32
    NavLight                        bay3a,      NAVLIGHT_Default, 1,    1,      0,      60, 3,  etg\textures\glow32
    NavLight                        bay4,       NAVLIGHT_Default, 1,    1,      1,      60, 3,  etg\textures\glow32
    NavLight                        bay4a,      NAVLIGHT_Default, 1,    1,      0,      60, 3,  etg\textures\glow32
    NavLight                        fingerbay1,     NAVLIGHT_Default, 1,    1,      0,      50, 3,  etg\textures\glow32
    NavLight                        fingerbay2,     NAVLIGHT_Default, 1,    1,      0.5,    50, 3,  etg\textures\glow32
    NavLight                        fingerbay3,     NAVLIGHT_Default, 1,    1,      0,      50, 3,  etg\textures\glow32
    NavLight                        fingerbay4,     NAVLIGHT_Default, 1,    1,      0.75,   50, 3,  etg\textures\glow32
    NavLight                        fingerbay5,     NAVLIGHT_Default, 1,    1,      0,      50, 3,  etg\textures\glow32
    NavLight                        fingerbay6,     NAVLIGHT_Default, 1,    1,      0.5,    50, 3,  etg\textures\glow32
    NavLight                        caution1,       NAVLIGHT_Default, 0.5,  0.5,    0,      50, 3,  etg\textures\glow32
    NavLight                        caution1a,      NAVLIGHT_Default, 0.5,  0.5,    0.75,   50, 3,  etg\textures\glow32
    NavLight                        caution2,       NAVLIGHT_Default, 0.5,  0.5,    0,      50, 3,  etg\textures\glow32
    NavLight                        caution2a,      NAVLIGHT_Default, 0.5,  0.5,    0.75,   50, 3,  etg\textures\glow32
    NavLight                        caution3,       NAVLIGHT_Default, 0.5,  0.5,    0,      50, 3,  etg\textures\glow32
    NavLight                        caution3a,      NAVLIGHT_Default, 0.5,  0.5,    0.75,   50, 3,  etg\textures\glow32
    NavLight                        caution4,       NAVLIGHT_Default, 0.5,  0.5,    0,      50, 3,  etg\textures\glow32
    NavLight                        caution4a,      NAVLIGHT_Default, 0.5,  0.5,    0.75,   50, 3,  etg\textures\glow32
    NavLight                        caution5,       NAVLIGHT_Default, 0.5,  0.5,    0,      50, 3,  etg\textures\glow32
    NavLight                        caution5a,      NAVLIGHT_Default, 0.5,  0.5,    0.75,   50, 3,  etg\textures\glow32
    NavLight                        crane,      NAVLIGHT_Default, 2,    0.5,    0,      50, 3,  etg\textures\glow32
    NavLight                        misc1,      NAVLIGHT_Default, 0.5,  0.75,   0,      50, 3,  etg\textures\glow32
    NavLight                        misc2,          NAVLIGHT_Default, 0.5,  0.75,   0.5,      50, 3,  etg\textures\glow32
    NavLight                        misc3,          NAVLIGHT_Default, 0.5,  0.75,   0,      50, 3,  etg\textures\glow32
    NavLight                        misc4,          NAVLIGHT_Default, 0.5,  0.75,   0.75,      50, 3,  etg\textures\glow32
    
    
    renderlistFade     15000.0
    renderlistLimit    18000.0
    
    
    {}{}{}
    
    
    
    Scaffold Main Shell (destroyed) ~ scaffold_scarred
    {}{}{}
    [Scaffold]
    LODFile                             Scaffold_scarred.lod
    pMexData                            Scaffold_scarred\Rl0\LOD0\Scaffold_scarred.mex
    mass                                120000.0
    momentOfInertiaX                    90000.0
    momentOfInertiaY                    90500.0
    momentOfInertiaZ                    90500.0
    maxvelocity                         150.0
    maxrot                              10.0
    maxhealth                           80000                        ; hit points
    avoidcollmodifier                   0.9
    
    minimumZoomDistance                 3450
    
    
    blastRadiusShockWave                1.0
    blastRadiusDamage                   125
    
