well there isnt just one ini file to edit, heres the tutorial anyways.
remember to backup the originals before hand just in case.
<pre><font size=1 face=Courier>
///////////////////////
files to edit:
equipment\engine_equip.ini
equipment\goods.ini
equipment\market_misc.ini
equipment\market_ships.ini
equipment\misc_equip.ini
equipment\misc_good.ini
equipment\st_equip.ini
equipment\st goods.ini
equipment\weapon_equip.ini
equipment\weapon_good.ini
ships\shiparch.ini
fx\effects.ini
constants.ini
///////////////////////
files to create:
cockpits\liberty\ku_gun_ship.ini
///////////////////////
files to add:
ships\kusari\ku_gunshipb.cmp
///////////////////////
(1) addto equipment\engine_equip.ini
[Engine
nickname = gunship_engine_01
ids_name =263893
ids_info =264893
volume = 400.000000
mass = 10
max_force = 452500
linear_drag = 3000
reverse_fraction = 0.100000
flame_effect = gf_ku_largeengine01
cruise_charge_time = 5
cruise_power_usage = 20
rumble_atten_range = -5, 0
rumble_pitch_range = -25, 25
rumble_sound = rumble_gunboat
cruise_start_sound = engine_ku_cruise_start
cruise_loop_sound = engine_ku_cruise_loop
cruise_stop_sound = engine_ku_cruise_stop
cruise_disrupt_sound = cruise_disrupt
cruise_backfire_sound = cruise_backfire
indestructible = false
outside_cone_attenuation = -3
inside_sound_cone = 90
outside_sound_cone = 270
///////////////////////
(2) addto equipment\goods.ini
[Good
nickname = ku_gun_ship
category = shiphull
ship = ku_gun_ship_ship
price = 10
ids_name = 237030
item_icon = Equipment\models\commodities\nn_icons\ku_freighter.3db
[Good
nickname = ku_gun_ship_package
category = ship
hull = ku_gun_ship
archetype = ku_gun_ship
addon = gunship_power
addon = ge_s_scanner_02
addon = ge_s_tractor_01
addon = sfx_rumble_gunvessel
addon = gunship_engine_01
addon = shield01_mark10_gun, HpShield01, 1
///////////////////////
(3) addto equipment\market_misc.ini under base=Li01_01_base (Manhatten)
MarketGood=ku_gunship_turret01, 0, -1, 10, 10, 0, 1
MarketGood=ku_gunship_turret02, 0, -1, 10, 10, 0, 1
MarketGood=ku_gunship_missile_turret01, 0, -1, 10, 10, 0, 1
MarketGood=ku_gunship_cruise_disruptor_turret01, 1, -1, 10, 10, 0, 1
MarketGood=ku_gunship_torpedo, 0, -1, 10, 10, 0, 1
MarketGood=shield01_mark10_gun, 0, -1, 10, 10, 0, 1
///////////////////////
(4) replace section in equipment\market_ships.ini
replace
[BaseGood
base = Li01_01_base
marketgood = gf1_package, 0, -1, 0, 0, 1, 1, 1
marketgood = gf2_package, 4, -1, 1, 1, 0, 1, 1
marketgood = gf4_package, 13, -1, 0, 0, 1, 1, 1
marketgood = gf5_package, 24, -1, 0, 0, 1, 1, 1
marketgood = gf6_package, 30, -1, 0, 0, 1, 1, 1
marketgood = bwf_package, 4, -1, 0, 0, 1, 1, 1
marketgood = bwe_package, 20, -1, 0, 0, 1, 1, 1
marketgood = bwe2_package, 30, -1, 0, 0, 1, 1, 1
marketgood = bwfr_package, 10, -1, 0, 0, 1, 1, 1
marketgood = cof_package, 8, -1, 0, 0, 1, 1, 1
marketgood = coe_package, 28, -1, 0, 0, 1, 1, 1
