#Ship Classes
$Name:                          UEfg Tethis
$Short name:					Ffrigate
$Species:                       Terran
+Tech Description:
XSTR("The Tethis frigate gunship is a relatively new addition to the federal navy with only 6 warships of this class in active service. Originally designed as a more advanced version of the Hyperion it was later decided to employ the new design in a more specialized role. The designed was changed to allow fitting of two forward Super Mass Accelerator Guns and magnetic stabilizer rings to create an extremely accurate long range weapon platform that can be used as a sort of mobile artillery piece capable of pummeling warships from a distance or even bombard planetary targets, the magnetic rings can also change the direction of the projectile right after muzzle departure to eliminate the need to point directly at the target. The Tethis retains the rotating midsection to supply gravity and power to all secondary subsystems allowing the reactor to supply the engines and feed the massive power needs of the Super MAGs. The Tethis has two small fighter bays allowing it to carry a stunning total of six fighters which are deployed to assist the gun ship’s defensive capabilities. The Tethis was not designed to engage targets in close quarters battle but can hold its own against light capital ships such as cruises and possibly corvettes.", -1)
$end_multi_text
$POF file:                      TethisB.pof
$Detail distance:				(0, 2000, 8000, 20000)
$ND: 							251 248 167
$ND: 							255 253 196
$ND: 							239 234 134
$ND: 							216 212 122
$Show damage:					YES
$Density:                       1.2
$Damp:                          0.4
$Rotdamp:                       2.4
$Max Velocity:          0.0, 0.0, 30.0
$Rotation time:         100.0, 100.0, 100.0
$Rear Velocity:         0.0
$Forward accel:         8.0
$Forward decel:         4.0
$Slide accel:           0.0
$Slide decel:           0.0
$Expl inner rad:        300.0
$Expl outer rad:        900.0
$Expl damage:           250.0
$Expl blast:            12500.0
$Expl Propagates:       YES                                                     ;; If set to Yes, then when the ship dies, the explosion propagates through it.
$Shockwave Speed:       400.0                                           ;; speed shockwave expands at, 0 means no shockwave
$Shockwave Count:		4
$Default PBanks:        ()
$Default SBanks:        ()
$SBank Capacity:        ()
$Shields:                       0
$Power Output:          100.0
$Max Oclk Speed:        60.0
$Max Weapon Eng:        100.0
$Hitpoints:                     100000
$Flags:                         ( "corvette" "in tech database" "big damage" )
$AI Class:                      Captain
$Afterburner:           NO
$Countermeasures:       0
$Scan time:                     2000
$EngineSnd:				128                   ;; Engine sound of ship
$Closeup_pos:           0.0, 0.0, -1300
$Closeup_zoom:          0.5
$Score:					500

$Subsystem:                     engine01,                 20,0.0
	$Engine Wash:	Default500
$Subsystem:                     engine02,                 20,0.0
	$Engine Wash:	Default500
$Subsystem:                     engine03,                 20,0.0
	$Engine Wash:	Default500
$Subsystem: rotatorLR,  15,8.0
$Subsystem: rotatorSM,  15,-8.0
$Subsystem: fighterbay01, 7, 0.0 
$Subsystem: fighterbay02, 7, 0.0 
$Subsystem: Radar01, 2, 0.0 
$Subsystem: Radar02, 2, 0.0 
$Subsystem: Navigation, 5, 0.0 
$Subsystem: sensors, 5, 0 
$Subsystem: weapons, 10, 0 
$Subsystem: communication, 5, 0

$Subsystem: turret01,15.0,1.0 
$Default PBanks: ( "LR Railgun" ) 
$flags: ("fire down normals" )

$Subsystem: turret02,15.0,1.0 
$Default PBanks: ( "LR Railgun" )
$flags: ("fire down normals" )


$Subsystem: turret03,0.833,1.0 
$Default PBanks: ( "Flux Cannon" )
$Subsystem: turret04,0.833,1.0 
$Default PBanks: ( "Flux Cannon" )
$Subsystem: turret05,0.833,1.0 
$Default PBanks: ( "Flux Cannon" )
$Subsystem: turret06,0.833,1.0 
$Default PBanks: ( "Flux Cannon" )

$Subsystem: turret07,0.833,1.0 
$Default PBanks: ( "Point Defense Turret" )
$Subsystem: turret08,0.833,1.0 
$Default PBanks: ( "Point Defense Turret" )
$Subsystem: turret09,0.833,1.0 
$Default PBanks: ( "Point Defense Turret" )
$Subsystem: turret10,0.833,1.0 
$Default PBanks: ( "Point Defense Turret" )

$Subsystem: turret11,0.833,1.0 
$Default PBanks: ( "Terran Heavy Turret" )
$flags: ("fire down normals" )

$Subsystem: turret12,0.833,1.0 
$Default PBanks: ( "Terran Heavy Turret" )
$flags: ("fire down normals" )

$Subsystem: turret13,0.833,1.0 
$Default PBanks: ( "Terran Heavy Turret" )
$flags: ("fire down normals" )

$Subsystem: turret14,0.833,1.0 
$Default PBanks: ( "Terran Heavy Turret" )
$flags: ("fire down normals" )