    NUMBER_OF_NAV_LIGHTS           0
    
    ; format is NavLight           name,type,blinkrate (in seconds), startdelay (in seconds) size (in meters), min LOD, texture name
    ;NavLight                        antenna1,       NAVLIGHT_Default, 2,    1,      0,      70, 3,  etg\textures\glow32
    ;NavLight                        antenna2,       NAVLIGHT_Default, 2,    1,      0,      70, 3,  etg\textures\glow32
    ;NavLight                        antenna3,       NAVLIGHT_Default, 2,    1,      0,      70, 3,  etg\textures\glow32
    ;NavLight                        antenna4,       NAVLIGHT_Default, 2,    1,      0,      70, 3,  etg\textures\glow32
    ;NavLight                        antenna5,       NAVLIGHT_Default, 2,    1,      0,      70, 3,  etg\textures\glow32
    ;NavLight                        antenna6,       NAVLIGHT_Default, 2,    1,      0,      70, 3,  etg\textures\glow32
    ;NavLight                        antenna7,       NAVLIGHT_Default, 2,    1,      0,      70, 3,  etg\textures\glow32
    ;NavLight                        antenna8,       NAVLIGHT_Default, 2,    1,      0,      70, 3,  etg\textures\glow32
    ;NavLight                        antenna9,       NAVLIGHT_Default, 2,    1,      0,      70, 3,  etg\textures\glow32
    ;NavLight                        antenna10,      NAVLIGHT_Default, 2,    1,      0,      70, 3,  etg\textures\glow32
    ;NavLight                        antenna11,      NAVLIGHT_Default, 2,    1,      0,      70, 3,  etg\textures\glow32
    ;NavLight                        antenna12,      NAVLIGHT_Default, 2,    1,      0,      70, 3,  etg\textures\glow32
    ;NavLight                        antenna13,      NAVLIGHT_Default, 2,    1,      0,      70, 3,  etg\textures\glow32
    ;NavLight                        antenna14,      NAVLIGHT_Default, 2,    1,      0,      70, 3,  etg\textures\glow32
    ;NavLight                        bay1,      NAVLIGHT_Default, 1,    1,      1,      60, 3,  etg\textures\glow32
    ;NavLight                        bay1a,     NAVLIGHT_Default, 1,    1,      0,      60, 3,  etg\textures\glow32
    ;NavLight                        bay2,      NAVLIGHT_Default, 1,    1,      1,      60, 3,  etg\textures\glow32
    ;NavLight                        bay2a,     NAVLIGHT_Default, 1,    1,      0,      60, 3,  etg\textures\glow32
    ;NavLight                        bay3,      NAVLIGHT_Default, 1,    1,      1,      60, 3,  etg\textures\glow32
    ;NavLight                        bay3a,     NAVLIGHT_Default, 1,    1,      0,      60, 3,  etg\textures\glow32
    ;NavLight                        bay4,      NAVLIGHT_Default, 1,    1,      1,      60, 3,  etg\textures\glow32
    ;NavLight                        bay4a,     NAVLIGHT_Default, 1,    1,      0,      60, 3,  etg\textures\glow32
    ;NavLight                        fingerbay1,     NAVLIGHT_Default, 1,    1,      0,      50, 3,  etg\textures\glow32
    ;NavLight                        fingerbay2,     NAVLIGHT_Default, 1,    1,      0.5,    50, 3,  etg\textures\glow32
    ;NavLight                        fingerbay3,     NAVLIGHT_Default, 1,    1,      0,      50, 3,  etg\textures\glow32
    ;NavLight                        fingerbay4,     NAVLIGHT_Default, 1,    1,      0.75,   50, 3,  etg\textures\glow32
    ;NavLight                        fingerbay5,     NAVLIGHT_Default, 1,    1,      0,      50, 3,  etg\textures\glow32
    ;NavLight                        fingerbay6,     NAVLIGHT_Default, 1,    1,      0.5,    50, 3,  etg\textures\glow32
    ;NavLight                        caution1,       NAVLIGHT_Default, 0.5,  0.5,    0,      50, 3,  etg\textures\glow32
    ;NavLight                        caution1a,      NAVLIGHT_Default, 0.5,  0.5,    0.75,   50, 3,  etg\textures\glow32
    ;NavLight                        caution2,       NAVLIGHT_Default, 0.5,  0.5,    0,      50, 3,  etg\textures\glow32
    ;NavLight                        caution2a,      NAVLIGHT_Default, 0.5,  0.5,    0.75,   50, 3,  etg\textures\glow32
    ;NavLight                        caution3,       NAVLIGHT_Default, 0.5,  0.5,    0,      50, 3,  etg\textures\glow32
    ;NavLight                        caution3a,      NAVLIGHT_Default, 0.5,  0.5,    0.75,   50, 3,  etg\textures\glow32
    ;NavLight                        caution4,       NAVLIGHT_Default, 0.5,  0.5,    0,      50, 3,  etg\textures\glow32
    ;NavLight                        caution4a,      NAVLIGHT_Default, 0.5,  0.5,    0.75,   50, 3,  etg\textures\glow32
    ;NavLight                        caution5,       NAVLIGHT_Default, 0.5,  0.5,    0,      50, 3,  etg\textures\glow32
    ;NavLight                        caution5a,      NAVLIGHT_Default, 0.5,  0.5,    0.75,   50, 3,  etg\textures\glow32
    ;NavLight                        crane,         NAVLIGHT_Default, 2,    0.5,    0,      50, 3,  etg\textures\glow32
    ;NavLight                        misc1,         NAVLIGHT_Default, 0.5,  0.75,   0,      50, 3,  etg\textures\glow32
    ;NavLight                        misc2,          NAVLIGHT_Default, 0.5,  0.75,   0.5,      50, 3,  etg\textures\glow32
    ;NavLight                        misc3,          NAVLIGHT_Default, 0.5,  0.75,   0,      50, 3,  etg\textures\glow32
    ;NavLight                        misc4,          NAVLIGHT_Default, 0.5,  0.75,   0.75,      50, 3,  etg\textures\glow32
    renderlistFade     16000.0
    renderlistLimit    18000.0
    
