Ship Order - HWRM/KarosGraveyard GitHub Wiki
When in doubt use this order for variables and functions in .ship files. Other arrangements may result in crashes.
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displayedName = <sShipName>
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sobDescription = <sDescription>
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maxhealth = <iHealth>
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regentime = <fTime>
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minRegenTime = <fTime>
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sideArmourDamage = <fMultiplier>
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rearArmourDamage = <fMultiplier>
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setTacticsMults()
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setSpeedvsAccuracyApplied()
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isTransferable = <bFlag>
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SquadronSize = <iSize>
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buildBatch = <iValue>
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formationSpacing = <fDistance>
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batchFormation = <sStrikegroup>
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addedUnitCaps = <iUnitCapsNumber>no longer used -
paradeData = <sName>
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defaultROE = <sROE>
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defaultStance = <sStance>
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holdSlots
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mass = <fMass>
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collisionMultiplier = <fMultiplier>
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mainEngineMaxSpeed = <fSpeed>
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rotationMaxSpeed = <fSpeed>
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thrusterAccelTime = <fTime>
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thrusterBrakeTime = <fTime>
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mainEngineAccelTime = <fTime>
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mainEngineBrakeTime = <fTime>
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rotationAccelTime = <fTime>
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rotationBrakeTime = <fTime>
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accelerationAngle = <fAngle>
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mirrorAngle = <fAngle>
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secondaryTurnAngle = <fAngle>
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maxBankingAmount = <fAngle>
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descendPitch = <fAngle>
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goalReachEpsilon = <fDistance>
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slideMoveRange = <iRange>
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controllerType = <sControllerType>
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tumbleStaticX = <fAmount>
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tumbleStaticY = <fAmount>
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tumbleStaticZ = <fAmount>
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tumbleDynamicX = <fAmount>
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tumbleDynamicY = <fAmount>
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tumbleDynamicZ = <fAmount>
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tumbleSpecialDynamicX = <fAmount>
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tumbleSpecialDynamicY = <fAmount>
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tumbleSpecialDynamicZ = <fAmount>
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relativeMoveFactor = <fMultiplier>
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swayUpdateTime = <fTime>
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swayOffsetRandomX = <fAmount>
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swayOffsetRandomY = <fAmount>
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swayOffsetRandomZ = <fAmount>
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swayBobbingFactor = <fAmount>
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swayRotateFactor = <fAmount>
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setTargetBox()
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NewShipType.useLayoutBounds=1
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NewShipType.layoutBoundX=200
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NewShipType.layoutBoundY=1250
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NewShipType.layoutBoundZ=280
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NewShipType.layoutCenterX=0
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NewShipType.layoutCenterY=0
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NewShipType.layoutCenterZ=20
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dustCloudDamageTime = <fTime>
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nebulaDamageTime = <fTime>
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MinimalFamilyToFindPathAround = <sFamilyName>
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mirrorAboveManeuver = <sManeuverName>
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mirrorBelowManeuver = <sManeuverName>
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NewShipType.specialTurnLeftManeuver="EmergencyLeftTurn, NinetyDegLeftTurn, None"
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NewShipType.specialTurnRightManeuver="EmergencyRightTurn, NinetyDegRightTurn, None"
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BuildFamily = <sBuildFamilyName>
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AttackFamily = <sAttackFamilyName>
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DockFamily = <sDockFamilyName>
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AvoidanceFamily = <sAvoidanceFamilyName>
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DisplayFamily = <sDisplayFamilyName>
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AutoFormationFamily = <sAutoFormationFamilyName>
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CollisionFamily = <sCollisionFamilyName>
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ArmourFamily = <sArmuorFamilyName>
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NewShipType.CombatFamily="Fighter_Lance"
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`setSupplyValue()
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NewShipType.AttackPriorityMultiplier=0.96
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fighterValue = <fAmount>
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corvetteValue = <fAmount>
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frigateValue = <fAmount>
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neutralValue = <fAmount>
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antiFighterValue = <fAmount>
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antiCorvetteValue = <fAmount>
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antiFrigateValue = <fAmount>
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totalValue = <fAmount>
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buildCost = <iCost>
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buildTime = <fTime>
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buildPriorityOrder = <iOrder>
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retaliationRange = <fRange>
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retaliationDistanceFromGoal = <fDistance>
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visualRange = <fRange>
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prmSensorRange = <fRange>
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secSensorRange = <fRange>
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detectionStrength = <fStrength>
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TOIcon = <sIconName>
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TOScale = <fScale>
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TODistanceFade0 = <fDistance>
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TODistanceDisappear0 = <fDistance>
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TODistanceFade1 = <fDistance>
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TODistanceDisappear1 = <fDistance>
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TODistanceFade2 = <fDistance>
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TODistanceDisappear2 = <fDistance>
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TOGroupScale = <fScale>
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TOGroupMergeSize = <fSize>
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mouseOverMinFadeSize = <fSize>
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mouseOverMaxFadeSize = <fSize>
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healthBarStyle = <iStyle>
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nlips = <fScale>
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nlipsRange = <fRange>
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nlipsFar = <fRange>
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nlipsFarRange = <fRange>
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SMRepresentation = <sRepresentation>
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NewShipType.pixelSize=2.5
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NewShipType.pixelColour={0.69411, 0.545, 0.41176, 1.0}
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NewShipType.SMFadeDistance = 150000
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NewShipType.SMFadeMinAlpha = 0.1
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NewShipType.SMPixelSize = 2.5
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AlwaysInRenderList = <bAlways>
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meshRenderLimit = <fDistance>
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dotRenderLimit = <fDistance>
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visibleInSecondary = <bVisible>
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minLOD = <fLevel>
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goblinsStartFade = <fDistance>
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goblinsOff = <fDistance>
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upLOD = <nDistance>
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downLOD = <nDistance>
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minimumZoomFactor = <fFactor>
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selectionLimit = <fRange>
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preciseSelectionLimit = <fRange>
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preciseATILimit = <fRange>
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selectionPriority = <iPriority>
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militaryUnit = <bIsMilitary>
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canBlink = <bEnable>: Can Blink in Sensors Manager.
