Ok now the fun starts
Redmatter Power Generator (Fighters)
[config]
unlockcost = 250
lockable = 1
classname = "SIM_PowerModule"
category = "OTHER"
size = "FIGHTER"
name = "fighter power IV"
guiname = "Redmatter Power Generator"
description = "Gunboats and Corvettes big beam Cannons need a small fusion powerplant to charge them, but this will do, Red Matter is not a realthing but a marketing ploy, but it got you reading didnt it?."
weight = 8
hitpoints = 10
cost = 80
icon = module_powergen_v3.dds
crew_required = 2
powerconsumed = 0
powerproduced = 12
slot_type = STANDARD
uisortpos = 4020
[dataitems]
0 = cost,DECIMAL
1 = weight,DECIMAL
2 = hitpoints,DECIMAL
3 = powerproduced,DECIMAL
6 = crew_required,INTEGER
Photon Bombs (Fighters)
[code][config]
unlockcost = 0
lockable = 0
armour_penetration = 35
category = “WEAPONS”
classname = “SIM_MissileModule”
cost = 16
crew_required = 0
damage = 25
description = “The only problem with rockets and lasers is that they can only have a small ammount of ‘omph’ with each hit, but these bombs have a small rocket engine htta propels them towards that frigate or crusier with a 1 megatonne warhead.”
fire_interval = 0
fuel = 100
guiname = “Fighter PhotonBombs”
has_flare = 1
flareuvid = 3
has_splines = 1
hitpoints = 5.5
icon = turret
min_range = 0
max_range = 55
missilelength = 4.0
missilespeed = 0.18
missilewidth = 2.0
name = “fighter_bomb”
powerconsumed = 1.0
shield_penetration = 20
size = “FIGHTER”
slot_type = TURRET
sound = data/sounds/missile_launch.ogg
soundvolume = 0.25
tracking_speed = 5.0
trail_fade_time = 620
turnspeed = 20.0
turret_sprite = “turret_miss_v3”
turretsize = 0
weight = 2
warhead = EXPLOSIVE
uisortpos = 1030
[dataitems]
0 = cost,DECIMAL
1 = weight,DECIMAL
2 = hitpoints,DECIMAL
3 = powerconsumed,DECIMAL
4 = damage,DECIMAL
5 = fire_interval,INTEGER
6 = tracking_speed,DECIMAL
7 = shield_penetration,DECIMAL
8 = armour_penetration,DECIMAL
10 = fuel,DECIMAL
11 = missilespeed,DECIMAL
12 = min_range,DECIMAL
13 = has_decoys,BOOL
14 = max_range,DECIMAL
[/code]
Light Shield (Fighter)
[code][config]
unlockcost = 1000
lockable = 1
classname = “SIM_ShieldModule”
category = “DEFENSES”
size = “FIGHTER”
name = “fighter_shield”
guiname = “Light Shield”
description = “It’s often a good idea to have at least minimal shields, low-power shield module To protect vitial fighter parts.”
weight = 1.75
hitpoints = 30
recharge_rate = 0.001
cost = 15
icon = module_shield_v1.dds
powerconsumed = 2.5
shieldpoints = 25
resistance = 2.5
slot_type = STANDARD
stack_effectiveness = 1
uisortpos = 2060
[dataitems]
0 = cost,DECIMAL
1 = weight,DECIMAL
2 = hitpoints,DECIMAL
3 = powerconsumed,DECIMAL
4 = shieldpoints,DECIMAL
5 = crew_required,INTEGER
6 = resistance,DECIMAL
7 = recharge_rate,DECIMAL_MULT,1000
[/code]
Standard Shield (Fighter)
[code][config]
unlockcost = 1000
lockable = 1
classname = “SIM_ShieldModule”
category = “DEFENSES”
size = “FIGHTER”
name = “fighter_shield I.V”
guiname = “Standard Shield”
description = “The light Sheilds dont go very far, but these bigger ones for the more hi-end fighters will need one.”
weight = 2
hitpoints = 35
recharge_rate = 0.0015
cost = 25
icon = module_shield_v1.dds
powerconsumed = 3
shieldpoints = 30
resistance = 4
slot_type = STANDARD
stack_effectiveness = 1
uisortpos = 2060
[dataitems]
0 = cost,DECIMAL
1 = weight,DECIMAL
2 = hitpoints,DECIMAL
3 = powerconsumed,DECIMAL
4 = shieldpoints,DECIMAL
5 = crew_required,INTEGER
6 = resistance,DECIMAL
7 = recharge_rate,DECIMAL_MULT,1000
[/code]
Hi-Strength Shield (fighter)
[code][config]
unlockcost = 2000
lockable = 1
classname = “SIM_ShieldModule”
category = “DEFENSES”
size = “FIGHTER”
name = “fighter sheild II”
guiname = “Hi-Power Sheild”
description = “A Basic Frigate Sheild Striped down to fit in the little Gunboats and Corvettes that need the extra protection, and it might just reflect lasers.”
weight = 8
hitpoints = 45
recharge_rate = 0.002
cost = 60
crew_required = 2
icon = module_shield_v1.dds
powerconsumed = 8
shieldpoints = 40
resistance = 9
slot_type = STANDARD
stack_effectiveness = 1
uisortpos = 2060
[dataitems]
0 = cost,DECIMAL
1 = weight,DECIMAL
2 = hitpoints,DECIMAL
3 = powerconsumed,DECIMAL
4 = shieldpoints,DECIMAL
5 = crew_required,INTEGER
6 = resistance,DECIMAL
7 = recharge_rate,DECIMAL_MULT,1000
[/code]