    
    {}{}{}
    
    
    
    Scaffold Arm #1 (destroyed) ~ scaffoldfingera_scarred
    {}{}{}
    [Scaffold]
    LODFile                             ScaffoldFingerA_scarred.lod
    pMexData                            ScaffoldFingerA_scarred\Rl0\LOD0\ScaffoldFingerA_scarred.mex
    mass                                10000.0
    momentOfInertiaX                    7000.0
    momentOfInertiaY                    7000.0
    momentOfInertiaZ                    7000.0
    maxvelocity                         150.0
    maxrot                              10.0
    maxhealth                           80000                        ; hit points
    avoidcollmodifier                   0.9
    
    minimumZoomDistance                 3450
    
    blastRadiusShockWave                1.0
    blastRadiusDamage                   125
    
    
    NUMBER_OF_NAV_LIGHTS           0
    
    ; format is NavLight           name,type,blinkrate (in seconds), startdelay (in seconds) size (in meters), min LOD, texture name
    ;NavLight                        antenna1,       NAVLIGHT_Default, 2,    1,      0,      70, 3,  etg\textures\glow32
    ;NavLight                        antenna2,       NAVLIGHT_Default, 2,    1,      0,      70, 3,  etg\textures\glow32
    ;NavLight                        antenna3,       NAVLIGHT_Default, 2,    1,      0,      70, 3,  etg\textures\glow32
    ;NavLight                        antenna4,       NAVLIGHT_Default, 2,    1,      0,      70, 3,  etg\textures\glow32
    ;NavLight                        antenna5,       NAVLIGHT_Default, 2,    1,      0,      70, 3,  etg\textures\glow32
    ;NavLight                        antenna6,       NAVLIGHT_Default, 2,    1,      0,      70, 3,  etg\textures\glow32
    ;NavLight                        antenna7,       NAVLIGHT_Default, 2,    1,      0,      70, 3,  etg\textures\glow32
    ;NavLight                        antenna8,       NAVLIGHT_Default, 2,    1,      0,      70, 3,  etg\textures\glow32
    ;NavLight                        antenna9,       NAVLIGHT_Default, 2,    1,      0,      70, 3,  etg\textures\glow32
    ;NavLight                        antenna10,      NAVLIGHT_Default, 2,    1,      0,      70, 3,  etg\textures\glow32
    ;NavLight                        antenna11,      NAVLIGHT_Default, 2,    1,      0,      70, 3,  etg\textures\glow32
    ;NavLight                        antenna12,      NAVLIGHT_Default, 2,    1,      0,      70, 3,  etg\textures\glow32
    ;NavLight                        antenna13,      NAVLIGHT_Default, 2,    1,      0,      70, 3,  etg\textures\glow32
    ;NavLight                        antenna14,      NAVLIGHT_Default, 2,    1,      0,      70, 3,  etg\textures\glow32
    ;NavLight                        bay1,      NAVLIGHT_Default, 1,    1,      1,      60, 3,  etg\textures\glow32
    ;NavLight                        bay1a,     NAVLIGHT_Default, 1,    1,      0,      60, 3,  etg\textures\glow32
    ;NavLight                        bay2,      NAVLIGHT_Default, 1,    1,      1,      60, 3,  etg\textures\glow32
    ;NavLight                        bay2a,     NAVLIGHT_Default, 1,    1,      0,      60, 3,  etg\textures\glow32
    ;NavLight                        bay3,      NAVLIGHT_Default, 1,    1,      1,      60, 3,  etg\textures\glow32
    ;NavLight                        bay3a,     NAVLIGHT_Default, 1,    1,      0,      60, 3,  etg\textures\glow32
    ;NavLight                        bay4,      NAVLIGHT_Default, 1,    1,      1,      60, 3,  etg\textures\glow32
    ;NavLight                        bay4a,     NAVLIGHT_Default, 1,    1,      0,      60, 3,  etg\textures\glow32
    ;NavLight                        fingerbay1,     NAVLIGHT_Default, 1,    1,      0,      50, 3,  etg\textures\glow32
    ;NavLight                        fingerbay2,     NAVLIGHT_Default, 1,    1,      0.5,    50, 3,  etg\textures\glow32
    ;NavLight                        fingerbay3,     NAVLIGHT_Default, 1,    1,      0,      50, 3,  etg\textures\glow32
    ;NavLight                        fingerbay4,     NAVLIGHT_Default, 1,    1,      0.75,   50, 3,  etg\textures\glow32
    ;NavLight                        fingerbay5,     NAVLIGHT_Default, 1,    1,      0,      50, 3,  etg\textures\glow32
    ;NavLight                        fingerbay6,     NAVLIGHT_Default, 1,    1,      0.5,    50, 3,  etg\textures\glow32
    ;NavLight                        caution1,       NAVLIGHT_Default, 0.5,  0.5,    0,      50, 3,  etg\textures\glow32
    ;NavLight                        caution1a,      NAVLIGHT_Default, 0.5,  0.5,    0.75,   50, 3,  etg\textures\glow32
    ;NavLight                        caution2,       NAVLIGHT_Default, 0.5,  0.5,    0,      50, 3,  etg\textures\glow32
    ;NavLight                        caution2a,      NAVLIGHT_Default, 0.5,  0.5,    0.75,   50, 3,  etg\textures\glow32
    ;NavLight                        caution3,       NAVLIGHT_Default, 0.5,  0.5,    0,      50, 3,  etg\textures\glow32
    ;NavLight                        caution3a,      NAVLIGHT_Default, 0.5,  0.5,    0.75,   50, 3,  etg\textures\glow32
    ;NavLight                        caution4,       NAVLIGHT_Default, 0.5,  0.5,    0,      50, 3,  etg\textures\glow32
    ;NavLight                        caution4a,      NAVLIGHT_Default, 0.5,  0.5,    0.75,   50, 3,  etg\textures\glow32
    ;NavLight                        caution5,       NAVLIGHT_Default, 0.5,  0.5,    0,      50, 3,  etg\textures\glow32
    ;NavLight                        caution5a,      NAVLIGHT_Default, 0.5,  0.5,    0.75,   50, 3,  etg\textures\glow32
    ;NavLight                        crane,         NAVLIGHT_Default, 2,    0.5,    0,      50, 3,  etg\textures\glow32
    ;NavLight                        misc1,         NAVLIGHT_Default, 0.5,  0.75,   0,      50, 3,  etg\textures\glow32
    ;NavLight                        misc2,          NAVLIGHT_Default, 0.5,  0.75,   0.5,      50, 3,  etg\textures\glow32
    ;NavLight                        misc3,          NAVLIGHT_Default, 0.5,  0.75,   0,      50, 3,  etg\textures\glow32
    ;NavLight                        misc4,          NAVLIGHT_Default, 0.5,  0.75,   0.75,      50, 3,  etg\textures\glow32
    
