#Ship Classes

$Name:			GTF Ulysses
+nocreate
$Detail distance:	( 0, 65, 206 )

$Name:			SF Mara (Terrans)
+nocreate
$POF file:			Mara.pof
$Closeup_pos:		0.0, 0.0, -25
$Closeup_zoom:		0.55

$Name: GTF Hercules Mark II
+nocreate
$POF file:		Herc2.pof
$Thruster Normal Flame:            thruster01
$Thruster Afterburner Flame:    thruster01a

$Name:			GTB Artemis
+nocreate
	+Gun Mounts:		1 (4)
	+Missile Banks:		3 (40, 60, 60)
$POF File:			Artemis.pof

$Name:			GTB Artemis D.H.
+nocreate
	+Gun Mounts:		1 (4)
	+Missile Banks:		3 (40, 60, 60)
$POF file:			artemisDH.pof

$Name:			GTB Medusa
+nocreate
$POF File:			Medusa.pof
$Thruster Normal Flame:			thruster01
$Thruster Afterburner Flame:	thruster01a
$Subsystem:			turret01a, 5, 1.0
	$Turret Reset Delay:	1500
	$Flags:					( "reset when idle" )
	$animation:				triggered
	$type:					initial
		+relative_angle:	90, 180, 0
$Subsystem:		FlapTopPort, 0, 1.0
	$animation:				triggered
	$type:					afterburner
		+delay:				0
		+relative_angle:	-35, 0, 0
		+velocity:			100, 0, 0
		+acceleration:		250, 0, 0
		+time:				500
$Subsystem:		FlapBtmPort, 0, 0.0
	$animation:				triggered
	$type:					afterburner
		+delay:				0
		+relative_angle:	25, -25, 0
		+velocity:			100, 100, 0
		+acceleration:		250, 250, 0
		+time:				500
$Subsystem:		FlapTopStarboard, 0, 1.0
	$animation:				triggered
	$type:					afterburner
		+delay:				0
		+relative_angle:	-35, 0, 0
		+velocity:			100, 0, 0
		+acceleration:		250, 0, 0
		+time:				500
$Subsystem:		FlapBtmStarboard, 0, 0.0
	$animation:				triggered
	$type:					afterburner
		+delay:				0
		+relative_angle:	25, 25, 0
		+velocity:			100, 100, 0
		+acceleration:		250, 250, 0
		+time:				500


$Name:			GTB Ursa
+nocreate
$Subsystem:		b05-turreta, 1, 1.0
	$Turret Reset Delay:	15000
	$Flags:					( "reset when idle" )
	$animation:				triggered
	$type:					initial
		+relative_angle:	90, 180, 0


$Name:			GTB Boanerges
+nocreate
$POF File:			Boanerges.pof

$Name: 			GTFR Poseidon
+nocreate
$POF file:			Poseidon.pof
$Detail distance:	( 0, 765, 2749, 6762 )


$Name:			GTFr Triton
+nocreate
$Subsystem:		turret01, 1, 1.0
	$Turret Reset Delay:	15000
	$Flags:					( "reset when idle" )
	$animation:				triggered
	$type:					initial
		+relative_angle:	60, 0, 0
$Subsystem:		turret02, 1, 1.0
	$Turret Reset Delay:	15000
	$Flags:					( "reset when idle" )
	$animation:				triggered
	$type:					initial
		+relative_angle:	60, 180, 0
		
$Name:			TC-TRI
+nocreate
$Detail distance:	( 0, 475, 955 )
		
$Name:                          @TC 2
+nocreate
$POF file: tc2.pof

$Name:                          TSC 2
+nocreate
$POF file: tc2x.pof

$Name:							TTC 1
+nocreate
$POF file:	ttc1.pof


$Name:			@GTC Fenris
+nocreate
$POF File:			Fenris.pof
$Detail distance:	( 0, 574, 1153, 2324 )
$Subsystem:		turret09a-01-main, 8, 10.0
	$Turret Reset Delay:	15000
	$Flags:					( "reset when idle" )
	$animation:				triggered
	$type:					initial
		+relative_angle:	90, 180, 0


$Name:			GTM Hippocrates
+nocreate
$POF file:                  Hippocrates.pof
$Detail distance:	(0, 1500, 2200, 5000)
$Subsystem:		turret01, 1, 5.0
	$Turret Reset Delay:	15000
	$Flags:					( "reset when idle" )
	$animation:				triggered
	$type:					initial
		+relative_angle:	60, 0, 0
$Subsystem:		turret02, 1, 5.0
	$Turret Reset Delay:	15000
	$Flags:					( "reset when idle" )
	$animation:				triggered
	$type:					initial
		+relative_angle:	60, 0, 0
$Subsystem:		turret03, 1, 5.0
	$Turret Reset Delay:	15000
	$Flags:					( "reset when idle" )
	$animation:				triggered
	$type:					initial
		+relative_angle:	60, 180, 0
$Subsystem:     fighterbay, 0,0.0
    $Flags:                 ( "untargetable" )

