#Primary Weapons
; ----------------------------------------------------------------------------------
; Sidearm
;
$Name: @SSDG.50
+Title: XSTR("SSDG.50", 3243)
+Description:
XSTR(
"300 RPM
50mm shell
1600 m/ps", 3244)
$end_multi_text
+Tech Title: XSTR("SSDG.50", 146)
+Tech Anim: Tech_Subach_HL-7
+Tech Description:
XSTR(
"The SSDG.50 is the standard issue armament of most zero gravity fighters, delivering a shower of several dozen armor piercing rounds with the push of a
button, each loaded with the equivelent of 30 kg of TNT in explosives.
The SSDG.50 round attains this by partially degausing it's atoms as it leaves the rail system, significantly nullifying it's electromagnetic properties
and therefore is able to pass partially into a target before atmoic fusion occurs between it's tritium alloy case and the target.
The SSDG.50 is the smallest calibre available in conventional navy armament and boasts a significant bullet velocitie and rate of fire, as well as
allowing the pilot to carry large amounts of ammunition.", 3245)
$end_multi_text
$Model File: none
; The following fields (preceded by @) are only required for laser
; rendering, which requires that "Model File:" be none.
; These are the same values that used to be hard-coded:
@Laser Bitmap: 32.pcx
@Laser Glow: 2_laserglow03
@Laser Color: 0, 0, 0
@Laser Color2: 0, 0, 0
@Laser Length: 10.0
@Laser Head Radius: 1.0
@Laser Tail Radius: 1.0
$Mass: 0.4
$Velocity: 1200.0 ;; speed of the weapon (initially) -- may or may
not change
$Fire Wait: 0.15 ;; in seconds
$Damage: 15
$Armor Factor: 1.0
$Shield Factor: 1.0
$Subsystem Factor: 1.0
$Lifetime: 1.0 ;; How long this thing lives
$Energy Consumed: 1.0 ;; Energy used when fired
$Cargo Size: 0.0333333 ;; Amount of space taken up in weapon cargo
$Homing: NO
$LaunchSnd: 76 ;; The sound it makes when fired
$ImpactSnd: 85 ;; The sound it makes when it hits something
$FlyBySnd: 77
$Rearm Rate: 400.0
+Weapon Range: 100000 ;; Limit to range at which weapon will actively target
object
$Flags: ("in tech database" "player allowed" "stream" "cycle" "ballistic")
$Icon: iconSD4
$Anim: SD4
$Impact Explosion: none
$FOF: 0.15
$Shots: 1
; ----------------------------------------------------------------------------------
; Sidearm
;
$Name: @SSDG.72
+Title: XSTR("SSDG.72", 3243)
+Description:
XSTR(
"240 RPM
70mm shell
1450 m/ps", 3244)
$end_multi_text
+Tech Title: XSTR("SSDG.72", 146)
+Tech Anim: Tech_Subach_HL-7
+Tech Description:
XSTR(
"The SSDG.72 is the larger, punchier counterpart to it's cousin, the SDG.50 and works in very much the same way. The 72 however, is a larger round, and
therefore changes the weapons properties significantly.
The SSDG.72 does does over twice the damage of it's smaller brother and passes further into target mass, but it's size redues the amount of amunition a
pilot can carry, it's maximum velocity and slightly compromises it's rate of fire.
The SSDG.72 is essentially a heavy version of hte SSDG.50 and is used primarily in hot military engagements where the ability to shred as many enemies in
as short amount of time as possible takes priority over ammo conservation.
Pilot's can't expect to use the round on recon missions or skirmishes without sacrificing usefulness, but in heavy combat, or situations in which larger
ships and the ooprtunity to dock and re-arm are present, the larger size is no longer an obstacle and the SDGG.72 is often the better choice. ", 3245)
$end_multi_text
$Model File: none
; The following fields (preceded by @) are only required for laser
; rendering, which requires that "Model File:" be none.
; These are the same values that used to be hard-coded:
@Laser Bitmap: 50.pcx
@Laser Glow: 2_laserglow03
@Laser Color: 0, 0, 0
@Laser Color2: 0, 0, 0
@Laser Length: 12.0
@Laser Head Radius: 1.5
@Laser Tail Radius: 1.5
$Mass: 0.6
$Velocity: 1450.0 ;; speed of the weapon (initially) -- may or may
not change
$Fire Wait: 0.25 ;; in seconds
$Damage: 25
$Armor Factor: 1.0
$Shield Factor: 1.0
$Subsystem Factor: 1.0
$Lifetime: 1.0 ;; How long this thing lives
$Energy Consumed: 0.2 ;; Energy used when fired
$Cargo Size: 0.03 ;; Amount of space taken up in weapon cargo
$Homing: NO
$LaunchSnd: 76 ;; The sound it makes when fired
$ImpactSnd: 85 ;; The sound it makes when it hits something
+Weapon Range: 100000 ;; Limit to range at which weapon will actively target
object
$Flags: ("in tech database" "player allowed" "stream" "cycle" "ballistic")
$Icon: iconSD4
$Anim: SD4
$Impact Explosion: none
; ----------------------------------------------------------------------------------
#End
#Secondary Weapons
; ----------------------------------------------------------------------------------
; Rocket
;
$Name: RPE-32
+Title: XSTR("RPE-32", 3341)
+Description:
XSTR(
"900 mps/boost
Dumbfire Warhead
5 launches per second
450mT payload", 3342)
$end_multi_text
+Tech Title: XSTR("RPE-32", 3343)
+Tech Anim: Tech_Harpoon
+Tech Description:
XSTR(
"The RPE-32 is a high explosive dumbfire chemical warhead, the evolution of air to ground rockets from the days of jets.
