#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("after the capture of 6 prototype compact partical beam cannons, Federal R and D needed a practical way to employ them. the Thor fighter was born from this need and was quite literally built around the gun. the size of the fighter delivered some added perks mainly in its enormous secondary weapon capacity. it also benifits from captured GTVA electronics packages and shield systems as well as advanced armour plating also captured from the GTVA which when summed up produces a fighter with extreme firepower and survivability that is more than a match for anything the GTVA has fielded to date. the only drawback is there are only six of these fighters in existance. from a pilots view point Thor is unusually fast and manueverable for its size, The off center placement of pilot and weapons is alittle annoying to some but easily dealt with and as far as overall weapons compatibility goes, having the hammer quells any complaints. This fighter is also equiped with an Auto Slide feature, (consult the manual on how to use this feature) that enables to pilot to change his facing with out changing direction, great for 90 degree turns in combat or strafing runs. to date, these fighter are still awaiting pilot and carrier assignment.", -1)
$end_multi_text
+Length:						30 m
+Gun Mounts:					2 standard 1 special
+Missile Banks:					3

$POF file:                      thorXA.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" "talon" "vulcan" "UM-4 Tachyion" "Redeemer" "Singularity Cannon" "Rapier" "Hail Storm" "Grenade Launcher" "massdriver" "FB-11a Sniper" "Prometheus II" "Prometheus III" "VX-19 Interra" "Circe" "Pillum") ( "Subach HL-7" "Avenger III" "mace" "vulcan" "Rapier" "Akheton SDG" "Morning Star" "Prometheus S" "Prometheus R" "VX-19 Interra" "Lamprey" "Circe" "Pillum") ( "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" "Hellfire" "dart" "dirk" "Tempest" "Harpoon" "Storm fire" "Hornet" "Tornado" ) ( "Rockeye" "Hellfire" "dart" "dirk" "Tempest" "Harpoon" "Storm fire" "Hornet" "Tornado" ) ( "Singularity Bomb" "Hellfire" "Shaped Charge" "frag" "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:			70,0,0
	+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