hehe its not that hard its relatively simple for furture reference u cant have more than 3 ships sold in one place thats why it crashes and 2 for all ur ships stuff look int he equipment folder thats all the stuff for weapon calsses and power and engines also look in shiparch.ini in the hsips folder
and this segemnt below is a good tutorial on how to change this stuff
/\ /\
\/ - ------ / ------. .-------- / ---- -\/
_/___ __ / ______________________________ / __ _____/_
: / / :
/ / Freelancer, A Cheaters Drea / - --:- -----------//---` '---\\-------- -:-- -
_ _l i_ _
\\_ Date : 03 13, 2003 CREATED By : Christoph _//
x
Http://Forum.unknowncheats.com x
/
Http://unknowncheats.com /
. ____________/\ _____________ .
----- - -------- --; \/ ;-- -------- - ---
You won't believe it BUT:
Your Ships speed is clientside
Your Ships turnrate is clientside
Your Ships loadout (untested) clientside too
Your Shield (!) status is clientside
Your Money is clientside
You need a mem editor for some fun.
Get:
http://www.lancersreactor.com/t/editing ... asp?id=197
Unpack your *.ini files, I'm giving some examples, cos it's very easy to do.
Goto ship_market.ini (Freelancer/Data/Equipment)
Each Base hast it's own list of sold ships, beginning with:
A ";" is a comment, use it !
[BaseGood
;This is Liberty, Base Manhatten
base = Li01_01_base
;Only 3 Ships can be sold at one Base - not more !
;"1, -1, 1, 1, 0, 1, 1" is the way the numbers look like for a
;buyable ship, if you make one buyable, make one unbyable, or
;it won't work.
Example:
marketgood = gf2_package, 4, -1, 0, 1, 0, 1, 1
;Orginal Startracker sold at Manhatten. First Number (4), is
;the Level you need.
marketgood = oe_package, 16, -1, 0, 0, 1, 1, 1
;Here is the Anubis^
;Change it this way and you can buy it
marketgood = oe_package, 1, -1, 1, 1, 0, 1, 1
;Change the Startracker back to unbuyable, cos only 3 ships
;at once can be sold !
marketgood = gf2_package, 4, -1, 0, 0, 1, 1, 1
Done. Now you can buy the Anubis instead of the Startracker on Manhatten. Right at Spawn in Multiplayer ! - Dang, that's funny. But were not done yet. I'll post another one !
Some Info: Package & Shipname
marketgood = gf1_package Starflyer
marketgood = gf2_package StarTracker
marketgood = gf4_package Hawk
marketgood = gf5_package Falcon
marketgood = gf6_package Eagle
marketgood = bwf_package Dagger
marketgood = bwe_package Stilleto
marketgood = bwe2_package Sabre
marketgood = bwfr_package Dromedary
marketgood = cof_package Legion
marketgood = coe_package Centurion
marketgood = coe2_package Titan
marketgood = lf_package Patriot
marketgood = le_package Defender
marketgood = lfr_package Rhino
marketgood = bf_package Cavalier
marketgood = be_package Crusader
marketgood = bfr_package Clydesdale
marketgood = kf_package Drake
marketgood = ke_package Dragon
marketgood = kfr_package Drone
marketgood = rf_package Banshee
marketgood = re_package Valkyrie
marketgood = rfr_package Humpback
marketgood = pf_package Bloodhound
marketgood = pe_package Wolfhound
marketgood = pfr_package Mule
marketgood = bhf_package Piranha
marketgood = bhe_package Barracuda
marketgood = bhe2_package Hammerhead
marketgood = oe_package Anubis
Copy & Past of Baselist from LR
Base Names
br01_01_base = Planet New London
br01_02_base = Southampton Shipyard
br01_03_base = Battleship Suffolk
br01_04_base = Waterloo Station
br01_05_base = Canterbury Station
br01_06_base = Thames Outpost
br01_07_base = Kensington Shipping Platform
br01_08_base = Trafalgar Base
br02_01_base = BPA Newgate