    renderlistFade     12000.0
    renderlistLimit    18000.0
    
    {}{}{}
    
    
    
    Scaffold Arm #2 (destroyed) ~ scaffoldfingerb_scarred
    {}{}{}
    [Scaffold]
    LODFile                             ScaffoldFingerB_scarred.lod
    pMexData                            ScaffoldFingerB_scarred\Rl0\LOD0\ScaffoldFingerB_scarred.mex
    mass                                10000.0
    momentOfInertiaX                    7000.0
    momentOfInertiaY                    7000.0
    momentOfInertiaZ                    7000.0
    maxvelocity                         150.0
    maxrot                              10.0
    maxhealth                           80000                        ; hit points
    avoidcollmodifier                   0.9
    
    minimumZoomDistance                 1450
    
    blastRadiusShockWave                1.0
    blastRadiusDamage                   125
    
    
    NUMBER_OF_NAV_LIGHTS           0
    
    ; format is NavLight           name,type,blinkrate (in seconds), startdelay (in seconds) size (in meters), min LOD, texture name
    ;NavLight                        antenna1,       NAVLIGHT_Default, 2,    1,      0,      70, 3,  etg\textures\glow32
    ;NavLight                        antenna2,       NAVLIGHT_Default, 2,    1,      0,      70, 3,  etg\textures\glow32
    ;NavLight                        antenna3,       NAVLIGHT_Default, 2,    1,      0,      70, 3,  etg\textures\glow32
    ;NavLight                        antenna4,       NAVLIGHT_Default, 2,    1,      0,      70, 3,  etg\textures\glow32
    ;NavLight                        antenna5,       NAVLIGHT_Default, 2,    1,      0,      70, 3,  etg\textures\glow32
    ;NavLight                        antenna6,       NAVLIGHT_Default, 2,    1,      0,      70, 3,  etg\textures\glow32
    ;NavLight                        antenna7,       NAVLIGHT_Default, 2,    1,      0,      70, 3,  etg\textures\glow32
    ;NavLight                        antenna8,       NAVLIGHT_Default, 2,    1,      0,      70, 3,  etg\textures\glow32
    ;NavLight                        antenna9,       NAVLIGHT_Default, 2,    1,      0,      70, 3,  etg\textures\glow32
    ;NavLight                        antenna10,      NAVLIGHT_Default, 2,    1,      0,      70, 3,  etg\textures\glow32
    ;NavLight                        antenna11,      NAVLIGHT_Default, 2,    1,      0,      70, 3,  etg\textures\glow32
    ;NavLight                        antenna12,      NAVLIGHT_Default, 2,    1,      0,      70, 3,  etg\textures\glow32
    ;NavLight                        antenna13,      NAVLIGHT_Default, 2,    1,      0,      70, 3,  etg\textures\glow32
    ;NavLight                        antenna14,      NAVLIGHT_Default, 2,    1,      0,      70, 3,  etg\textures\glow32
    ;NavLight                        bay1,      NAVLIGHT_Default, 1,    1,      1,      60, 3,  etg\textures\glow32
    ;NavLight                        bay1a,     NAVLIGHT_Default, 1,    1,      0,      60, 3,  etg\textures\glow32
    ;NavLight                        bay2,      NAVLIGHT_Default, 1,    1,      1,      60, 3,  etg\textures\glow32
    ;NavLight                        bay2a,     NAVLIGHT_Default, 1,    1,      0,      60, 3,  etg\textures\glow32
    ;NavLight                        bay3,      NAVLIGHT_Default, 1,    1,      1,      60, 3,  etg\textures\glow32
    ;NavLight                        bay3a,     NAVLIGHT_Default, 1,    1,      0,      60, 3,  etg\textures\glow32
    ;NavLight                        bay4,      NAVLIGHT_Default, 1,    1,      1,      60, 3,  etg\textures\glow32
    ;NavLight                        bay4a,     NAVLIGHT_Default, 1,    1,      0,      60, 3,  etg\textures\glow32
    ;NavLight                        fingerbay1,     NAVLIGHT_Default, 1,    1,      0,      50, 3,  etg\textures\glow32
    ;NavLight                        fingerbay2,     NAVLIGHT_Default, 1,    1,      0.5,    50, 3,  etg\textures\glow32