marketgood = coe2_package, 32, -1, 0, 0, 1, 1, 1
marketgood = lf_package, 1, -1, 1, 1, 0, 1, 1
marketgood = le_package, 2, -1, 0, 0, 1, 1, 1
marketgood = lfr_package, 1, -1, 1, 1, 0, 1, 1
marketgood = bf_package, 6, -1, 0, 0, 1, 1, 1
marketgood = be_package, 8, -1, 0, 0, 1, 1, 1
marketgood = bfr_package, 4, -1, 0, 0, 1, 1, 1
marketgood = kf_package, 10, -1, 0, 0, 1, 1, 1
marketgood = ke_package, 13, -1, 0, 0, 1, 1, 1
marketgood = kfr_package, 10, -1, 0, 0, 1, 1, 1
marketgood = rf_package, 20, -1, 0, 0, 1, 1, 1
marketgood = re_package, 22, -1, 0, 0, 1, 1, 1
marketgood = rfr_package, 20, -1, 0, 0, 1, 1, 1
marketgood = pf_package, 2, -1, 0, 0, 1, 1, 1
marketgood = pe_package, 13, -1, 0, 0, 1, 1, 1
marketgood = pfr_package, 4, -1, 0, 0, 1, 1, 1
marketgood = bhf_package, 4, -1, 0, 0, 1, 1, 1
marketgood = bhe_package, 13, -1, 0, 0, 1, 1, 1
marketgood = bhe2_package, 26, -1, 0, 0, 1, 1, 1
marketgood = oe_package, 16, -1, 0, 0, 1, 1, 1
with
[BaseGood
base=Li01_01_base
marketgood=gf1_package, 0, -1, 0, 0, 1, 1, 1
marketgood=gf2_package, 4, -1, 0, 0, 1, 1, 1
marketgood=gf4_package, 13, -1, 0, 0, 1, 1, 1
marketgood=gf5_package, 24, -1, 0, 0, 1, 1, 1
marketgood=gf6_package, 30, -1, 0, 0, 1, 1, 1
marketgood=bwf_package, 4, -1, 0, 0, 1, 1, 1
marketgood=bwe_package, 20, -1, 0, 0, 1, 1, 1
marketgood=bwe2_package, 30, -1, 0, 0, 1, 1, 1
marketgood=bwfr_package, 10, -1, 0, 0, 1, 1, 1
marketgood=cof_package, 8, -1, 0, 0, 1, 1, 1
marketgood=coe_package, 28, -1, 0, 0, 1, 1, 1
marketgood=coe2_package, 32, -1, 0, 0, 1, 1, 1
marketgood=ku_gun_ship_package, 0, -1, 1, 1, 0, 1, 1
marketgood=lf_package, 1, -1, 1, 1, 0, 1, 1
marketgood=le_package, 2, -1, 0, 0, 1, 1, 1
marketgood=lfr_package, 1, -1, 1, 1, 0, 1, 1
marketgood=bf_package, 6, -1, 0, 0, 1, 1, 1
marketgood=be_package, 8, -1, 0, 0, 1, 1, 1
marketgood=bfr_package, 4, -1, 0, 0, 1, 1, 1
marketgood=kf_package, 10, -1, 0, 0, 1, 1, 1
marketgood=ke_package, 13, -1, 0, 0, 1, 1, 1
marketgood=kfr_package, 10, -1, 0, 0, 1, 1, 1
marketgood=rf_package, 20, -1, 0, 0, 1, 1, 1
marketgood=re_package, 22, -1, 0, 0, 1, 1, 1
marketgood=rfr_package, 20, -1, 0, 0, 1, 1, 1
marketgood=pf_package, 2, -1, 0, 0, 1, 1, 1
marketgood=pe_package, 13, -1, 0, 0, 1, 1, 1
marketgood=pfr_package, 4, -1, 0, 0, 1, 1, 1
marketgood=bhf_package, 4, -1, 0, 0, 1, 1, 1
marketgood=bhe_package, 13, -1, 0, 0, 1, 1, 1
marketgood=bhe2_package, 26, -1, 0, 0, 1, 1, 1
marketgood=oe_package, 16, -1, 0, 0, 1, 1, 1
///////////////////////
(5) addto equipment\misc_equip.ini
[Power
nickname = gunship_power
ids_name = 233704
ids_info = 263154
volume = 0.000000
mass = 10
DA_archetype = equipment\models\hardware\li_fusion_reactor.3db
material_library = equipment\models\hardware.mat
capacity = 30000
charge_rate = 1000
thrust_capacity = 2000
thrust_charge_rate = 200
lootable = false
///////////////////////
(6) edit prices in equipment\misc_good.ini for ge_s_battery_01 and ge_s_repair_01 to what you want, say 10.