$Name:			GTC Aeolus
+nocreate
$POF file: INF_Aeolus.pof
$Subsystem:		turret01, 2.0, 1.0
	$Turret Reset Delay:	15000
	$Flags:					( "reset when idle" )
	$animation:				triggered
	$type:					initial
		+relative_angle:	70, 0, 0
$Subsystem:		turret02, 2.0, 1.0
	$Turret Reset Delay:	15000
	$Flags:					( "reset when idle" )
	$animation:				triggered
	$type:					initial
		+relative_angle:	70, 0, 0
$Subsystem:		turret03, 2.0, 1.0
	$Turret Reset Delay:	15000
	$Flags:					( "reset when idle" )
	$animation:				triggered
	$type:					initial
		+relative_angle:	70, 0, 0
$Subsystem:		turret04, 2.0, 1.0
	$Turret Reset Delay:	15000
	$Flags:					( "reset when idle" )
	$animation:				triggered
	$type:					initial
		+relative_angle:	70, 0, 0
$Subsystem:		turret05, 2.0, 1.0
	$Turret Reset Delay:	15000
	$Flags:					( "reset when idle" )
	$animation:				triggered
	$type:					initial
		+relative_angle:	70, 0, 0
$Subsystem:		turret06, 2.0, 1.0
	$Turret Reset Delay:	15000
	$Flags:					( "reset when idle" )
	$animation:				triggered
	$type:					initial
		+relative_angle:	70, 0, 0
$Subsystem: fighterbay, 15,0.0	;;and yep!, she has functional dronebay for mod usage
 	$Flags:					( "untargetable" )


$Name:			GTD Hecate
+nocreate
$POF file:					Hecate.pof
$Subsystem: 	radar01, 		5, 0.0 ;;Rotating radars on Comm subsystem. Dies with Comm.
 	$Flags:					( "untargetable" )
$Subsystem: 	radar02, 		5, 0.0 ;; same shit as above
 	$Flags:					( "untargetable" )
$Subsystem:		turret01, 1.875, 3.0
	$Turret Reset Delay:	15000
	$Flags:					( "reset when idle" )
	$animation:				triggered
	$type:					initial
		+relative_angle:	70, 0, 0
$Subsystem:		turret02, 1.875, 3.0
$Subsystem:		turret03, 1.875, 3.0
$Subsystem:		turret04, 1.875, 3.0
	$Turret Reset Delay:	15000
	$Flags:					( "reset when idle" )
	$animation:				triggered
	$type:					initial
		+relative_angle:	70, 0, 0
$Subsystem:		turret05, 1.875, 3.0
	$Turret Reset Delay:	15000
	$Flags:					( "reset when idle" )
	$animation:				triggered
	$type:					initial
		+relative_angle:	70, 0, 0
$Subsystem:		turret06, 0.625, 2.0
	$Turret Reset Delay:	15000
	$Flags:					( "reset when idle" )
	$animation:				triggered
	$type:					initial
		+relative_angle:	70, 180, 0
$Subsystem:		turret07, 0.625, 2.0
	$Turret Reset Delay:	15000
	$Flags:					( "reset when idle" )
	$animation:				triggered
	$type:					initial
		+relative_angle:	70, 0, 0
$Subsystem:		turret08, 0.625, 2.0
	$Turret Reset Delay:	15000
	$Flags:					( "reset when idle" )
	$animation:				triggered
	$type:					initial
		+relative_angle:	70, 0, 0


$Name: GTG Zephyrus
+nocreate
$POF file: Zephyrus.pof
$Subsystem: turret04,2.0,1.0	;;fvec and uvec for life
	$animation:				triggered
	$type:					initial
		+relative_angle:	70, 0, 0
$Subsystem: rotator, 10, 0.0 	;;DahBlount named this thing "rotator", so it rotates
 $Alt Subsystem Name: Sensor Array