br02_02_base = Birmingham Station
br02_03_base = Sheffield Station
br02_04_base = Liverpool Border Station
br02_05_base = Kingston Border Station
br03_01_base = Planet Cambridge
br03_02_base = Cambridge Research Station
br03_03_base = Battleship Norfolk
br03_04_base = Cardiff Mining Facility
br04_01_base = Planet Leeds
br04_02_base = Stokes Mining Station
br04_03_base = Battleship York
br04_04_base = Glasgow Outpost
br04_05_base = LD-14
br04_06_base = Durham Border Station
br05_01_base = Battleship Hood
br05_02_base = Mining Station Glorious
br05_03_base = Graves Station
br05_04_base = Battleship Essex
br05_05_base = Arranmore Base
br06_01_base = Luxury Liner Shetland
br06_02_base = Aberdeen Border Station
br06_03_base = Islay Base
br06_04_base = Perth Station
bw01_01_base = Unknown (Crashes in Multiplayer when you launch)
bw01_02_base = Freeport 1
bw01_03_base = Rugen Station
bw01_04_base = Douglas Station
bw01_05_base = Baxter Research Station (Crashes in Multiplayer when you launch)
bw02_01_base = Cadiz Base
bw02_02_base = Ronneburg Base
bw03_01_base = Freistadt Base
bw03_02_base = Breisen Mining Facility
bw03_03_base = Elbich Mining Facility
bw04_01_base = Solarius Station
bw04_02_base = Freital Base
bw05_01_base = Gas Miner Naha
bw05_02_base = Helgoland Station
bw05_03_base = Yanagi Depot
bw06_01_base = Planet Kurile
bw06_02_base = Atka Research Station
bw07_01_base = Luxury Liner Hawaii
bw07_02_base = Gas Miner Ogashawa
bw08_01_base = Cali Base
bw08_02_base = Tau-31 Gate Construction Site
bw08_03_base = Java Station
bw09_01_base = Nago Station
bw09_02_base = Shinkaku Station
bw09_03_base = Freeport 6
bw10_01_base = Planet Harris
bw10_02_base = Holman Outpost
ew01_01_base = Freeport 10
ew01_02_base = Falkland Base
ew02_01_base = Ruiz Base
ew03_01_base = Leon Base
ew03_02_base = Freeport 5
ew04_01_base = Freeport 9
ew06_01_base = Planet Primus (Hehe, this is THE planet of the Apes)
ew06_02_base = Planet Gammu (Robot planet?)
hi01_01_base = Planet Malta
hi02_01_base = Planet Crete
hi02_02_base = Tripoli Shipyard
intro1_base = Space station from the main menu
intro2_base = Planet from the main menu
intro3_base = Floating rock things from the main menu
iw01_01_base = Pacifica Base
iw01_02_base = Freeport 2
iw02_01_base = Barrow Base
iw02_02_base = Dawson Base
iw03_01_base = Freeport 4
iw03_02_base = Mactan Base
iw04_01_base = Planet Curacao
iw04_02_base = Montezuma Base
iw05_01_base = Ames Research Station
iw05_02_base = Nome Base
iw06_01_base = Leiden Base
iw06_02_base = Padua Base
ku01_01_base = Planet New Tokyo
ku01_02_base = Narita Outpost
ku01_03_base = Yokohama Shipyard
ku01_04_base = Roppongi Station
ku01_05_base = Shinagawa Station
ku01_06_base = Shinjuku Station
ku01_07_base = Kabukicho Depot
ku02_01_base = Fuchu Prison
ku02_02_base = Battleship Myoko
ku02_03_base = Deshima Station
ku02_04_base = Planet Junyo
ku02_05_base = Ohashi Border Station
ku03_01_base = Planet Kyushu
ku03_02_base = Tsushima Depot
ku03_03_base = Battleship Nagumo
ku03_04_base = Nansei Research Complex
ku03_05_base = Kagoshima Depot
ku04_01_base = Planet Honshu
ku04_02_base = Osaka Storage Facility
ku04_03_base = Yukawa Shipyard
ku04_04_base = Kansai Research Station
ku04_05_base = Aomori Station
ku04_06_base = Akita Border Station
ku05_01_base = Battleship Matsumoto
ku05_02_base = Ainu Depot
ku05_03_base = Chugoku Gate Construction Site
ku05_04_base = Sapporo Station
ku06_01_base = Kyoto Base
ku07_01_base = Ryuku Base
ku07_02_base = Unknown (Possibly Tekagi's Arch?)