$Subsystem: turret15,0.833,1.0 
$Default PBanks: ( "Terran Light Turret" )
$Subsystem: turret16,0.833,1.0 
$Default PBanks: ( "Terran Light Turret" )
$Subsystem: turret17,0.833,1.0 
$Default PBanks: ( "Terran Light Turret" )
$Subsystem: turret18,0.833,1.0 
$Default PBanks: ( "Terran Light Turret" )

$Subsystem: turret19,0.833,1.0 
$Default PBanks: ( "Terran Turret" )
$Subsystem: turret20,0.833,1.0 
$Default PBanks: ( "Terran Turret" )
$Subsystem: turret21,0.833,1.0 
$Default PBanks: ( "Terran Turret" )
$Subsystem: turret22,0.833,1.0 
$Default PBanks: ( "Terran Turret" )
$Subsystem: turret23,0.833,1.0 
$Default PBanks: ( "Terran Turret" )
$Subsystem: turret24,0.833,1.0 
$Default PBanks: ( "Terran Turret" )
$Subsystem: turret25,0.833,1.0 
$Default PBanks: ( "Terran Turret" )
$Subsystem: turret26,0.833,1.0 
$Default PBanks: ( "Terran Turret" )
$Subsystem: turret27,0.833,1.0 
$Default PBanks: ( "Terran Turret" )
$Subsystem: turret28,0.833,1.0 
$Default PBanks: ( "Terran Turret" )
$Subsystem: turret29,0.833,1.0 
$Default PBanks: ( "Terran Turret" )
$Subsystem: turret30,0.833,1.0 
$Default PBanks: ( "Terran Turret" )
$Subsystem: turret31,0.833,1.0 
$Default SBanks: ( "Pestilence" )

$Subsystem: turret32,0.833,1.0 
$Default SBanks: ( "Pestilence" )
$Subsystem: turret33,0.833,1.0 
$Default PBanks: ( "Mass Driver" )

$Subsystem:				door1f, 4, 0.0
	+untargetable
	$animation:			triggered
	$type:			door
	+delay:			0
	+reverse_delay:         5
        +relative_angle:	0,95,0
	+velocity:		0,60,0
	+acceleration:		0,40,0
	+time:			4000
$Subsystem:				door1r, 4, 0.0
	+untargetable
	$animation:			triggered
	$type:			door
	+delay:			0
	+reverse_delay:         5
        +relative_angle:	0,-95,0
	+velocity:		0,60,0
	+acceleration:		0,40,0
	+time:			4000

$Subsystem:				door2f, 4, 0.0
	+untargetable
	$animation:			triggered
	$type:			door
	+delay:			0
	+reverse_delay:         5
        +relative_angle:	0,-95,0
	+velocity:		0,60,0
	+acceleration:		0,40,0
	+time:			4000

$Subsystem:				door2r, 4, 0.0
	+untargetable
	$animation:			triggered
	$type:			door
	+delay:			0
	+reverse_delay:         5
        +relative_angle:	0,95,0
	+velocity:		0,60,0
	+acceleration:		0,40,0
	+time:			4000

$Subsystem:				door3f, 4, 0.0
	+untargetable
	$animation:			triggered
	$type:			door
	+delay:			0
	+reverse_delay:         5
        +relative_angle:	0,95,0
	+velocity:		0,60,0
	+acceleration:		0,40,0
	+time:			4000

$Subsystem:				door3r, 4, 0.0
	+untargetable
	$animation:			triggered
	$type:			door
	+delay:			0
	+reverse_delay:         5
        +relative_angle:	0,-95,0
	+velocity:		0,60,0
	+acceleration:		0,40,0
	+time:			4000

$Subsystem:				door4f, 4, 0.0
	+untargetable
	$animation:			triggered
	$type:			door
	+delay:			0
	+reverse_delay:         5
        +relative_angle:	0,-95,0
	+velocity:		0,60,0
	+acceleration:		0,40,0
	+time:			4000

$Subsystem:				door4r, 4, 0.0
	+untargetable
	$animation:			triggered
	$type:			door
	+delay:			0
	+reverse_delay:         5
        +relative_angle:	0,95,0
	+velocity:		0,60,0
	+acceleration:		0,40,0
	+time:			4000

$Subsystem:				door5f, 4, 0.0
	+untargetable
	$animation:			triggered
	$type:			door
	+delay:			0
	+reverse_delay:         5
        +relative_angle:	0,95,0
	+velocity:		0,60,0
	+acceleration:		0,40,0
	+time:			4000

$Subsystem:				door5r, 4, 0.0
	+untargetable
	$animation:			triggered
	$type:			door
	+delay:			0
	+reverse_delay:         5
        +relative_angle:	0,-95,0
	+velocity:		0,60,0
	+acceleration:		0,40,0
	+time:			4000

$Subsystem:				door6f, 4, 0.0
	+untargetable
	$animation:			triggered
	$type:			door
	+delay:			0
	+reverse_delay:         5
        +relative_angle:	0,-95,0
	+velocity:		0,60,0
	+acceleration:		0,40,0
	+time:			4000

$Subsystem:				door6r, 4, 0.0
	+untargetable
	$animation:			triggered
	$type:			door
	+delay:			0
	+reverse_delay:         5
        +relative_angle:	0,95,0
	+velocity:		0,60,0
	+acceleration:		0,40,0
	+time:			4000


#End