$Name: GTDr Amazon Advanced
+nocreate
$POF file:AmazonAdv.pof


$Name: TAC 1
+nocreate
$POF file:TAC1.pof


$Name:			GTC Leviathan
+nocreate
$POF File:			leviathan.pof
;;Maneuvering Thrusters disabled for retail feel. Kept in table for mods to use.
;;$Thruster:
;;	+Used for:			( "pitch up" "slide down" "reverse" )
;;	+Position:			(3.87 45.76 20.13)
;;	+Normal:			(0.0 0.4 1.0)
;;	+Texture:			engine-exhaust
;;	+Radius:			3.0
;;	+Length: 30.0		
;;$Thruster:
;;	+Used for:			( "pitch up" "slide down" "reverse" )
;;	+Position:			(-3.87 45.76 20.13)
;;	+Normal:			(0.0 0.4 1.0)
;;	+Texture:			engine-exhaust
;;	+Radius:			3.0
;;	+Length: 30.0		
;;
;; top back
;;$Thruster:
;;	+Used for:			( "pitch down" "slide down" )
;;	+Position:			(3.87 45.76 -19.98)
;;	+Normal:			(0.0 0.4 -1.0)
;;	+Texture:			engine-exhaust
;;	+Radius:			3.0
;;	+Length: 30.0
;;$Thruster:
;;	+Used for:			( "pitch down" "slide down" )
;;	+Position:			(-3.87 45.76 -19.98)
;;	+Normal:			(0.0 0.4 -1.0)
;;	+Texture:			engine-exhaust
;;	+Radius:			3.0
;;	+Length: 30.0
;;
;; bottom back
;;$Thruster:
;;	+Used for:			( "pitch up" "slide up" )
;;	+Position:			(3.87 -36.97 -21.83)
;;	+Normal:			(0.0 -0.6 -1.0)
;;	+Texture:			engine-exhaust
;;	+Radius:			3.0
;;	+Length: 30.0	
;;$Thruster:
;;	+Used for:			( "pitch up" "slide up" )
;;	+Position:			(-3.87 -36.97 -21.83)
;;	+Normal:			(0.0 -0.6 -1.0)
;;	+Texture:			engine-exhaust
;;	+Radius:			3.0
;;	+Length: 30.0	
;;	
;; bottom front
;;$Thruster:
;;	+Used for:			( "pitch down" "slide up" "reverse" )
;;	+Position:			(3.87 -36.97 21.88)
;;	+Normal:			(0.0 -0.6 1.0)
;;	+Texture:			engine-exhaust
;;	+Radius:			3.0
;;	+Length: 30.0	
;;$Thruster:
;;	+Used for:			( "pitch down" "slide up" "reverse" )
;;	+Position:			(-3.87 -36.97 21.88)
;;	+Normal:			(0.0 -0.6 1.0)
;;	+Texture:			engine-exhaust
;;	+Radius:			3.0
;;	+Length: 30.0	
;;
;; bottom left
;;$Thruster:
;;	+Used for:			( "slide right" "slide up" "bank left" )
;;	+Position:			(-19.63 -36.56 3.41)
;;	+Normal:			(-1.0 -0.4 0.0)
;;	+Texture:			engine-exhaust
;;	+Radius:			3.0
;;	+Length: 30.0	
;;$Thruster:
;;	+Used for:			( "slide right" "slide up" "bank left" )
;;	+Position:			(-19.63 -36.56 -3.41)
;;	+Normal:			(-1.0 -0.4 0.0)
;;	+Texture:			engine-exhaust
;;	+Radius:			3.0
;;	+Length: 30.0	
;;	
;; bottom right
;;$Thruster:
;;	+Used for:			( "slide left" "slide up" "bank right" )
;;	+Position:			(19.63 -36.56 3.41)
;;	+Normal:			(1.0 -0.4 0.0)
;;	+Texture:			engine-exhaust
;;	+Radius:			3.0
;;	+Length: 30.0	
;;$Thruster:
;;	+Used for:			( "slide left" "slide up" "bank right" )
;;	+Position:			(19.63 -36.56 -3.41)
;;	+Normal:			(1.0 -0.4 0.0)
;;	+Texture:			engine-exhaust
;;	+Radius:			3.0
;;	+Length: 30.0	
;;	
;; left front
;;$Thruster:
;;	+Used for:			( "slide right" "roll left" )
;;	+Position:			(-26.54 14.85 107.2)
;;	+Normal:			(-1.0 0.0 0.0)
;;	+Texture:			engine-exhaust
;;	+Radius:			3.0
;;	+Length: 30.0
;;$Thruster:
;;	+Used for:			( "slide right" "roll left" )
;;	+Position:			(-27.52 14.85 104.24)
;;	+Normal:			(-1.0 0.0 0.0)
;;	+Texture:			engine-exhaust
;;	+Radius:			3.0
;;	+Length: 30.0
;;$Thruster:
;;	+Used for:			( "slide right" "roll left" )
;;	+Position:			(-28.10 14.85 100.87)
;;	+Normal:			(-1.0 0.0 0.0)
;;	+Texture:			engine-exhaust
;;	+Radius:			3.0
;;	+Length: 30.0
;;$Thruster:
;;	+Used for:			( "slide right" "roll left" )
;;	+Position:			(-28.41 14.85 97.63)
;;	+Normal:			(-1.0 0.0 0.0)
;;	+Texture:			engine-exhaust
;;	+Radius:			3.0
;;	+Length: 30.0
;;	
;; right front
;;$Thruster:
;;	+Used for:			( "slide left" "roll right" )
;;	+Position:			(26.54 14.85 107.2)
;;	+Normal:			(1.0 0.0 0.0)
;;	+Texture:			engine-exhaust
;;	+Radius:			3.0
;;	+Length: 30.0
;;$Thruster:
;;	+Used for:			( "slide left" "roll right" )
;;	+Position:			(27.52 14.85 104.24)
;;	+Normal:			(1.0 0.0 0.0)
;;	+Texture:			engine-exhaust
;;	+Radius:			3.0
;;	+Length: 30.0
;;$Thruster:
;;	+Used for:			( "slide left" "roll right" )
;;	+Position:			(28.10 14.85 100.87)
;;	+Normal:			(1.0 0.0 0.0)
;;	+Texture:			engine-exhaust
;;	+Radius:			3.0
;;	+Length: 30.0
;;$Thruster:
;;	+Used for:			( "slide left" "roll right" )
;;	+Position:			(28.41 14.85 97.63)
;;	+Normal:			(1.0 0.0 0.0)
;;	+Texture:			engine-exhaust
;;	+Radius:			3.0
;;	+Length: 30.0
;;	
;; top left
;;$Thruster:
;;	+Used for:			( "slide right" "slide down" "bank right")
;;	+Position:			(-17.94 46.08 -3.31)
;;	+Normal:			(-1.0 0.4 0.0)
;;	+Texture:			engine-exhaust
;;	+Radius:			3.0
;;	+Length: 30.0
;;$Thruster:
;;	+Used for:			( "slide right" "slide down" "bank right")
;;	+Position:			(-17.94 46.08 3.31)
;;	+Normal:			(-1.0 0.4 0.0)
;;	+Texture:			engine-exhaust
;;	+Radius:			3.0
;;	+Length: 30.0
;;	
;; top right
;;$Thruster:
;;	+Used for:			( "slide left" "slide down" "bank left")
;;	+Position:			(17.94 46.08 -3.31)
;;	+Normal:			(1.0 0.4 0.0)
;;	+Texture:			engine-exhaust
;;	+Radius:			3.0
;;	+Length: 30.0
;;$Thruster:
;;	+Used for:			( "slide left" "slide down" "bank left")
;;	+Position:			(17.94 46.08 3.31)
;;	+Normal:			(1.0 0.4 0.0)
;;	+Texture:			engine-exhaust
;;	+Radius:			3.0
;;	+Length: 30.0
$Subsystem:                     turret01
	$animation:			triggered
	$type:				initial
	+relative_angle:		85,0,0	
$Subsystem:                     turret07
						$Flags:				( "fire on target" "only target if can fire" "check hull" "reset when idle" ) 
	$animation:			triggered
	$type:				initial
	+relative_angle:		85,0,0	
$Subsystem:                     turret08
						$Flags:				( "fire on target" "only target if can fire" "check hull" "reset when idle" ) 
	$animation:			triggered
	$type:				initial
	+relative_angle:		85,0,0
$Subsystem:		turret09a-01-main, 3, 9.0
	$Turret Reset Delay:	15000
	$Flags:					( "reset when idle" )
	$animation:				triggered
	$type:					initial
		+relative_angle:	90, 180, 0
$Subsystem:                     armour01a,			1, 0.0
$Flags:				( "collide submodel" "untargetable" )
$Subsystem:                     armour02a,			1, 0.0
$Flags:				( "collide submodel" "untargetable" )
$Subsystem:                     armour03a,			1, 0.0
$Flags:				( "collide submodel" "untargetable" )
$Subsystem:                     armour04a,			1, 0.0
$Flags:				( "collide submodel" "untargetable" )
$Subsystem:                     armour05a,			1, 0.0
$Flags:				( "collide submodel" "untargetable" )
$Subsystem:                     armour06a,			1, 0.0
$Flags:				( "collide submodel" "untargetable" )
$Subsystem:                     armour07a,			1, 0.0
$Flags:				( "collide submodel" "untargetable" )