li01_01_base = Planet Manhattan
li01_02_base = Planet Pittsburgh
li01_03_base = Battleship Missouri
li01_04_base = Unknown (Benford Station?)
li01_05_base = Unknown (I can't even begin to guess)
li01_06_base = Trenton Outpost
li01_07_base = Norfolk Shipyard
li01_08_base = Newark Station
li01_09_base = West Point Military Academy
li01_10_base = Detroit Munitions
li01_11_base = Fort Bush
li01_12_base = Buffalo Base
li01_13_base = Rochester Base
li01_14_base = Baltimore Shipyard
li01_15_base = Battleship Osiris (Crashes in Multiplayer when you launch)
li02_01_base = Planet Los Angeles
li02_02_base = California Minor
li02_03_base = Battleship Yukon
li02_04_base = Willard Research Station
li02_05_base = San Diego Border Station
li02_06_base = Alcatraz Depot
li03_01_base = Planet Denver
li03_02_base = Battleship Rio Grande
li03_03_base = Ouray Base
li03_04_base = Pueblo Station
li04_01_base = Planet Houston
li04_02_base = LPI Huntsville
li04_03_base = Battleship Mississippi
li04_04_base = Beaumont Base
li04_05_base = LPI Sugarland
li04_06_base = Battleship Osiris (Crashes in Multiplayer when you launch)
li05_01_base = Unknown (Guessing Prison Station Mitchell)
rh01_01_base = Planet New Berlin
rh01_02_base = Oder Shipyard
rh01_03_base = The Ring
rh01_04_base = Bonn Station
rh01_05_base = Dortmund Station
rh01_06_base = Essen Station
rh01_07_base = Brandenburg Border Station
rh01_08_base = Kreuzberg Depot
rh02_01_base = Planet Hamburg
rh02_02_base = Battleship Westfalen
rh02_03_base = Vierlande Prison
rh02_04_base = Alster Shipyard
rh02_05_base = Altona Station
rh02_06_base = Lubeck Border Station
rh02_07_base = Battleship Osiris (Crashes in Multiplayer when you launch)
rh03_01_base = Planet Stuttgart
rh03_02_base = Planet Baden Baden
rh03_03_base = Freiburg Station
rh03_04_base = Ulm Border Station
rh03_05_base = Konstanz Border Station
rh03_06_base = Darmstadt Depot
rh04_01_base = Planet Holstein
rh04_02_base = Mainz Storage Facility
rh04_03_base = Mannheim Station
rh04_04_base = Fulda Border Station
rh04_05_base = Bruchsal Base
rh05_01_base = Leipzig Station
rh05_02_base = Bautzen Station
rh05_03_base = Pirna Border station
rh05_04_base = Vogtland Base
st01_01_base = Planet Toledo
st01_02_base = Battleship Osiris (Crashes in Multiplayer when you launch)
st02_01_base = Battleship Osiris (Crashes in Multiplayer when you launch)
st03b_01_base = No idea
-----------
Now the price, aww - works again in Multiplayer. Unpack the goods.ini in: Freelacner/Data/Equipment
[Good
nickname = gf2_hull
category = shiphull
ship = ge_fighter2
price = 15300
ids_name = 12013
item_icon = Equipment\models\commodities\nn_icons\cv_startrack
er.3db
See "price = 15300" ? Yes, you are guessing the right thing.