The RPE-32 mounts no guidance system, hardly anymore than a crude fuel pocket and a stabilizer for an engine and a small, archaic shaped-charge chemical
explosive warhead, making it the simplest and least effective weapon in current production, and it also makes it by far the smallest.
Even small recon ships can carry dozens of these warheads and can launch salvos of them at a moments notice thanks to it's simple firing mechanism.
The rocket must be manually aimed for it to be effective and though it moves fast, it is often difficult to hit quick targets, requiring volley fire for
maximum efficiency. The rocket also fullfills a secondary role as an improvised bomb for fighters against large ships when dedicated bomber support is
unavailable. As Anything lrger than a corvette stands little to no chance of dodging an RPE-32, each and every shot of the volley will hit, meaning that
even ships designed for dogfighting can aid in the destruction of weapons and vital systems of tactical fleet assets. ", 3344)
$end_multi_text
$Model File: tempest.pof
$Mass: 15.0
$Velocity: 900.0
$Fire Wait: 0.2
$Damage: 32
;; damage applied when within inner radius
$Blast Force: 100.0
$Inner Radius: 0.0 ;; radius at which damage is full (0 for impact
only)
$Outer Radius: 50.0 ;; max radius for attenuated damage
$Shockwave Speed: 0 ;; velocity of shockwave. 0 for none.
$Armor Factor: 1.0
$Shield Factor: 1.0
$Subsystem Factor: 1.0
$Lifetime: 5.0
$Energy Consumed: 0.0
;; Energy used when fired
$Cargo Size: 0.5
;; Amount of space taken up in weapon cargo
$Homing: NO
$LaunchSnd: 87 ;; The sound it makes when fired
$ImpactSnd: 88 ;; The sound it makes when it hits
something
$FlyBySnd: 77
$Rearm Rate: 8.0
;; number of missiles/sec that are rearmed
$Flags: ( "player allowed")
$Trail: ;;
Trail cannot be set if Exhaust is set
+Start Width: 0.25 ;; Width of trail nearest missile
+End Width: 0.5 ;; Width of trail before it "evaporates"
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life: 0.7
+Bitmap: newmiss1
;; Bitmap used to draw trail
$Icon: iconCrossbow
$Anim: cross
$Impact Explosion: ExpMissileHit1
$Impact Explosion Radius: 6.0
; ----------------------------------------------------------------------------------
; srm
;
$Name: SRGM-18
+Title: XSTR("SRGM-18", 3341)
+Description:
XSTR(
"500 mps/boost
Dumbfire Warhead
5 launches per second
450mT payload", 3342)
$end_multi_text
+Tech Title: XSTR("SRGM-18", 3343)
+Tech Anim: Tech_Harpoon
+Tech Description:
XSTR(
"", 3344)
$end_multi_text
$Model File: trebuchet.pof
$Mass: 15.0
$Velocity: 500.0
$Fire Wait: 1.0
$Damage: 45
;; damage applied when within inner radius
$Blast Force: 300.0
$Inner Radius: 10.0 ;; radius at which damage is full (0 for impact
only)
$Outer Radius: 70.0 ;; max radius for attenuated damage
$Shockwave Speed: 0 ;; velocity of shockwave. 0 for none.
$Armor Factor: 1.0
$Shield Factor: 1.0
$Subsystem Factor: 1.0
$Lifetime: 3.0
$Energy Consumed: 0.0
;; Energy used when fired
$Cargo Size: 2.5
;; Amount of space taken up in weapon cargo
$Homing: YES
;; the following indented fields are only required when $Homing is YES
+Type: ASPECT
;; Legal: HEAT, ASPECT
+Turn Time: 0.5
+Min Lock Time: 0.02
;; Minimum lock time (in seconds)
+Lock Pixels/Sec: 100 ;; Pixels moved per sec while locking
+Catch-up Pixels/Sec: 150
;; Pixels moved per sec while catching up
+Catch-up Penalty: 50
;; Extra pixels to move after catching up
$LaunchSnd: 89 ;; The sound it makes when fired
$ImpactSnd: 90 ;; The sound it makes when it hits
something
$FlyBySnd: -1
$Rearm Rate: 4.0
;; number of missiles/sec that are rearmed
$Flags: ( "player allowed")
$Trail: ;;
Trail cannot be set if Exhaust is set
+Start Width: 0.25 ;; Width of trail nearest missile
+End Width: 0.5 ;; Width of trail before it "evaporates"
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life: 0.7
+Bitmap: newmiss2
;; Bitmap used to draw trail
$Icon: iconCrossbow
$Anim: cross
$Impact Explosion: ExpMissileHit1
$Impact Explosion Radius: 6.0
#End