///////////////////////
(7) addto equipment\st_equip.ini
[ShieldGenerator
nickname = shield01_mark10_gun
ids_name =263768
ids_info =264768
DA_archetype = equipment\models\st\li_refractor_shield.3db
material_library = equipment\models\li_equip.mat
HP_child = HpConnect
hit_pts = 6752
explosion_resistance = 0.650000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
regeneration_rate = 60
max_capacity = 15000
toughness = 240
hp_type = hp_freighter_shield_special_10
offline_rebuild_time = 12
offline_threshold = 0.150000
constant_power_draw = 0
rebuild_power_draw = 10
shield_type = S_Graviton01
shield_collapse_sound = shield_offline
shield_rebuilt_sound = shield_rebuilt
shield_hit_effects = 0, gf_pi_shield01
shield_hit_effects = 100, gf_pi_shield02
shield_hit_effects = 500, gf_pi_shield03
separation_explosion = sever_debris
LODranges = 0, 20
lootable = true
///////////////////////
(8) addto equipment\st goods.ini
[Good
nickname = shield01_mark10_gun
equipment = shield01_mark10_gun
category = equipment
price = 10
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_shieldgen.3db
combinable = false
ids_name =263768
ids_info =264768
shop_archetype = equipment\models\st\li_refractor_shield.3db
material_library = equipment\models\li_equip.mat
///////////////////////
(9) addto equipment\weapon_equip.ini
[Motor
nickname = ku_gunship_torpedo_motor
lifetime =11.25
accel =3.5556
delay =0
[Explosion
nickname = ku_gunship_torpedo_explosion
effect = ku_torpedo01b_impact
lifetime =0, 0
process = disappear
strength =1000
radius =1000
hull_damage =15000
energy_damage =0
impulse =0
[Munition
nickname = ku_gunship_torpedo_ammo
explosion_arch = ku_gunship_torpedo_explosion
loot_appearance = ammo_crate
units_per_container =1
hp_type = hp_torpedo
hit_pts =2
one_shot_sound = fire_torpedo
detonation_dist =6.25
lifetime =56.25
Motor = ku_gunship_torpedo_motor
force_gun_ori = false
const_effect = ku_missile02_drive
HP_trail_parent = HPExhaust
seeker = LOCK
time_to_lock =0
seeker_range =2700
seeker_fov_deg =35
max_angular_velocity =0.58067
DA_archetype = equipment\models\weapons\li_rad_missile.3db
material_library = equipment\models\li_equip.mat
ids_name =265164
ids_info =266164
mass =1
volume =0
[Gun
nickname = ku_gunship_torpedo
ids_name =263164
ids_info =264164
DA_archetype = equipment\models\torpedoes\ge_torpedo.3db
material_library = equipment\models\ge_equip.mat
HP_child = HPConnect
hit_pts =10000
explosion_resistance =1
debris_type = debris_normal
parent_impulse =20
child_impulse =80
volume =0
mass =10
hp_gun_type = hp_torpedo_special_1
damage_per_fire =0
power_usage =0
refire_delay =2
muzzle_velocity =20
toughness =58.7
projectile_archetype = ku_gunship_torpedo_ammo
dry_fire_sound = fire_dry
separation_explosion = sever_debris
auto_turret = false
turn_rate =90
lootable = true
LODranges =0, 20, 60, 100
[Motor
nickname = ku_gunship_cruise_disruptor_turret01_motor
lifetime =0.9375
accel =568.8889
delay =0
[Explosion
nickname = ku_gunship_cruise_disruptor_turret01_explosion
effect = ku_missile02_impact
lifetime =0, 0
process = disappear
strength =1000
radius =50
hull_damage =259
energy_damage =0
impulse =0
[Munition
nickname = ku_gunship_cruise_disruptor_turret01_ammo
explosion_arch = ku_gunship_cruise_disruptor_turret01_explosion
loot_appearance = ammo_crate
units_per_container =5
hp_type = hp_gun
hit_pts =2
one_shot_sound = fire_cruise_disruptor
detonation_dist =12.5
lifetime =4.6875
Motor = ku_gunship_cruise_disruptor_turret01_motor
force_gun_ori = false
const_effect = ku_missile02_drive
HP_trail_parent = HPExhaust
seeker = LOCK
time_to_lock =0
seeker_range =3000
seeker_fov_deg =120
max_angular_velocity =8.71
cruise_disruptor = true
DA_archetype = equipment\models\weapons\li_rad_missile.3db
material_library = equipment\models\li_equip.mat