Did I mention - this works in Multiplayer too !
With the list above, you look for the "nickname = gf2_hull" and you see: marketgood = gf2_package StarTracker. So this is again the Startracker... change the price, or search for the Anubis again.
[Good
nickname = oe_hull
category = shiphull
ship = or_elite
price = 1000
ids_name = 12019
item_icon = Equipment\models\commodities\nn_icons\or_fighter.3db
Price Modifiers
THIS ONE IS NOT WORKING PROPERLY.
[Good
nickname = commodity_boron
equipment = commodity_boron
msg_id_prefix = gcs_gen_commodity_boron
category = commodity
price = 120
combinable = true
good_sell_price = 4.100000
bad_buy_price = 4.100000
bad_sell_price = 1.500000
good_buy_price = 1.500000
shop_archetype = Equipment\models\commodities\nn_icons\cwire_rawmat
s_1.3db
item_icon = Equipment\models\commodities\nn_icons\COMMOD_chemi
cals.3db
jump_dist = 5
I selected Boron in this case (stuff you can buy):
good_sell_price = 4.100000
bad_buy_price = 4.100000
bad_sell_price = 1.500000
good_buy_price = 1.500000
Those are price modifiers for the different bases you can buy and sell it. In order to create a good that you can buy and sell at one base (in order to cheat a few bugs quick without people note it) you should use water or oxygen cos it is sold nearly everywhere. Next posting will tell you howto add it to all bases.
Modified:
good_sell_price = 10.000000
bad_buy_price = 1.000000
bad_sell_price = 10.000000
good_buy_price = 1.000000
= You can sell it everywhere (where it is sold) for more money than it you need to buy it.
Sold goods and prices
[BaseGood
base = Li01_01_base
MarketGood = commodity_boron, 0, -1, 150, 500, 0, 1.300000
Again Boron, again Manhatten:
MarketGood = commodity_boron, 0, -1, 150, 500, 0, 1.300000
Numbers
= 0 Level
= -1 Unsure
= 150 Think Minimum Ammount for sale
= 500 Think Maximum Ammount for sale
= 0 Unsure
= 1.300000 Price Modifier in general for this base
Sidearms:
MarketGood = commodity_sidearms, 0, -1, 100, 500, 1, 0.550000
^this way it should look if you want to buy them there. If you refer to the above posting you could make sidearms your moneymaker or anything else.
Sold equipment on Bases (Guns & Co)
Same with goods, in general:
--------
This is the list of Order guns,
MarketGood = fc_or_gun01_mark01, 10, -1, 10, 10, 0, 1
MarketGood = fc_or_gun01_mark02, 16, 0, 10, 10, 0, 1
MarketGood = fc_or_gun02_mark01, 10, -1, 10, 10, 0, 1
MarketGood = fc_or_gun02_mark02, 16, 0, 10, 10, 0, 1
MarketGood = fc_or_turret01_mark01, 10, -1, 10, 10, 0, 1
MarketGood = fc_or_turret02_mark01, 10, -1, 10, 10, 0, 1
-------
This is my new Manhatten sell list:
base = Li01_01_base
;below the order guns, just past them there
MarketGood = fc_or_gun01_mark01, 10, -1, 10, 10, 0, 1
MarketGood = fc_or_gun01_mark02, 16, 0, 10, 10, 0, 1
MarketGood = fc_or_gun02_mark01, 10, -1, 10, 10, 0, 1
MarketGood = fc_or_gun02_mark02, 16, 0, 10, 10, 0, 1
MarketGood = fc_or_turret01_mark01, 10, -1, 10, 10, 0, 1