    ;NavLight                        fingerbay3,     NAVLIGHT_Default, 1,    1,      0,      50, 3,  etg\textures\glow32
    ;NavLight                        fingerbay4,     NAVLIGHT_Default, 1,    1,      0.75,   50, 3,  etg\textures\glow32
    ;NavLight                        fingerbay5,     NAVLIGHT_Default, 1,    1,      0,      50, 3,  etg\textures\glow32
    ;NavLight                        fingerbay6,     NAVLIGHT_Default, 1,    1,      0.5,    50, 3,  etg\textures\glow32
    ;NavLight                        caution1,       NAVLIGHT_Default, 0.5,  0.5,    0,      50, 3,  etg\textures\glow32
    ;NavLight                        caution1a,      NAVLIGHT_Default, 0.5,  0.5,    0.75,   50, 3,  etg\textures\glow32
    ;NavLight                        caution2,       NAVLIGHT_Default, 0.5,  0.5,    0,      50, 3,  etg\textures\glow32
    ;NavLight                        caution2a,      NAVLIGHT_Default, 0.5,  0.5,    0.75,   50, 3,  etg\textures\glow32
    ;NavLight                        caution3,       NAVLIGHT_Default, 0.5,  0.5,    0,      50, 3,  etg\textures\glow32
    ;NavLight                        caution3a,      NAVLIGHT_Default, 0.5,  0.5,    0.75,   50, 3,  etg\textures\glow32
    ;NavLight                        caution4,       NAVLIGHT_Default, 0.5,  0.5,    0,      50, 3,  etg\textures\glow32
    ;NavLight                        caution4a,      NAVLIGHT_Default, 0.5,  0.5,    0.75,   50, 3,  etg\textures\glow32
    ;NavLight                        caution5,       NAVLIGHT_Default, 0.5,  0.5,    0,      50, 3,  etg\textures\glow32
    ;NavLight                        caution5a,      NAVLIGHT_Default, 0.5,  0.5,    0.75,   50, 3,  etg\textures\glow32
    ;NavLight                        crane,         NAVLIGHT_Default, 2,    0.5,    0,      50, 3,  etg\textures\glow32
    ;NavLight                        misc1,         NAVLIGHT_Default, 0.5,  0.75,   0,      50, 3,  etg\textures\glow32
    ;NavLight                        misc2,          NAVLIGHT_Default, 0.5,  0.75,   0.5,      50, 3,  etg\textures\glow32
    ;NavLight                        misc3,          NAVLIGHT_Default, 0.5,  0.75,   0,      50, 3,  etg\textures\glow32
    ;NavLight                        misc4,          NAVLIGHT_Default, 0.5,  0.75,   0.75,      50, 3,  etg\textures\glow32
    
    renderlistFade     12000.0
    renderlistLimit    18000.0
    
    {}{}{}
    
    
    
    Shipwreck ~ shipwreck
    {}{}{}
    [Shipwreck]
    LODFile                             Shipwreck.lod
    pMexData                            Shipwreck\Rl0\LOD0\Shipwreck.mex
    mass                                2000.0              ; ship mass [fighter = 1]
    momentOfInertiaX                    1400.0               ; resistance to rotation
    momentOfInertiaY                    1450.0               ; [fighter = 1]
    momentOfInertiaZ                    1450.0
    maxvelocity                         350.0
    maxrot                              0.4
    maxhealth                           800000                        ; hit points
    immobile                            FALSE                       ; indicates object is immobile
    
    blastRadiusShockWave                1.75
    blastRadiusDamage                   275
    
    ;Moving Around
    ;=-----------=
    thruststrength[TRANS_UP]            75.0                         ; acceleration (m/s^2) [1-1000 approx. range]
    thruststrength[TRANS_DOWN]          75.0
    thruststrength[TRANS_RIGHT]         75.0
    thruststrength[TRANS_LEFT]          75.0
    thruststrength[TRANS_FORWARD]       75.0
    thruststrength[TRANS_BACK]          75.0
    rotstrength[ROT_YAWLEFT]            0.25                          ; rotational acceleration (deg/s^2) [0.01 - 10]
    rotstrength[ROT_YAWRIGHT]           0.25
    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
    
    pitchdescend            0.5
    sinbank                 0.5
    pitchturn               0.5
    
    
    ;ORDER IS CRITICAL!!  Heading second last, Up last!
    