ids_name =265162
ids_info =266162
mass =1
volume =0
[Gun
nickname = ku_gunship_cruise_disruptor_turret01
ids_name =263162
ids_info =264162
DA_archetype = equipment\models\turret\ku_turret04.cmp
material_library = equipment\models\ku_turret.mat
HP_child = HPConnect
hit_pts =10000
explosion_resistance =1
debris_type = debris_turret_small
parent_impulse =20
child_impulse =80
volume =50
mass =10
hp_gun_type = hp_torpedo_special_2
damage_per_fire =0
power_usage =0
refire_delay =1
muzzle_velocity =266.7
toughness =1.6
projectile_archetype = ku_gunship_cruise_disruptor_turret01_ammo
separation_explosion = sever_debris
auto_turret = false
turn_rate =90
lootable = true
[Motor
nickname = ku_gunship_missile_turret01_motor
lifetime =2.875
accel =141.1111
delay =0
[Explosion
nickname = ku_gunship_missile_turret01_explosion
effect = ku_missile02_impact
lifetime =0, 0
process = disappear
strength =1000
radius =50
hull_damage =2263.5
energy_damage =0
impulse =0
[Munition
nickname = ku_gunship_missile_turret01_ammo
explosion_arch = ku_gunship_missile_turret01_explosion
hp_type = hp_gun
requires_ammo = false
hit_pts =2
one_shot_sound = fire_missile_regular
detonation_dist =4
lifetime =18.375
Motor = ku_gunship_missile_turret01_motor
force_gun_ori = false
const_effect = ku_missile02_drive
HP_trail_parent = HPExhaust
seeker = LOCK
time_to_lock =0
seeker_range =2000
seeker_fov_deg =35
max_angular_velocity =9.90333
DA_archetype = equipment\models\weapons\li_rad_missile.3db
material_library = equipment\models\li_equip.mat
mass =1
volume =0.0001
[Gun
nickname = ku_gunship_missile_turret01
ids_name =263436
ids_info =264436
DA_archetype = equipment\models\turret\ku_turret04.cmp
material_library = equipment\models\ku_turret.mat
HP_child = HPConnect
hit_pts =10000
explosion_resistance =1
debris_type = debris_turret_small
parent_impulse =20
child_impulse =80
volume =50
mass =10
hp_gun_type = hp_turret_special_10
damage_per_fire =0
power_usage =0
refire_delay =1.0
muzzle_velocity =166.7
toughness =5.3
light_anim = l_gun01_flash
projectile_archetype = ku_gunship_missile_turret01_ammo
separation_explosion = sever_debris
auto_turret = false
turn_rate =90
lootable = false
[LOD
obj = Root
LODranges =0, 450
[LOD
obj = barrel
LODranges =0, 500
[Munition
nickname = ku_gunship_turret01_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts =2
hull_damage =450.5
energy_damage =0
one_shot_sound = fire_capship_forward_gun
munition_hit_effect = ku_capgun_01_impact
const_effect = ku_gunboat_maingun
lifetime =0.9
force_gun_ori = false
mass =1
volume =0.0001
[Gun
nickname = ku_gunship_turret01
ids_name =263435
ids_info =264435
DA_archetype = equipment\models\turret\ku_turret01.cmp
material_library = equipment\models\ku_turret.mat
HP_child = HPConnect
hit_pts =10000
explosion_resistance =1
debris_type = debris_turret_huge
parent_impulse =20
child_impulse =80
volume =50
mass =10
hp_gun_type = hp_turret_special_9
damage_per_fire =0
power_usage =125
refire_delay =0.25
muzzle_velocity =1222.2
toughness =5.3
flash_particle_name = ku_capgun_01_flash
flash_radius =15
light_anim = l_gun01_flash
projectile_archetype = ku_gunship_turret01_ammo
separation_explosion = sever_debris
auto_turret = false
turn_rate =90
lootable = false
[LOD
obj = Root
LODranges =0, 800
[LOD
obj = barrel
LODranges =0, 600
[Munition
nickname = ku_gunship_turret02_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts =2
hull_damage =253.5
energy_damage =0
one_shot_sound = fire_capship
munition_hit_effect = ku_capgun_01_impact
const_effect = ku_capgun_01_proj
lifetime =0.9
force_gun_ori = false
mass =1
volume =0.0001
[Gun
nickname = ku_gunship_turret02
ids_name =263434
ids_info =264434
DA_archetype = equipment\models\turret\ku_turret02.cmp
material_library = equipment\models\ku_turret.mat
HP_child = HPConnect