$Name:			GTA Charybdis
+nocreate
$POF file:			Charybdis.pof
$Subsystem:		rad_forward, 0.0, 1.0
	$Alt Subsystem Name:	Dome Sensor
	;$AliveSnd:				
	;$RotationSnd:			
	$Flags:					( "carry no damage" "ignore if dead" "damage as hull" "no aggregate" )
$Subsystem:		rad_backleft, 0.0, 1.0
	$Alt Subsystem Name:	Dome Sensor
	;$AliveSnd:				
	;$RotationSnd:			
	$Flags:					( "carry no damage" "ignore if dead" "damage as hull" "no aggregate" )
$Subsystem:		rad_backright, 0.0, 1.0
	$Alt Subsystem Name:	Dome Sensor
	;$AliveSnd:				
	;$RotationSnd:			
	$Flags:					( "carry no damage" "ignore if dead" "damage as hull" "no aggregate" )


$Name:			GTD Orion
+nocreate
$Subsystem:		turret01a, 1.875, 3.0
	$Turret Reset Delay:	15000
	$Flags:					( "reset when idle" )
	$animation:				triggered
	$type:					initial
		+relative_angle:	80, 180, 0
$Subsystem:		turret02a, 1.875, 3.0
	$Turret Reset Delay:	15000
	$Flags:					( "reset when idle" )
	$animation:				triggered
	$type:					initial
		+relative_angle:	80, 0, 0
$Subsystem:		turret03a, 1.875, 3.0
	$Turret Reset Delay:	15000
	$Flags:					( "reset when idle" )
	$animation:				triggered
	$type:					initial
		+relative_angle:	80, 0, 0
$Subsystem:		turret04a, 1.875, 3.0
	$Turret Reset Delay:	15000
	$Flags:					( "reset when idle" )
	$animation:				triggered
	$type:					initial
		+relative_angle:	80, 180, 0
$Subsystem:		turret05a, 1.875, 3.0
	$Turret Reset Delay:	15000
	$Flags:					( "reset when idle" )
	$animation:				triggered
	$type:					initial
		+relative_angle:	80, 0, 0