    NUMBER_OF_SALVAGE_POINTS        5
    NUM_NEEDED_FOR_SALVAGE          5
    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
    
    
    salvageable                     TRUE
    
    minimumZoomDistance                 1550
    
    renderlistFade     12000.0
    renderlistLimit    18000.0
    
    
    {}{}{}
    
    
    
    Assault Frigate ~ standardfrigate
    {}{}{}
    [StandardFrigate]
    
    ;Source Files
    ;=----------=
    LODFile                             StandardFrigate.lod
    pMexData                            StandardFrigate\Rl0\LOD0\StandardFrigate.mex
    
    ;Ship Physics
    ;=----------=
    mass                                1400.0                          ; ship mass [fighter = 1]
    momentOfInertiaX                    1000.0                          ; resistance to rotation
    momentOfInertiaY                    1000.0                          ; [fighter = 1]
    momentOfInertiaZ                    1040.0
    maxvelocity                         325.0                        ; [fighter = 1000]
    maxrot                              1.0                          ; maximum rotation speed [don't make faster than ~10]
    
    ;Basic Ship Stats
    ;=--------------=
    shipclass                           CLASS_Frigate
    buildCost                           575                          ; resource units to build
    buildTime                           60                           ; time in seconds to build
    maxhealth                           60000                         ; hit points
    groupSize                           2                            ; size of group ships of this type tend to form
    repairTime                          10                            ; every this many seconds
    repairDamage                        50                           ; this much damage is repaired
    
    blastRadiusShockWave                1.75
    blastRadiusDamage                   275
    
    ;Moving Around
    ;=-----------=
    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]            0.25                          ; rotational acceleration (deg/s^2) [0.01 - 10]
    rotstrength[ROT_YAWRIGHT]           0.25
    rotstrength[ROT_PITCHUP]            0.05
    rotstrength[ROT_PITCHDOWN]          0.05
    rotstrength[ROT_ROLLRIGHT]          0.05
    rotstrength[ROT_ROLLLEFT]           0.05
    turnspeed[TURN_YAW]                 0.5                          ; speed at which ship tries to turn (1=standard)
    turnspeed[TURN_PITCH]               0.5
    turnspeed[TURN_ROLL]                0.5
    
    ;Weapons
    ;=-----=
    
    canTargetMultipleTargets            TRUE
    rotateToRetaliate                   TRUE
    passiveRetaliateZone                3000.0
    
    NUMBER_OF_GUNS                      6
    
    ;Top gun
    GUN         0
    //Desired Range = 4800
    //ADD this amount: 147 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_LargeEnergyCannon
    DamageLo                            35                          ; damage variance per shot - low
    DamageHi                            50                          ; damage variance per shot - high
    BulletLength                        18.0                        ; visual only.  Length of bullet on screen
    BulletRange                         5731.0                      ; distance bullets travel before disappearing
    BulletSpeed                         3100.0                      ; measured in m/s.
    BulletMass                          0.75                         ; mass of bullet
    FireTime                            2.7                         ; fire repeat rate (reciprocal = shots/second)
    TriggerHappy                         10.0
    minturnangle                       -110.0                      ; degrees
    maxturnangle                        110.0
    mindeclination                      -10.0
    maxdeclination                       10.0
    maxanglespeed                       360.0                        ; degrees/s
    maxdeclinationspeed                 360.0
    angletracking                       2.0
    declinationtracking                 2.0
    BarrelLength                        19.0
    RecoilLength                        15
    }
    
    ;Right side gun
    GUN         1
    //Desired Range = 4800
    //ADD this amount: 147 to compensate for centrepoint
    //ADD this amount: 784 to compensate for stopping distance
    {
    Type                                GUN_NewGimble
    SoundType                           GS_LargeEnergyCannon
    DamageLo                            50
    DamageHi                            65
    BulletLength                        18.0
    BulletRange                         5731.0
    BulletSpeed                         3100.0
    BulletMass                          0.75
    FireTime                            2.7
    TriggerHappy                         10.0
    minturnangle                       -110.0                      ; degrees
    maxturnangle                        110.0
    mindeclination                      -10.0
    maxdeclination                       10.0
    maxanglespeed                       360.0                        ; degrees/s
    maxdeclinationspeed                 360.0
    angletracking                       2.0
    declinationtracking                 2.0
    BarrelLength                        21.0
    RecoilLength                        15
    }
    
    ;Left side gun
    GUN         2
    //Desired Range = 4800
    //ADD this amount: 147 to compensate for centrepoint
    //ADD this amount: 784 to compensate for stopping distance
    {
    Type                                GUN_NewGimble
    SoundType                           GS_LargeEnergyCannon
    DamageLo                            50
    DamageHi                            65
    BulletLength                        18.0
    BulletRange                         5731.0
    BulletSpeed                         3100.0
    BulletMass                          0.75
    FireTime                            2.7
    TriggerHappy                         10.0
    minturnangle                       -110.0                      ; degrees
    maxturnangle                        110.0
    mindeclination                      -10.0
    maxdeclination                       10.0
    maxanglespeed                       360.0                        ; degrees/s
    maxdeclinationspeed                 360.0
    angletracking                       2.0
    declinationtracking                 2.0
    BarrelLength                        21.0
    RecoilLength                        15
    }
    