hit_pts =10000
explosion_resistance =1
debris_type = debris_turret_large
parent_impulse =20
child_impulse =80
volume =50
mass =10
hp_gun_type = hp_turret_special_8
damage_per_fire =0
power_usage =60
refire_delay =0.12
muzzle_velocity =1222.2
toughness =5.3
flash_particle_name = ku_capgun_01_flash
flash_radius =15
light_anim = l_gun01_flash
projectile_archetype = ku_gunship_turret02_ammo
separation_explosion = sever_debris
auto_turret = false
turn_rate =90
lootable = false
[LOD
obj = Root
LODranges =0, 600
[LOD
obj = barrel
LODranges =0, 400
///////////////////////
(10) addto equipment\weapon_good.ini
[Good
nickname = ku_gunship_torpedo
equipment = ku_gunship_torpedo
category = equipment
price = 10
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_torplauncher.3db
combinable = false
free_ammo = torpedo01_mark02_ammo, 1
ids_name = 263164
ids_info = 264164
shop_archetype = equipment\models\torpedoes\ge_torpedo.3db
material_library = equipment\models\ge_equip.mat
[Good
nickname = ku_gunship_cruise_disruptor_turret01
equipment = ku_gunship_cruise_disruptor_turret01
category = equipment
price = 10
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_capturret.3db
combinable = false
ids_name =263162
ids_info =264162
shop_archetype = equipment\models\turret\ku_turret02.cmp
material_library = equipment\models\ku_turret.mat
[Good
nickname = ku_gunship_turret01
equipment = ku_gunship_turret01
category = equipment
price = 10
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_capturret.3db
combinable = false
ids_name = 263437
ids_info = 264437
shop_archetype = equipment\models\turret\ku_turret01.cmp
material_library = equipment\models\ku_turret.mat
[Good
nickname = ku_gunship_turret02
equipment = ku_gunship_turret02
category = equipment
price = 10
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_capturret.3db
combinable = false
ids_name = 263438
ids_info = 264438
shop_archetype = equipment\models\turret\ku_turret02.cmp
material_library = equipment\models\ku_turret.mat
[Good
nickname = ku_gunship_missile_turret01
equipment = ku_gunship_missile_turret01
category = equipment
price = 10
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_capturret.3db
combinable = false
ids_name = 263436
ids_info = 264436
shop_archetype = equipment\models\turret\ku_turret04.cmp
material_library = equipment\models\ku_turret.mat
///////////////////////
(11) addto ships\shiparch.ini
[Ship
ids_name = 237030
ids_info = 66564
nickname = ku_gun_ship_ship
LODranges = 0, 150, 300, 450, 4000
msg_id_prefix = gcs_refer_shiparch_Kusg
mission_property = can_use_berths
type = FREIGHTER
DA_archetype = ships\kusari\ku_gunship\ku_gunshipb.cmp
material_library = ships\kusari\ku_capships.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
strafe_force = 30000
nanobot_limit = 300
shield_battery_limit = 300
mass = 500.000000
hold_size = 2500
hit_pts = 15000
fuse = ku_gunship_body_fuse, 0.000000, 1
fuse = ku_gunship_burning_fuse01, 0.000000, 2250
fuse = ku_gunship_burning_fuse01, 0.000000, 1125
cockpit = cockpits\liberty\ku_gun_ship.ini
camera_offset = 25, 85
camera_angular_acceleration = 0.050000
camera_horizontal_turn_angle = 12
camera_vertical_turn_up_angle = 5
camera_vertical_turn_down_angle = 30
camera_turn_look_ahead_slerp_amount = 1.000000
explosion_arch = explosion_instant
surface_hit_effects = 0, small_hull_hit_light01, small_hull_hit_light02, small_hull_hit_light03
surface_hit_effects = 150, small_hull_hit_medium01, small_hull_hit_medium02, small_hull_hit_medium03
surface_hit_effects = 300, small_hull_hit_heavy01, small_hull_hit_heavy02, small_hull_hit_heavy03
linear_drag = 1.000000
steering_torque = 6000000.000000, 6000000.000000, 6000000.000000
angular_drag = 12000000.000000, 12000000.000000, 12000000.000000
rotation_inertia = 1680000.000000, 1680000.000000, 1680000.000000