$Name:			GTD Orion#2 (Bastion)
+nocreate
$Subsystem:		turret01a, 1.875, 3.0
	$Turret Reset Delay:	15000
	$Flags:					( "reset when idle" )
	$animation:				triggered
	$type:					initial
		+relative_angle:	80, 180, 0
$Subsystem:		turret02a, 1.875, 3.0
	$Turret Reset Delay:	15000
	$Flags:					( "reset when idle" )
	$animation:				triggered
	$type:					initial
		+relative_angle:	80, 0, 0
$Subsystem:		turret03a, 1.875, 3.0
	$Turret Reset Delay:	15000
	$Flags:					( "reset when idle" )
	$animation:				triggered
	$type:					initial
		+relative_angle:	80, 0, 0
$Subsystem:		turret04a, 1.875, 3.0
	$Turret Reset Delay:	15000
	$Flags:					( "reset when idle" )
	$animation:				triggered
	$type:					initial
		+relative_angle:	80, 180, 0
$Subsystem:		turret05a, 1.875, 3.0
	$Turret Reset Delay:	15000
	$Flags:					( "reset when idle" )
	$animation:				triggered
	$type:					initial
		+relative_angle:	80, 0, 0


$Name:			GTD Hades
+nocreate
$POF File:		Hades.pof
$POF Target LOD:	1
$Detail distance:	( 0, 8449, 12898 )
$Shockwave Speed:	300.0
$Thruster Bitmap 2:				thruster02-01LessHaze
$Thruster02 Length factor:		0.5
$Subsystem: turret01a, 1.0, 12 
	$Turret Base RotationSnd: 	256
	$Turret Gun RotationSnd: 	257
	$Turret BaseSnd Volume: 	1.0
	$Turret GunSnd Volume: 		1.0

	$Turret Reset Delay:		15000
	$Flags:				( "reset when idle" "fire on target")
	$animation:			triggered
	$type:				initial
		+relative_angle: 	80, 0, 0
$Subsystem: turret02a, 1.0, 12 
	$Turret Base RotationSnd: 	256
	$Turret Gun RotationSnd: 	257
	$Turret BaseSnd Volume: 	1.0
	$Turret GunSnd Volume: 		1.0

	$Turret Reset Delay:		15000
	$Flags:				( "reset when idle" "fire on target")
	$animation:			triggered
	$type:				initial
		+relative_angle: 	80, 0, 0
$Subsystem: turret03a, 1.0, 4 
	$Turret Base RotationSnd: 	252
	$Turret Gun RotationSnd: 	253
	$Turret BaseSnd Volume: 	1.0
	$Turret GunSnd Volume: 		1.0
	$Turret Reset Delay:		15000
	$Flags:				( "reset when idle" )
	$animation:			triggered
	$type:				initial
		+relative_angle: 	80, 0, 0
$Subsystem: turret04a, 1.0, 4 
	$Turret Base RotationSnd: 	252
	$Turret Gun RotationSnd: 	253
	$Turret BaseSnd Volume: 	1.0
	$Turret GunSnd Volume: 		1.0
	$Turret Reset Delay:		15000
	$Flags:				( "reset when idle" )
	$animation:			triggered
	$type:				initial
		+relative_angle: 	80, 0, 0
$Subsystem: turret05a, 1.0, 4 
	$Turret Base RotationSnd: 	252
	$Turret Gun RotationSnd: 	253
	$Turret BaseSnd Volume: 	1.0
	$Turret GunSnd Volume: 		1.0
	$Turret Reset Delay:		15000
	$Flags:				( "reset when idle" )
	$animation:			triggered
	$type:				initial
		+relative_angle: 	80, 180, 0
$Subsystem: turret06a, 1.0, 4 
	$Turret Base RotationSnd: 	252
	$Turret Gun RotationSnd: 	253
	$Turret BaseSnd Volume: 	1.0
	$Turret GunSnd Volume: 		1.0
	$Turret Reset Delay:		15000
	$Flags:				( "reset when idle" )
	$animation:			triggered
	$type:				initial
		+relative_angle: 	80, 180, 0
$Subsystem: turret07a, 1.0, 12 
	$Turret Base RotationSnd: 	256
	$Turret Gun RotationSnd: 	257
	$Turret BaseSnd Volume: 	1.0
	$Turret GunSnd Volume: 		1.0
	$Turret Reset Delay:		15000
	$Flags:				( "reset when idle" "fire on target")
	$animation:			triggered
	$type:				initial
		+relative_angle: 	80, 180, 0
$Subsystem: turret17, 1.0, 12
 	$Turret Base RotationSnd: 	256
	$Turret Gun RotationSnd: 	257
	$Turret BaseSnd Volume: 	1.0
	$Turret GunSnd Volume: 		1.0
	$Maximum Barrel Elevation:	40	;;The side guns can't aim higher than this
	$Turret Base FOV:		160
	$Turret Reset Delay:		15000
	$Flags:				( "reset when idle" "fire on target")
	$animation:			triggered
	$type:				initial
		+relative_angle: 	90, 0, 0
$Subsystem: turret18, 1.0, 12
 	$Turret Base RotationSnd: 	256
	$Turret Gun RotationSnd: 	257
	$Turret BaseSnd Volume: 	1.0
	$Turret GunSnd Volume: 		1.0
	$Maximum Barrel Elevation:	40	;;The side guns can't aim higher than this
	$Turret Base FOV:		160
	$Turret Reset Delay:		15000
	$Flags:				( "reset when idle" "fire on target")
	$animation:			triggered
	$type:				initial
		+relative_angle: 	90, 0, 0
$Subsystem: engine, 8.0, 0.0 
	$Alt Subsystem Name:	Main Engine
    $Engine Wash: Default1500 
$Subsystem: enginesupleft, 4.0, 0.0 
	$Alt Subsystem Name:	Engine 1
    $Engine Wash: Default1000 
$Subsystem: enginesupright, 4.0, 0.0 
	$Alt Subsystem Name:	Engine 2
    $Engine Wash: Default1000 
$Subsystem: enginesdownleft, 4.0, 0.0 
	$Alt Subsystem Name:	Engine 3
    $Engine Wash: Default1000 
$Subsystem: Enginesdownright, 4.0, 0.0 
	$Alt Subsystem Name:	Engine 4
    $Engine Wash: Default1000


