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]