MarketGood = fc_or_turret02_mark01, 10, -1, 10, 10, 0, 1
MarketGood = ge_s_thruster_02, 0, -1, 10, 10, 0, 1
;below the normal list of sold items
;Important and usefull: You can have entries 2x, does not crash,
;so you can do a big copy and paste from other bases, saves´
;alot of time
MarketGood = li_gun01_mark01, 0, -1, 10, 10, 0, 1
MarketGood = li_gun01_mark02, 0, -0.200000, 10, 10, 0, 1
MarketGood = li_gun01_mark03, 2, 0.100000, 10, 10, 0, 1
MarketGood = li_gun01_mark05, 10, 0.400000, 10, 10, 0, 1
MarketGood = li_gun02_mark01, 0, -1, 10, 10, 0, 1
MarketGood = li_gun02_mark02, 0, -0.200000, 10, 10, 0, 1
MarketGood = li_gun02_mark03, 2, 0.100000, 10, 10, 0, 1
MarketGood = li_gun02_mark05, 10, 0.400000, 10, 10, 0, 1
MarketGood = li_turret01_mark01, 0, -1, 10, 10, 0, 1
MarketGood = li_turret01_mark02, 2, -0.200000, 10, 10, 0, 1
MarketGood = li_turret01_mark03, 10, 0.200000, 10, 10, 0, 1
MarketGood = li_turret02_mark03, 10, 0.200000, 10, 10, 0, 1
MarketGood = ge_s_thruster_01, 0, -1, 10, 10, 0, 1
MarketGood = missile01_mark01, 0, -1, 10, 10, 0, 1
MarketGood = missile01_mark01_ammo, 0, -1, 50, 50, 0, 1
MarketGood = missile01_mark02_ammo, 2, -1, 50, 50, 0, 1
MarketGood = missile01_mark03_ammo, 10, -1, 50, 50, 0, 1
MarketGood = missile01_mark04_ammo, 22, -1, 50, 50, 0, 1
MarketGood = missile01_mark05_ammo, 30, -1, 50, 50, 0, 1
MarketGood = missile02_mark01, 0, -1, 10, 10, 0, 1
MarketGood = missile02_mark01_ammo, 0, -1, 50, 50, 0, 1
MarketGood = missile02_mark02_ammo, 2, -0.200000, 50, 50, 0, 1
MarketGood = missile02_mark03_ammo, 10, 0.200000, 50, 50, 0, 1
MarketGood = missile02_mark04_ammo, 22, 0.400000, 50, 50, 0, 1
MarketGood = missile02_mark05_ammo, 30, 0.750000, 50, 50, 0, 1
MarketGood = missile03_mark01, 0, -1, 10, 10, 0, 1
MarketGood = missile03_mark01_ammo, 0, -1, 50, 50, 0, 1
MarketGood = missile03_mark02_ammo, 6, -1, 50, 50, 0, 1
MarketGood = missile03_mark03_ammo, 22, -1, 50, 50, 0, 1
MarketGood = missile03_mark04_ammo, 30, -1, 50, 50, 0, 1
MarketGood = cruise_disruptor01_mark01_ammo, 2, -1, 50, 50, 0, 1
MarketGood = cruise_disruptor01_mark02_ammo, 26, -1, 50, 50, 0, 1
MarketGood = torpedo01_mark01_ammo, 10, -1, 50, 50, 0, 1
MarketGood = torpedo01_mark02_ammo, 30, -1, 50, 50, 0, 1
MarketGood = mine01_mark01, 0, -1, 10, 10, 0, 1
MarketGood = mine01_mark01_ammo, 0, -1, 50, 50, 0, 1
MarketGood = mine01_mark02_ammo, 2, -1, 50, 50, 0, 1
MarketGood = mine01_mark03_ammo, 10, -1, 50, 50, 0, 1
MarketGood = mine01_mark04_ammo, 22, -1, 50, 50, 0, 1
MarketGood = mine01_mark05_ammo, 30, -1, 50, 50, 0, 1
MarketGood = mine02_mark01, 0, -1, 10, 10, 0, 1
MarketGood = mine02_mark01_ammo, 0, -1, 50, 50, 0, 1
MarketGood = mine02_mark02_ammo, 6, -1, 50, 50, 0, 1
MarketGood = mine02_mark03_ammo, 16, -1, 50, 50, 0, 1
MarketGood = mine02_mark04_ammo, 26, -1, 50, 50, 0, 1
MarketGood = mine02_mark05_ammo, 30, -1, 50, 50, 0, 1
MarketGood = ge_s_repair_01, 0, -1, 100, 100, 0, 1
MarketGood = ge_s_cm_01, 0, -1, 10, 10, 0, 1
