'Okay, here's whats going on'
The examples are both for the 'Dromedary' Border Worlds Freighter
Shiparch.ini
[Ship
ids_name = 237014; IDs. Better don't alter
ids_info = 66524
ids_info1 = 66525
ids_info2 = 66608
ids_info3 = 66526
ship_class = 2 ;Shpi class but seems to be overwritten by the market_ships.ini
nickname = bw_freighter ;the Nickname of the ship. Change only in other existing Nicks
LODranges = 0, 75, 150, 300, 1200 ;Something about the model. Don't really know
msg_id_prefix = gcs_refer_shiparch_borf ;"
mission_property = can_use_berths ;"
type = FREIGHTER ;The ship type
DA_archetype = Ships\border_world\bw_freighter\bw_freighter.cmp ;The model of the ship
material_library = ships\border_world\bw_ships.mat ;?
material_library = fx\envmapbasic.mat ;?
envmap_material = envmapbasic ;Something with the Enviroment Mapping
cockpit = cockpits\corsair\bw_freighter.ini ;The cockpit settings
pilot_mesh = generic_pilot ;The pilot mesh. Used by all ships
nanobot_limit = 23 ;Limit of nanobots (doh
)
shield_battery_limit = 23 ;" " shieldbatteries
mass = 300.000000 ;the mass of the ship. Altering semms to improve speed, but it is better to refer to the engine_equip for changing ship speeds
linear_drag = 1.000000 ;?
hold_size = 275 ;The max cargospace of the ship
fuse = intermed_damage_smallship01, 0.000000, 900 ;?
fuse = intermed_damage_smallship02, 0.000000, 450 ;?
fuse = intermed_damage_smallship03, 0.000000, 300 ;?
max_bank_angle = 15 ;?
camera_offset = 10, 49 ;camera settings
camera_angular_acceleration = 0.035000
camera_horizontal_turn_angle = 20
camera_vertical_turn_up_angle = 5
camera_vertical_turn_down_angle = 20
camera_turn_look_ahead_slerp_amount = 1.000000
hit_pts = 3600 ;the max hull health (NOT shield)
explosion_arch = explosion_li_freighter ;the explosion effect
surface_hit_effects = 0, small_hull_hit_light01, small_hull_hit_light02, small_hull_hit_light03 ;don't know, seems to be an effect, when an object hits the ship hull
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
nudge_force = 30000.000000 ;?
strafe_force = 20000 ;the strafing speed
strafe_power_usage = 2 ;used power amount to strafe (?)
bay_door_anim = Sc_open baydoor ; the open anim when you jettison something
bay_doors_open_snd = cargo_doors_open ;the sound
bay_doors_close_snd = cargo_doors_close ;the close anim
HP_bay_surface = HpBayDoor01 ;the door closed
HP_bay_external = HpBayDoor02 ;?
HP_tractor_source = HpTractor_Source ;the source of the tractor effect
num_exhaust_nozzles = 3 ;the exhaust flame number
shield_link = bw_freighter_shield01, HpMount, HpShield01 ;gives you the Bw_freighter_shield01 at purchase and mounts it to the hardpoint HpShield01
;this is the weapons & co settings 1st is the integer, snd the class (hp_gun_special1 means class 1, ...special10 means class 10) 3rd is the weapons hardpoint (you can add more. The weapons will be mounted at the turret offsets)
hp_type = hp_gun_special_6, HpWeapon02, HpWeapon03
hp_type = hp_gun_special_5, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_gun_special_4, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03
;shield data. Same as the weapons, but for shields
hp_type = hp_freighter_shield_special_6, HpShield01
hp_type = hp_freighter_shield_special_5, HpShield01
hp_type = hp_freighter_shield_special_4, HpShield01
hp_type = hp_freighter_shield_special_3, HpShield01
hp_type = hp_freighter_shield_special_2, HpShield01
hp_type = hp_freighter_shield_special_1, HpShield01
hp_type = hp_thruster, HpThruster01 ; same as weapons
hp_type = hp_mine_dropper, HpMine01 ;"
hp_type = hp_countermeasure_dropper, HpCM01 ;"
hp_type = hp_turret_special_6, HpTurret02, HpTurret03, HpTurret05 ;"
hp_type = hp_turret_special_5, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05
hp_type = hp_turret_special_4, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05
hp_type = hp_turret_special_3, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05
hp_type = hp_turret_special_2, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05
hp_type = hp_turret_special_1, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05
;here you can add
;hp_type = hp_torpedo_special_1, HpTorpedo01
;hp_type = hp_torpedo_special_2, HpTorpedo01
;which means the torpedo/disruptor hardpoints (the hardpoint is shared for both!)
;these seems to be agility data.
steering_torque = 54000.000000, 54000.000000, 54000.000000
angular_drag = 60000.000000, 60000.000000, 60000.000000
rotation_inertia = 16800.000000, 16800.000000, 16800.000000
Engine_Equip.ini
[Engine
nickname = ge_bwfr_engine_01 ;the nickname of the engine
ids_name = 263680 ;IDs
ids_info = 264680
volume = 0.000000 ;The volume (?)
mass = 10 ;The mass when dropped
max_force = 48000 ;the Basic speed (/600 and you get the speed in m/s. 48000 are 80 m/s)
linear_drag = 599 ;?
power_usage = 0 ;The power the engine uses
reverse_fraction = 0.200000 ;The multiplier to the normal speed when flying backwards
flame_effect = gf_li_smallengine01_fire ;the exhaust flame (i think)
trail_effect = gf_li_smallengine01_trail ;the trail effect
trail_effect_player = gf_li_smallengine01_playtrail ;seems to be another trail
cruise_charge_time = 5 ;the charge time of the cruise engine (in seconds, i believe)
cruise_power_usage = 20 ;cruise power usage. I never noticed that cruising uses energy
character_start_sound = engine_bw_freighter_start ;the starting sound of the engine
character_loop_sound = engine_bw_freighter_loop ;the looping sound
character_pitch_range = -50, 25 ;?
rumble_sound = rumble_bw_freighter ;the rumble sound
rumble_atten_range = -5, 0 ;?
rumble_pitch_range = -25, 25 ;?
engine_kill_sound = engine_bw_freighter_kill ;the sound played when player kills engines
cruise_start_sound = engine_bw_cruise_start ;the cruise charge sound
cruise_loop_sound = engine_bw_cruise_loop ;the loop sound
cruise_stop_sound = engine_bw_cruise_stop ;the stop sound
cruise_disrupt_sound = cruise_disrupt ;the sound played when cruising is disrupted by a wasp/hornet
cruise_backfire_sound = cruise_backfire ;?
indestructible = false ;is the engine indestructible?
outside_cone_attenuation = -3 ;?
inside_sound_cone = 60 ;radius where the sounds are louder
outside_sound_cone = 180 ;" sound are quieter
That's not much but it is better than nothing, so don't flame me