$Name:			GTVA Colossus
+nocreate
$POF file:		Colossus.pof
$Subsystem:		turret01a, 1.0, 3.0
	$Turret Reset Delay:	15000
	$Flags:					( "reset when idle" )
	$animation:				triggered
	$type:					initial
		+relative_angle:	70, 90, 0
$Subsystem:		turret02a, 1.0, 3.0
	$Turret Reset Delay:	15000
	$Flags:					( "reset when idle" )
	$animation:				triggered
	$type:					initial
		+relative_angle:	70, 0, 0
$Subsystem:		turret03a, 1.0, 3.0
	$Turret Reset Delay:	15000
	$Flags:					( "reset when idle" )
	$animation:				triggered
	$type:					initial
		+relative_angle:	70, 270, 0
$Subsystem:		turret04a, 1.0, 3.0
	$Turret Reset Delay:	15000
	$Flags:					( "reset when idle" )
	$animation:				triggered
	$type:					initial
		+relative_angle:	70, 90, 0
$Subsystem:		turret05a, 1.0, 3.0
	$Turret Reset Delay:	15000
	$Flags:					( "reset when idle" )
	$animation:				triggered
	$type:					initial
		+relative_angle:	70, 0, 0
$Subsystem:		turret06a, 1.0, 3.0
	$Turret Reset Delay:	15000
	$Flags:					( "reset when idle" )
	$animation:				triggered
	$type:					initial
		+relative_angle:	70, 270, 0
$Subsystem:		turret07a, 1.0, 3.0
	$Turret Reset Delay:	15000
	$Flags:					( "reset when idle" )
	$animation:				triggered
	$type:					initial
		+relative_angle:	70, 90, 0
$Subsystem:		turret08a, 1.0, 3.0
	$Turret Reset Delay:	15000
	$Flags:					( "reset when idle" )
	$animation:				triggered
	$type:					initial
		+relative_angle:	70, 270, 0
$Subsystem:		turret09a, 1.0, 3.0
	$Turret Reset Delay:	15000
	$Flags:					( "reset when idle" )
	$animation:				triggered
	$type:					initial
		+relative_angle:	70, 90, 0
$Subsystem:		turret10a, 1.0, 3.0
	$Turret Reset Delay:	15000
	$Flags:					( "reset when idle" )
	$animation:				triggered
	$type:					initial
		+relative_angle:	70, 270, 0


$Name:			GTCv Deimos
+nocreate
$POF file:                      Deimos.pof
$Subsystem:		turret01, 0.833, 1.0
	$Turret Reset Delay:	15000
	$Flags:					( "reset when idle" )
	$animation:				triggered
	$type:					initial
		+relative_angle:	70, 0, 0
$Subsystem:		turret02, 0.833, 1.0
	$Turret Reset Delay:	15000
	$Flags:					( "reset when idle" )
	$animation:				triggered
	$type:					initial
		+relative_angle:	70, 0, 0
$Subsystem:		turret03, 0.833, 1.0
	$Turret Reset Delay:	15000
	$Flags:					( "reset when idle" )
	$animation:				triggered
	$type:					initial
		+relative_angle:	70, 180, 0
$Subsystem:		turret04, 0.833, 1.0
	$Turret Reset Delay:	15000
	$Flags:					( "reset when idle" )
	$animation:				triggered
	$type:					initial
		+relative_angle:	45, 180, 0