nudge_force = 60000.000000
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 2
hp_type = hp_thruster, HpEngine01, HpEngine02
hp_type = hp_countermeasure_dropper, HpCM01
hp_type = hp_mine_dropper, HpMine01
hp_type = hp_turret_special_10, HpTurret_K5_01
hp_type = hp_turret_special_8, HpTurret_K4_02
hp_type = hp_turret_special_8, HpTurret_K4_03
hp_type = hp_turret_special_9, HpTurret_K6_01
hp_type = hp_turret_special_9, HpTurret_K6_02
hp_type = hp_turret_special_8, HpTurret_K4_01
hp_type = hp_torpedo_special_2, HpTurret_K4_04
hp_type = hp_torpedo_special_1, HpTurret_K4_05
shield_link = l_freighter_shield01, HpMount, HpShield01, HpShield02
hp_type = hp_freighter_shield_special_10, HpShield01, HpShield02
[CollisionGroup
obj = ku_star_spike_lod1
separable = parent_impulse = 60.000000
child_impulse = 500.000000
separation_explosion = explosion_small_ship_breakoff
dmg_hp = DpSpkmnt_starboard
dmg_obj = ku_gunboat_dmg_star_spike_cap
debris_type = cap_ship_piece
mass = 20.000000
hit_pts = 7500
[CollisionGroup
obj = ku_star_wing_lod1
separable = parent_impulse = 60.000000
child_impulse = 500.000000
separation_explosion = explosion_small_ship_breakoff
dmg_hp = DpWing_starboard
dmg_obj = ku_gunboat_dmg_star_wing_cap
debris_type = cap_ship_piece
mass = 20.000000
hit_pts = 7500
[CollisionGroup
obj = ku_star_eng_lod1
separable = parent_impulse = 60.000000
child_impulse = 30.000000
separation_explosion = explosion_small_ship_breakoff
dmg_hp = DpEng_starboard
dmg_obj = ku_gunboat_dmg_star_eng_cap
debris_type = debris_vanish
mass = 20.000000
hit_pts = 15000
[CollisionGroup
obj = ku_port_spike_lod1
separable = parent_impulse = 60.000000
child_impulse = 300.000000
separation_explosion = explosion_small_ship_breakoff
dmg_hp = DpSpkMnt_Port
dmg_obj = ku_gunboat_dmg_port_spike_cap
debris_type = cap_ship_piece
mass = 20.000000
hit_pts = 7500
[CollisionGroup
obj = ku_port_wing_lod1
separable = parent_impulse = 60.000000
child_impulse = 600.000000
separation_explosion = explosion_small_ship_breakoff
dmg_hp = DpWing_port
dmg_obj = ku_gunboat_dmg_port_wing_cap
debris_type = cap_ship_piece
mass = 20.000000
hit_pts = 7500
[CollisionGroup
obj = ku_port_eng_lod1
separable = parent_impulse = 60.000000
child_impulse = 30.000000
separation_explosion = explosion_small_ship_breakoff
dmg_hp = DpEng_port
dmg_obj = ku_gunboat_dmg_port_eng_cap
debris_type = debris_vanish
mass = 20.000000
hit_pts = 15000
[CollisionGroup
obj = ku_cntrltwr_lod1
separable = parent_impulse = 60.000000
child_impulse = 30.000000
debris_type = debris_vanish
fuse = ku_gunship_body_fuse, 0.000000, 1
dmg_hp = DpCntrltwr
dmg_obj = ku_gunboat_dmg_tower_cap
mass = 20.000000
hit_pts = 15000
root_health_proxy = true
[CollisionGroup
obj = ku_frnt_port_lod1
separable = parent_impulse = 10.000000
child_impulse = 3000.000000
debris_type = cap_ship_piece
fuse = ku_gunship_body_fuse, 0.000000, 1
group_dmg_hp = DpFrnt
group_dmg_obj = ku_gunboat_dmg_front_cap
mass = 200.000000
hit_pts = 15000
root_health_proxy = true
///////////////////////
(12) addto fx\effects.ini
[Effect
nickname = ku_torpedob_impact
effect_type = EFT_EXPLOSION_LARGE
snd_effect = csx_monster01
vis_effect = outer_sanctum_lightning
///////////////////////
(13) addto constants.ini under [Constants
MAX_PLAYER_AMMO = 100
///////////////////////
(14) create file cockpits\liberty\ku_gun_ship.ini
add this information to the file
[Cockpit
mesh = cockpits\liberty\models\li_freighter_cockpit.cmp
int_brightness = 0.500000
head_turn = 30, 10
[CockpitCamera
[TurretCamera
tether = 0.000000, 20, 150
yaw_rotate_speed = 2.000000
pitch_rotate_speed = 1.500000
accel_speed = 5
///////////////////////
(15) finally download and extract the file ku_gunshipb.cmp to the ships\kusari\ folder
ku_gunshipb.zip
///////////////////////
</font></pre>