    GUN         3
    //Desired Range = 6000
    //ADD this amount: 110 to compensate for centrepoint
    //ADD this amount: 784 to compensate for stopping distance
    {
    Type                                GUN_Gimble                    ; type of gun - either GUN_Fixed or GUN_Gimble
    SoundType                           GS_MediumPlasmaBomb
    BulletType                          BULLET_PlasmaBomb
    DamageLo                            35                           ; damage variance per shot - low
    DamageHi                            40                           ; damage variance per shot - high
    MinAngle                            0
    MaxAngle                            5
    BulletLength                        4.0                          ; visual only.  Length of bullet on screen
    BulletRange                         6894.0                       ; distance bullets travel before disappearing
    BulletSpeed                         620.0                        ; measured in m/s.
    BulletMass                          2.5                          ; mass of bullet
    FireTime                            3.0                          ; fire repeat rate (reciprocal = shots/second)
    }
    
    GUN         4
    //Desired Range = 6000
    //ADD this amount: 110 to compensate for centrepoint
    //ADD this amount: 784 to compensate for stopping distance
    {
    Type                                GUN_Gimble                    ; type of gun - either GUN_Fixed or GUN_Gimble
    SoundType                           GS_MediumPlasmaBomb
    BulletType                          BULLET_PlasmaBomb
    DamageLo                            35                           ; damage variance per shot - low
    DamageHi                            40                          ; damage variance per shot - high
    MinAngle                            0
    MaxAngle                            5
    BulletLength                        4.0                          ; visual only.  Length of bullet on screen
    BulletRange                         6894.0                       ; distance bullets travel before disappearing
    BulletSpeed                         620.0                        ; measured in m/s.
    BulletMass                          2.5                          ; mass of bullet
    FireTime                            3.0                          ; fire repeat rate (reciprocal = shots/second)
    TriggerHappy                        10                           ; how triggerHapppy the ship is when firing the fixed. Arccos(x) gives angle
    }
    
    ;Bottom gun
    GUN         5
    {
    //Desired Range = 4800
    //ADD this amount: 147 to compensate for centrepoint
    //ADD this amount: 784 to compensate for stopping distance
    Type                                GUN_NewGimble
    SoundType                           GS_LargeEnergyCannon
    DamageLo                            50
    DamageHi                            65
    BulletLength                        18.0
    BulletRange                         5731.0
    BulletSpeed                         3100.0
    BulletMass                          0.75
    FireTime                            2.7
    TriggerHappy                         10.0
    minturnangle                       -110.0                      ; degrees
    maxturnangle                        110.0
    mindeclination                      -10.0
    maxdeclination                       10.0
    maxanglespeed                       360.0                        ; degrees/s
    maxdeclinationspeed                 360.0
    angletracking                       2.0
    declinationtracking                 2.0
    BarrelLength                        19.0
    RecoilLength                        15
    }
    
    NUMBER_OF_NAV_LIGHTS           4
    
    ; format is NavLight            name, type, blinkrate (in seconds), size (in meters), min LOD, texture name
    NavLight                        antenna,    NAVLIGHT_Default, 2, 1, 0,  7, 2, etg\textures\glow32
    NavLight                        antenna1,       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
    
    ;Explosions
    ;=--------=
    explosionType                       ET_FrigateExplosion
    
    
    
    //top gun
    BindGun                             StandardFrigateGun(3) Gun0,Azimuth,Recoil,Frequency 1
    //bottom gun
    BindGun                             StandardFrigateGun(1) Gun5,Azimuth,Recoil,Frequency 1
    //right gun
    BindGun                             StandardFrigateGun(4) Gun1,Azimuth,Recoil,Frequency 1
    //left gun
    BindGun                             StandardFrigateGun(2) Gun2,Azimuth,Recoil,Frequency 1
    
    
    ;Engine Glow
    ;=---------=
    trailWidth    90.0
    trailHeight   124.0
    trailLength   120.0
    trailStyle    3
    trailScaleCap 0.00025
    
    
    
    {}{}{}
    
    
    
    -=Turanics=-
    
    Missile ~ missile
    {}{}{}
    [Missile]
    LODFile                             Missile.lod
    pMexData                            Missile\Rl0\LOD0\Missile.mex
    mass                                10.0
    momentOfInertiaX                    10.0
    momentOfInertiaY                    10.0
    momentOfInertiaZ                    10.0
    maxvelocity                         1150.0
    maxrot                              10.0
    maxhealth                           5                         ; hit points
    
    blastRadiusShockWave                6.0
    blastRadiusDamage                   55
    