$Name:			NTF Iceni
+nocreate
$Subsystem:		turret01a, 0.833, 1.0
	$Turret Reset Delay:	15000
	$Flags:					( "reset when idle" )
	$animation:				triggered
	$type:					initial
		+relative_angle:	70, 90, 0
$Subsystem:		turret11a, 0.833, 1.0
	$Turret Reset Delay:	15000
	$Flags:					( "reset when idle" )
	$animation:				triggered
	$type:					initial
		+relative_angle:	70, 0, 0
$Subsystem:		turret19, 0.833, 1.0
	$Turret Reset Delay:	15000
	$Flags:					( "reset when idle" )
	$animation:				triggered
	$type:					initial
		+relative_angle:	70, 180, 0
$Subsystem:		turret21a, 0.833, 1.0
	$Turret Reset Delay:	15000
	$Flags:					( "reset when idle" )
	$animation:				triggered
	$type:					initial
		+relative_angle:	70, 180, 0
$Subsystem:		turret22a, 0.833, 1.0
	$Turret Reset Delay:	15000
	$Flags:					( "reset when idle" )
	$animation:				triggered
	$type:					initial
		+relative_angle:	70, 0, 0
$Subsystem:		turret23a, 0.833, 1.0
	$Turret Reset Delay:	15000
	$Flags:					( "reset when idle" )
	$animation:				triggered
	$type:					initial
		+relative_angle:	70, 0, 0
$Subsystem:		turret24a, 0.833, 1.0
	$Turret Reset Delay:	15000
	$Flags:					( "reset when idle" )
	$animation:				triggered
	$type:					initial
		+relative_angle:	70, 180, 0
$Subsystem:		turret25a, 0.833, 1.0
	$Turret Reset Delay:	15000
	$Flags:					( "reset when idle" )
	$animation:				triggered
	$type:					initial
		+relative_angle:	70, 270, 0


$Name:			@GTT Argo
+nocreate
$Subsystem:		turret01, 5, 20.0
	$Turret Reset Delay:	15000
	$Flags:					( "reset when idle" )
	$animation:				triggered
	$type:					initial
		+relative_angle:	70, 0, 0
$Subsystem:		turret02, 5, 20.0
	$Turret Reset Delay:	15000
	$Flags:					( "reset when idle" )
	$animation:				triggered
	$type:					initial
		+relative_angle:	70, 0, 0

		
$Name:			GTNB Pharos
+nocreate
$Detail distance:	(0, 200, 500)

$Name:			GTEP Hermes
+nocreate
$POF file:			Hermes.pof
$Detail distance:	( 0, 222, 762, 1500 )

$Name:			Knossos
+nocreate
$POF file:			Knossos.pof

$Name:			GTSG Watchdog
+nocreate
$POF file:			watchdog.pof
$Subsystem:		turret01a, 20, 1.0
	$Turret Reset Delay:	15000
	$Flags:					( "reset when idle" )
	$animation:				triggered
	$type:					initial
		+relative_angle:	45, 0, 0
$Subsystem:		turret02a, 20, 1.0
	$Turret Reset Delay:	15000
	$Flags:					( "reset when idle" )
	$animation:				triggered
	$type:					initial
		+relative_angle:	45, 0, 0


$Name:			GTSG Cerberus
+nocreate
$POF file:			cerberus.pof
$Subsystem:		turret01a, 20, 1.0
	$Turret Reset Delay:	15000
	$Flags:					( "reset when idle" )
	$animation:				triggered
	$type:					initial
		+relative_angle:	45, 0, 0
$Subsystem:		turret02a, 20, 1.0
	$Turret Reset Delay:	15000
	$Flags:					( "reset when idle" )
	$animation:				triggered
	$type:					initial
		+relative_angle:	45, 0, 0


$Name:			GTSG Alastor
+nocreate
$POF file:	Alastor.pof
$Subsystem:		turret01a, 20, 1.0
	$Turret Reset Delay:	15000
	$Flags:					( "reset when idle" )
	$animation:				triggered
	$type:					initial
		+relative_angle:	45, 0, 0
$Subsystem:		turret02a, 20, 1.0
	$Turret Reset Delay:	15000
	$Flags:					( "reset when idle" )
	$animation:				triggered
	$type:					initial
		+relative_angle:	45, 0, 0

