#Ship Classes
$Name:                          FTX-1a Thor
$Short name:			 THOR
$Species:                       Terran
+Type:                          XSTR("Strategic Assault", -1)
+Maneuverability:				XSTR("Poor", -1)
+Armor:                         XSTR("Heavy", -1)
+Manufacturer:					XSTR("Mirfak Shipyards", -1)
+Description:					XSTR(" ", -1)
$end_multi_text
+Tech Description:
XSTR("The Federal Thor fighter, built around a stolen protype partical beam cannon it is designed to make all the bad stuff go away. No Spoilers for you! you'll have to add your own tech description...HAHAHA.", -1)
$end_multi_text
+Length:						30 m
+Gun Mounts:					2 standard 1 special
+Missile Banks:					3

$POF file:                      thorE.pof
$Detail distance:				(0, 80, 300, 900)
$ND: 					193 185 241
$ND: 					173 169 225
$ND: 					133 151 204
$Show damage:					YES
$Density:                       1
$Damp:                          0.24
$Rotdamp:                       0.37
$Max Velocity:					0.0, 0.0, 80.0                  ;; in x/y/z -- z only specified forward.  use special tokens for backward movement
$Rotation time:					3.0, 3.0, 3.0
$Rear Velocity:					0.0
$Forward accel:					2.8
$Forward decel:					1.6
$Slide accel:					0.0
$Slide decel:					0.0
$Glide:                             yes
$Expl inner rad:				100.0
$Expl outer rad:				300.0
$Expl damage:					200.0
$Expl blast:					1000.0
$Expl Propagates:				NO                                                      ;; If set to Yes, then when the ship dies, the explosion propagates through it.
$Shockwave Speed:				200.0                                             ;; speed shockwave expands at, 0 means no shockwave
$Allowed PBanks:				( "mace" "vulcan" "UM-4 Tachyion" "Rapier" "massdriver" "Prometheus S" "Prometheus R" "UD-8 Kayser" "Circe" "Maxim") ( "Subach HL-7" "Avenger III" "mace" "vulcan" "Akheton SDG" "Morning Star" "Prometheus S" "Prometheus R" "UD-8 Kayser" "Lamprey" "Circe" "Maxim") ( "Thor's Hammer" ) 
$Allowed Dogfight PBanks:				( "Subach HL-7" "Akheton SDG" "Morning Star" "Prometheus S" "Prometheus R" "UD-8 Kayser" "Lamprey" "Circe" "Maxim")
$Default PBanks:				( "massdriver" "UD-8 Kayser" "Thor's Hammer" )
$Pbank Capacity:			      ( 200,200,250 )
$Show Primary Models:		      ( yes yes no )
$Allowed SBanks:				( "Rockeye" "dart" "dirk" "Tempest" "Harpoon" "Storm fire" "Hornet" "Tornado" ) ( "Rockeye" "dart" "dirk" "Tempest" "Harpoon" "Storm fire" "Hornet" "Tornado" ) ( "grimler" "pavewayXII" "Hornet" "Tornado" "dart" "dirk" "Trebuchet" "EMP Adv." ) 
$Allowed Dogfight SBanks:		( "Rockeye D"  "Tempest" "Harpoon" "Trebuchet" "Hornet D" "Tornado"  "EMP Adv." "Infyrno" )
$Default SBanks:				( "dart" "dirk" "grimler" )
$SBank Capacity:				( 180, 100, 60 )
$Show Secondary Models:		      ( no no yes )
$Shields:                            680
$Shield Color:				100 100 255
$Power Output:				4.0
$Max Oclk Speed:				100.0
$Max Weapon Eng:				180.0
$Hitpoints:                     500
$Flags:                         ( "player_ship" "show ship" "default_player_ship" "fighter" "in tech database" )
$AI Class:                      Captain
$Afterburner:					YES
	+Aburn Max Vel: 0.0, 0.0, 180.0
	+Aburn For accel:       0.6
	+Aburn Fuel:            450.0
	+Aburn Burn Rate:       70.0
	+Aburn Rec Rate:        30.0
$Trails:
	+Bitmap:	ABTrail
	+Width:		1.0
	+Alpha:		1.0
	+Life:		1
$Countermeasures:				40
$Scan time:                     2000
$EngineSnd:						126                   ;; Engine sound of ship
$Closeup_pos:					0.0, 0.0, -30
$Closeup_zoom:					0.5
$Shield_icon:					shieldft-02x
$Ship_icon:                     iconbonusherc
$Ship_anim:                     ssbonus2t-02
$Ship_overhead:					loadBonusherc
$Score:							100
$thruster bitmap 1:                    thruster03-01
$thruster bitmap 1a:                   thruster03-01a
$thruster01 radius factor: 2.5
$thruster bitmap 2:                    thruster02-01
$thruster bitmap 2a:                   thruster02-01a
$thruster02 length factor: 4.0
$Trail:
	+Offset:				13.8 -1.4 -0.5
	+Start Width:			0.25
	+End Width:				0.05
	+Start Alpha:			1.0
	+End Alpha:				0.0
	+Max Life:				1.0
	+Spew Time:				60
	+Bitmap:				Contrail01
$Trail:
	+Offset:				-13.8 -1.4 -0.5
	+Start Width:			0.25
	+End Width:				0.05
	+Start Alpha:			1.0
	+End Alpha:				0.0
	+Max Life:				1.0
	+Spew Time:				60
	+Bitmap:				Contrail01
$Subsystem:					sensors,                          5,0.0
$Subsystem:					communications,                   5,0.0
$Subsystem:					weapons,                          10,0.0
$Subsystem:					navigation,                       10,0.0
$Subsystem:					engine01,                         24,0.0
$Subsystem:					engine02,                         24,0.0
$Subsystem:                         Generator,                        6,0.0