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NewShipType.shadowType=2
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alternativeHyperspaceV = <sHyperspaceVisual>: Hyperspace visual effect file override.
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alternativeHyperspaceA = <sHyperspaceSound>: Hyperspace audio effect file override.
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alternativeHyperspaceTime = <fHyperspaceTime>: Hyperspace effect duration override.
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NewShipType.blobName="$1575"
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blobNamePriority = <iPriority>
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SMHighlightDistMin = <fDistance>
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SMHighlightDistMax = <fDistance>
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nbRestrictedHardpoints = <iNumberOfHardpoints>
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addAbility(NewShipType,"MoveCommand",1,0)
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addAbility(NewShipType,"CanDock",1,1)
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dockTimeBetweenTwoFormations = <fTime>
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dockTimeBeforeStart = <fTime>
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dockNrOfShipsInDockFormation = <iNumberOfShips>
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dockFormation = <sFormationName>
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queueFormation = <sFormationName>
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dontDockWithOtherRaceShips = <bEnable>
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ignoreRaceWhenDocking = <bEnable>
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addAbility(NewShipType,"CanLaunch")
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launchTimeBetweenTwoFormations = <fTime>
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launchTimeBeforeStart = <fTime>
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launchNrOfShipsInDockFormation = <iNumberOfShips>
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launchFormation = <sFormationName>
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addAbility(NewShipType,"ParadeCommand",1)
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addAbility(NewShipType,"WaypointMove")
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addAbility(NewShipType,"CanAttack"...)
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addAbility(NewShipType,"GuardCommand",1,3000,500)
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addAbility(NewShipType,"HyperspaceViaGateCommand",1,3,1,0.3)
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addAbility(NewShipType,"RetireAbility",1,0)
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LoadModel(NewShipType,1)
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NewShipType.canJoinStrikeGroup=0
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StartShipWeaponConfig()
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addShield()
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StartShipHardPointConfig()
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SpawnSalvageOnDeath()
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NewShipType.battleScarCoverage=2
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NewShipType.battleScarBudgetLow = 400
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NewShipType.battleScarBudgetNext = 600
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sobDieTime = <fTime>
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sobSpecialDieTime = <fTime>
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specialDeathSpeed = <fSpeed>
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chanceOfSpecialDeath = <fChance>
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deadSobFadeTime = <fMultiplier>
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shipHoldActive = <bEnable>
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NewShipType.trailLinger=3
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NewShipType.normalCollisionDamageMultiplier = 2
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setEngineTrail()
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setEngineBurn()
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setEngineGlow()
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loadShipPatchList()
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NewShipType.allowScuttle=0
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NewShipType.minFalloffDamageDist=1450
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NewShipType.maxFalloffDamageDist=1450*1.5
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NewShipType.maxFalloffScuttleDamageDist=1450*3
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NewShipType.explosiveScuttleDamageOnDeath=3302*3
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NewShipType.maxFalloffForce=500*10
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NewShipType.explosiveDamageOnDeath=660*3
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NewShipType.agileFlight=1
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NewShipType.canRetireSubSystems=1
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NewShipType.canSurround=1
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NewShipType.hideNormalAttackUICooldown=1
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NewShipType.homingDelay=0.5
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NewShipType.homingDistance=2000
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NewShipType.noCombatGrouping=1
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NewShipType.radiusDamageEvadeMod=1.1
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NewShipType.strikeGroupRadius=350
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NewShipType.strikeGroupSpeed=5000
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NewShipType.unavailableWhenCaptured=1