$Name:                          GTI Arcadia
+nocreate
$POF file:					Arcadia.pof
$Closeup_pos:				0.0, 0.0, -3262
$Subsystem:					Turret01,					1,2.0
	$Turret Base FOV:		180
	$Turret Reset Delay:	15000
	$Flags:					( "reset when idle" )
	$animation:				triggered
	$type:					initial
		+relative_angle:	45, 0, 0
$Subsystem:                     Turret02,               1,2.0
	$Turret Base FOV:		180
	$Turret Reset Delay:	15000
	$Flags:					( "reset when idle" )
	$animation:				triggered
	$type:					initial
		+relative_angle:	45, 0, 0
$Subsystem:                     Turret03,               1,2.0
	$Turret Base FOV:		180
	$Turret Reset Delay:	15000
	$Flags:					( "reset when idle" )
	$animation:				triggered
	$type:					initial
		+relative_angle:	45, 0, 0
$Subsystem:                     Turret04,               1,2.0
	$Turret Base FOV:		180
	$Turret Reset Delay:	15000
	$Flags:					( "reset when idle" )
	$animation:				triggered
	$type:					initial
		+relative_angle:	45, 0, 0
$Subsystem:                     Turret05,               1,2.0
	$Turret Base FOV:		180
	$Turret Reset Delay:	15000
	$Flags:					( "reset when idle" )
	$animation:				triggered
	$type:					initial
		+relative_angle:	45, 0, 0
$Subsystem:                     Turret06,               1,2.0
	$Turret Base FOV:		180
	$Turret Reset Delay:	15000
	$Flags:					( "reset when idle" )
	$animation:				triggered
	$type:					initial
		+relative_angle:	45, 0, 0
$Subsystem:                     Turret07,               1,2.0
	$Turret Base FOV:		180
	$Turret Reset Delay:	15000
	$Flags:					( "reset when idle" )
	$animation:				triggered
	$type:					initial
		+relative_angle:	45, 0, 0
$Subsystem:                     Turret08,               1,2.0
	$Turret Base FOV:		180
	$Turret Reset Delay:	15000
	$Flags:					( "reset when idle" )
	$animation:				triggered
	$type:					initial
		+relative_angle:	45, 0, 0
$Subsystem:                     Turret09,               1,2.0
	$Turret Base FOV:		180
	$Turret Reset Delay:	15000
	$Flags:					( "reset when idle" )
	$animation:				triggered
	$type:					initial
		+relative_angle:	45, 0, 0
$Subsystem:                     Turret10,               1,2.0
	$Turret Base FOV:		180
	$Turret Reset Delay:	15000
	$Flags:					( "reset when idle" )
	$animation:				triggered
	$type:					initial
		+relative_angle:	45, 0, 0
$Subsystem:                     Turret11,               1,2.0
	$Turret Base FOV:		180
	$Turret Reset Delay:	15000
	$Flags:					( "reset when idle" )
	$animation:				triggered
	$type:					initial
		+relative_angle:	45, 0, 0
$Subsystem:                     Turret12,               1,2.0
	$Turret Base FOV:		180
	$Turret Reset Delay:	15000
	$Flags:					( "reset when idle" )
	$animation:				triggered
	$type:					initial
		+relative_angle:	45, 0, 0
$Subsystem:                     Turret13,               1,3.0
	$Turret Base FOV:		180
	$Turret Reset Delay:	15000
	$Flags:					( "reset when idle" )
	$animation:				triggered
	$type:					initial
		+relative_angle:	45, 0, 0
$Subsystem:                     Turret14,               1,3.0
	$Turret Base FOV:		180
	$Turret Reset Delay:	15000
	$Flags:					( "reset when idle" )
	$animation:				triggered
	$type:					initial
		+relative_angle:	45, 0, 0
$Subsystem:                     Turret15,               1,3.0
	$Turret Base FOV:		180
	$Turret Reset Delay:	15000
	$Flags:					( "reset when idle" )
	$animation:				triggered
	$type:					initial
		+relative_angle:	45, 0, 0
$Subsystem:                     Turret16,               1,3.0
	$Turret Base FOV:		180
	$Turret Reset Delay:	15000
	$Flags:					( "reset when idle" )
	$animation:				triggered
	$type:					initial
		+relative_angle:	45, 0, 0
$Subsystem:                     Turret17,               1,2.0
	$Turret Base FOV:		180
	$Turret Reset Delay:	15000
	$Flags:					( "reset when idle" )
	$animation:				triggered
	$type:					initial
		+relative_angle:	45, 0, 0
$Subsystem:                     Turret18,               1,2.0
	$Turret Base FOV:		180
	$Turret Reset Delay:	15000
	$Flags:					( "reset when idle" )
	$animation:				triggered
	$type:					initial
		+relative_angle:	45, 0, 0
$Subsystem:                     Turret19,               1,2.0
	$Turret Base FOV:		180
	$Turret Reset Delay:	15000
	$Flags:					( "reset when idle" )
	$animation:				triggered
	$type:					initial
		+relative_angle:	45, 0, 0
$Subsystem:                     Turret20,               1,2.0
	$Turret Base FOV:		180
	$Turret Reset Delay:	15000
	$Flags:					( "reset when idle" )
	$animation:				triggered
	$type:					initial
		+relative_angle:	45, 0, 0
$Subsystem:                     Turret21,               1,2.0
	$Turret Base FOV:		180
	$Turret Reset Delay:	15000
	$Flags:					( "reset when idle" )
	$animation:				triggered
	$type:					initial
		+relative_angle:	45, 0, 0
$Subsystem:                     Turret22,               1,2.0
	$Turret Base FOV:		180
	$Turret Reset Delay:	15000
	$Flags:					( "reset when idle" )
	$animation:				triggered
	$type:					initial
		+relative_angle:	45, 0, 0
$Subsystem:                     Turret23,               1,2.0
	$Turret Base FOV:		180
	$Turret Reset Delay:	15000
	$Flags:					( "reset when idle" )
	$animation:				triggered
	$type:					initial
		+relative_angle:	45, 0, 0
$Subsystem:                     Turret24,               1,2.0
	$Turret Base FOV:		180
	$Turret Reset Delay:	15000
	$Flags:					( "reset when idle" )
	$animation:				triggered
	$type:					initial
		+relative_angle:	45, 0, 0
$Subsystem:                     ForkLift,            0,0.0
$Flags: ( "untargetable" )
$Subsystem:                     ForkTable,            0,0.0
$Flags: ( "untargetable" )

$Name:                          @GTS Hygeia
+nocreate
$POF file:					Hygeia.pof

$Name:                          GTSG Mjolnir
+nocreate
$POF file:					Mjolnir.pof

$Name:                          GTSG Mjolnir#home
+nocreate
$POF file:					Mjolnir.pof

#End