;;----------------------------------------animated parts----------------------------------

$Subsystem:				Goggles,2,2
	+untargetable
	$animation:			triggered
	$type:			Primary_bank
	+sub_type:			2
	+delay:			1
	+relative_angle:		270,0,0
	+velocity:			80,0,0
	+acceleration:		40,0,0
	+time:			2000
$Subsystem:				PanelTF,2,2
	+untargetable
	$animation:			triggered
	$type:			Primary_bank
	+sub_type:			2
	+delay:			0
	+relative_angle:		30,0,0
	+velocity:			50,0,0
	+acceleration:		40,0,0
	+time:			2000
$Subsystem:				PanelBF,2,2
	+untargetable
	$animation:			triggered
	$type:			Primary_bank
	+sub_type:			2
	+delay:			0
	+relative_angle:		-30,0,0
	+velocity:			50,0,0
	+acceleration:		40,0,0
	+time:			2000
$Subsystem:				PanelTR,2,2
	+untargetable
	$animation:			triggered
	$type:			Primary_bank
	+sub_type:			2
	+delay:			0
	+relative_angle:		30,0,0
	+velocity:			50,0,0
	+acceleration:		40,0,0
	+time:			2000
$Subsystem:				PanelBR,2,2
	+untargetable
	$animation:			triggered
	$type:			Primary_bank
	+sub_type:			2
	+delay:			0
	+relative_angle:		-30,0,0
	+velocity:			50,0,0
	+acceleration:		40,0,0
	+time:			2000
$Subsystem:				PanelRL,2,2
	+untargetable
	$animation:			triggered
	$type:			Primary_bank
	+sub_type:			2
	+delay:			0
	+relative_angle:		0,30,0
	+velocity:			0,50,0
	+acceleration:		0,40,00
	+time:			2000
$Subsystem:				PanelRR,2,2
	+untargetable
	$animation:			triggered
	$type:			Primary_bank
	+sub_type:			2
	+delay:			0
	+relative_angle:		0,-30,0
	+velocity:			0,50,0
	+acceleration:		0,40,00
	+time:			2000
$Subsystem:				PanelFL,2,2
	+untargetable
	$animation:			triggered
	$type:			Primary_bank
	+sub_type:			2
	+delay:			0
	+relative_angle:		0,30,0
	+velocity:			0,50,0
	+acceleration:		0,40,00
	+time:			2000
$Subsystem:				PanelFR,2,2
	+untargetable
	$animation:			triggered
	$type:			Primary_bank
	+sub_type:			2
	+delay:			0
	+relative_angle:		0,-30,0
	+velocity:			0,50,0
	+acceleration:		0,40,0
	+time:			2000

;;-------------------------------------------------------SECONDARY ANIMATED PARTS------------------------------------------

$Subsystem:				bayTF,2,2
	+untargetable
	$animation:			triggered
	$type:			secondary_bank
	+sub_type:			2
	+delay:			0
	+relative_angle:	     -95,0,0
	+velocity:			60,0,0
	+acceleration:		40,0,0
	+time:			2000
$Subsystem:				bayBF,2,2
	+untargetable
	$animation:			triggered
	$type:			secondary_bank
	+sub_type:			2
	+delay:			0
	+relative_angle:		90,0,0
	+velocity:			60,0,0
	+acceleration:		40,0,00
	+time:			2000
$Subsystem:				bayTL,2,2
	+untargetable
	$animation:			triggered
	$type:			secondary_bank
	+sub_type:			2
	+delay:			0
	+relative_angle:		-1.21,.25,-16.41
	+velocity:			60,60,60
	+acceleration:		40,40,40
	+time:			2000
$Subsystem:				bayTR,2,2
	+untargetable
	$animation:			triggered
	$type:			secondary_bank
	+sub_type:			2
	+delay:			0
	+relative_angle:		-1.21,-.25,16.41
	+velocity:			60,60,60
	+acceleration:		40,40,40
	+time:			2000
$Subsystem:				bayBL,2,2
	+untargetable
	$animation:			triggered
	$type:			secondary_bank
	+sub_type:			2
	+delay:			0
	+relative_angle:		1.21,0,0
	+velocity:			60,0,0
	+acceleration:		40,0,00
	+time:			2000
$Subsystem:				bayBR,2,2
	+untargetable
	$animation:			triggered
	$type:			secondary_bank
	+sub_type:			2
	+delay:			0
	+relative_angle:		1.21,0,0
	+velocity:			60,0,0
	+acceleration:		40,0,00
	+time:			2000


#end