MarketGood = ge_s_cm_01_ammo, 0, -1, 50, 50, 0, 1
MarketGood = ge_s_cm_02_ammo, 2, -1, 50, 50, 0, 1
MarketGood = ge_s_cm_03_ammo, 6, -1, 50, 50, 0, 1
MarketGood = shield01_mark01_lf, 0, -1, 10, 10, 0, 1
MarketGood = shield01_mark02_lf, 0, -1, 10, 10, 0, 1
MarketGood = shield01_mark01_hf, 0, -1, 10, 10, 0, 1
MarketGood = shield01_mark02_hf, 0, -1, 10, 10, 0, 1
MarketGood = shield01_mark01_fr, 0, -1, 10, 10, 0, 1
MarketGood = shield01_mark02_fr, 0, -1, 10, 10, 0, 1
MarketGood = ge_s_battery_01, 0, -1, 100, 100, 0, 1
;now real special stuff !
;Name: Golden Blade
MarketGood = special_gun07, 0, -1, 100, 100, 0, 1
;Name: Silver Fire
MarketGood = special_gun06, 0, -1, 100, 100, 0, 1
-------------
Editing Ship Hardpoints (mountable Shields & Weapons) & Mass
file is shiparch.ini
This time the Eagle (you need to find ships by their nickname: "nickname = ge_fighter6" - refer to the above list to find one).
Lets begin with the Turret: Following Format:
Mountable Guntype............. Turretnumner 1, Turretnumner, 2 etc
Eagle has only one Turret, you cannot make it two. It's already lvl 10, so I'm going to explain how it works:
hp_type = hp_turret_special_10, HpTurret01
; First line means: Gun can mount level 10 gun, on Turret 1
hp_type = hp_turret_special_9, HpTurret01
; Above line means: Gun can mount level 9 gun, on Turret 1
hp_type = hp_turret_special_8, HpTurret01
; Above line means: Gun can mount level 8 gun, on Turret 1
hp_type = hp_turret_special_7, HpTurret01
; Above line means: Gun can mount level 7 gun, on Turret 1
hp_type = hp_turret_special_6, HpTurret01
hp_type = hp_turret_special_5, HpTurret01
hp_type = hp_turret_special_4, HpTurret01
hp_type = hp_turret_special_3, HpTurret01
hp_type = hp_turret_special_2, HpTurret01
hp_type = hp_turret_special_1, HpTurret01
You get it: You need to create for each level of mountable gun one line (if it's missing you cannot mount that one level) and after the "," is the Turrets that can mount that gun.
The same goes for the guns:
Short Format:
level, gun1, gun2, gun3, gun4 etc.
Here is an modified example:
hp_type = hp_gun_special_10, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
And here is the original: Note that gun 5 & gun 6 cannot mount a level 10 gun ?
hp_type = hp_gun_special_10, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
Shields work the same way:
hp_type = hp_elite_shield_special_10, HpShield01
^format: shiel level, shield nr. that can mount that level !
If you could only mount a level 1 or 2 shield it would look like this:
hp_type = hp_elite_shield_special_2, HpShield01
hp_type = hp_elite_shield_special_1, HpShield01
If you could mount level 1-5 it would look like this:
hp_type = hp_elite_shield_special_5, HpShield01
hp_type = hp_elite_shield_special_4, HpShield01
hp_type = hp_elite_shield_special_3, HpShield01
hp_type = hp_elite_shield_special_2, HpShield01
hp_type = hp_elite_shield_special_1, HpShield01
Got it ?