    ;Moving Around
    ;=-----------=
    thruststrength[TRANS_UP]            1600.0
    thruststrength[TRANS_DOWN]          1600.0
    thruststrength[TRANS_RIGHT]         1600.0
    thruststrength[TRANS_LEFT]          1600.0
    thruststrength[TRANS_FORWARD]       1650.0
    thruststrength[TRANS_BACK]          1600.0
    rotstrength[ROT_YAWLEFT]            1600.0
    rotstrength[ROT_YAWRIGHT]           1600.0
    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
    turnspeed[TURN_PITCH]                 2.8
    turnspeed[TURN_ROLL]                  2.8
    
    tooCloseRange                       500.0
    
    
    ;Ship Trails
    ;=---------=
    trailSegments                       10
    trailGranularity                    2
    trailColor                          0, 0, 0, 0, 0           ;grey team
    trailColor                          0, 1, 238, 238, 238
    trailColor                          0, 4, 141, 106, 87
    trailColor                          0, 9, 0, 0, 0
    trailColor                          1, 0, 0, 0, 0           ;red team
    trailColor                          1, 1, 225, 124, 33
    trailColor                          1, 4, 146, 0, 0
    trailColor                          1, 9, 0, 0, 0
    trailColor                          2, 0, 0, 0, 0           ;blue team
    trailColor                          2, 1, 11, 255, 255
    trailColor                          2, 4, 51, 0, 243
    trailColor                          2, 9, 0, 0, 0
    trailColor                          3, 0, 0, 0, 0           ;green team
    trailColor                          3, 1, 201, 254, 39
    trailColor                          3, 4, 0, 84, 4
    trailColor                          3, 9, 0, 0, 0
    trailColor                          4, 0, 0, 0, 0           ;yellow team
    trailColor                          4, 1, 255, 240, 97
    trailColor                          4, 4, 160, 124, 0
    trailColor                          4, 9, 0, 0, 0
    trailColor                          5, 0, 0, 0, 0           ;orange team
    trailColor                          5, 1, 225, 255, 11
    trailColor                          5, 4, 160, 124, 0
    trailColor                          5, 9, 0, 0, 0
    trailColor                          6, 0, 0, 0, 0           ;purple team
    trailColor                          6, 1, 255, 135, 157
    trailColor                          6, 4, 121, 0, 135
    trailColor                          6, 9, 0, 0, 0
    trailColor                          7, 0, 0, 0, 0           ;pale blue-green team
    trailColor                          7, 1, 45, 255, 149
    trailColor                          7, 4, 0, 105, 137
    trailColor                          7, 9, 0, 0, 0
    
    
    
    
    {}{}{}
    
    
    
    Fighter ~ p1fighter
    {}{}{}
    [HeavyInterceptor]
    
    ;Source Files
    ;=----------=
    LODFile                             P1Fighter.lod
    pMexData                            P1Fighter\Rl0\LOD0\P1Fighter.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                         800.0                         ; [fighter = 1000]
    maxrot                              10.0                          ; maximum rotation speed [don't make faster than ~10]
    
    ;Basic Ship Stats
    ;=--------------=
    shipclass                           CLASS_Fighter
    buildCost                           50                            ; resource units to build
    buildTime                           15                             ; time in seconds to build
    maxhealth                           200                            ; hit points
    maxfuel                             20000.0
    lowfuelpoint                        0.35                          ; percentage of tank which is considered "low on fuel"
    fuelburnrate                        0.0175                         ; based on distance ship moves in the world
    attackfuelburnrate                  0.0515
    groupSize                           4                             ; size of group ships of this type tend to form
    
    blastRadiusShockWave                6.0
    blastRadiusDamage                   75
    
    ;Moving Around
    ;=-----------=
    thruststrength[TRANS_UP]            700.0                        ; acceleration (m/s^2) [1-1000 approx. range]
    thruststrength[TRANS_DOWN]          700.0
    thruststrength[TRANS_RIGHT]         780.0
    thruststrength[TRANS_LEFT]          780.0
    thruststrength[TRANS_FORWARD]       800.0
    thruststrength[TRANS_BACK]          300.0
    rotstrength[ROT_YAWLEFT]            110.0                        ; rotational acceleration (deg/s^2) [0.01 - 400]
    rotstrength[ROT_YAWRIGHT]           110.0
    rotstrength[ROT_PITCHUP]            110.0
    rotstrength[ROT_PITCHDOWN]          110.0
    rotstrength[ROT_ROLLRIGHT]          110.0
    rotstrength[ROT_ROLLLEFT]           110.0
    turnspeed[TURN_YAW]                 2.5                          ; speed at which ship tries to turn (1=standard)
    turnspeed[TURN_PITCH]               2.5
    turnspeed[TURN_ROLL]                2.5
    
    ;Weapons
    ;=-----=
    NUMBER_OF_GUNS                      1
    tooCloseRange                       500.0
    
    rotateToRetaliate                   TRUE
    
    GUN         0
    {
    Type                            GUN_Gimble
    SoundType                       GS_SmallEnergyCannon
    DamageLo                        10                             ; damage variance per shot - low
    DamageHi                        22                          ; 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                        0.15   //0.2                          ; fire repeat rate (reciprocal = shots/second)
    BurstFireTime                   0.6
    BurstWaitTime                   1.25
    BulletLifeTime                  2.0                            ;Life time of bullet
    }
    
    gunsFireTime                    0.13                           ; 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