Below the final result of my eagle with 6xlvl10 Guns !
Mass:
mass = 150.000000 - this line tells you how heavy the ship is. If you decrease mass, your ship gets more manuverable, easiest way (instead of modding strafing forces).
[Ship
ids_name = 237019
ids_info = 66539
ids_info1 = 66540
ids_info2 = 66608
ids_info3 = 66541
ship_class = 3
nickname = ge_fighter6
LODranges = 0, 60, 100, 1000
msg_id_prefix = gcs_refer_shiparch_hfighter
mission_property = can_use_berths
type = FIGHTER
DA_archetype = ships\civilian\cv_vheavy_fighter\cv_vheavy_fighter
.cmp
material_library = ships\civilian\cv_ships.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
cockpit = cockpits\civilian\civilian_vheavy.ini
pilot_mesh = generic_pilot
nanobot_limit = 63
shield_battery_limit = 63
mass = 150.000000
hold_size = 70
linear_drag = 1.000000
fuse = intermed_damage_smallship01, 0.000000, 2475
fuse = intermed_damage_smallship02, 0.000000, 1238
fuse = intermed_damage_smallship03, 0.000000, 825
max_bank_angle = 30
camera_offset = 13, 42
camera_angular_acceleration = 0.030000
camera_horizontal_turn_angle = 20
camera_vertical_turn_up_angle = 5
camera_vertical_turn_down_angle = 30
camera_turn_look_ahead_slerp_amount = 1.000000
hit_pts = 9900
explosion_arch = explosion_cv_fighter
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
steering_torque = 55000.000000, 55000.000000, 48000.000000
angular_drag = 41000.000000, 41000.000000, 35000.000000
rotation_inertia = 8400.000000, 8400.000000, 1000.000000
nudge_force = 30000.000000
strafe_force = 20000
strafe_power_usage = 2
bay_door_anim = Sc_open baydoor
bay_doors_open_snd = cargo_doors_open
bay_doors_close_snd = cargo_doors_close
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 2
shield_link = cv_fighter6_shield01, HpMount, HpShield01
hp_type = hp_gun_special_10, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_9, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_8, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_7, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_6, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_5, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_4, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_elite_shield_special_10, HpShield01
hp_type = hp_elite_shield_special_9, HpShield01
hp_type = hp_elite_shield_special_8, HpShield01
hp_type = hp_elite_shield_special_7, HpShield01
hp_type = hp_elite_shield_special_6, HpShield01
hp_type = hp_elite_shield_special_5, HpShield01
hp_type = hp_elite_shield_special_4, HpShield01
hp_type = hp_elite_shield_special_3, HpShield01
hp_type = hp_elite_shield_special_2, HpShield01
hp_type = hp_elite_shield_special_1, HpShield01
hp_type = hp_thruster, HpThruster01
hp_type = hp_mine_dropper, HpMine01
hp_type = hp_countermeasure_dropper, HpCM01
hp_type = hp_turret_special_10, HpTurret01
hp_type = hp_turret_special_9, HpTurret01
hp_type = hp_turret_special_8, HpTurret01
hp_type = hp_turret_special_7, HpTurret01
hp_type = hp_turret_special_6, HpTurret01
hp_type = hp_turret_special_5, HpTurret01
hp_type = hp_turret_special_4, HpTurret01
hp_type = hp_turret_special_3, HpTurret01
hp_type = hp_turret_special_2, HpTurret01
hp_type = hp_turret_special_1, HpTurret01
hp_type = hp_torpedo_special_1, HpTorpedo01
hp_type = hp_torpedo_special_2, HpTorpedo01
Mess With the Best Die lIke the Rest