LambdaShuttle { name LambdaShuttle type VH_FIGHTER numHands 2 hideRider 1 killRiderOnDeath 1 lookYaw 45 length 500 width 640 height 248 g2radius 640 centerOfGravity "-0.222 0 0" speedMax 1800 turboSpeed 0 speedMin 0 acceleration 10 decelIdle 5 accelIdle 5 speedIdle 200 //test: speed stays at whatever you last set it to... throttleSticks 1 strafePerc 0 bankingSpeed 0.5 rollLimit 25 pitchLimit 40 braking 10 mouseYaw 0.001 mousePitch 0.001 turningSpeed 2 turnWhenStopped 0 speedDependantTurning 1 traction 12 friction 1.5 maxSlope 0.65 mass 2500 armor 2700 malfunctionArmorLevel 2000 shields 1500 toughness 80.0 model LambdaShuttle //skin "models/players/lambdashuttle/model_mark2.skin" riderAnim BOTH_VS_IDLE radarIcon "gfx/menus/radar/shuttle" dmgIndicFrame "gfx/menus/radar/circle_base_frame_reb" dmgIndicShield "gfx/menus/radar/circle_base_shield" dmgIndicBackground "gfx/menus/radar/circle_base" icon_front "gfx/menus/radar/LS_front" icon_back "gfx/menus/radar/LS_back" icon_right "gfx/menus/radar/LS_right" icon_left "gfx/menus/radar/LS_left" crosshairShader "gfx/menus/radar/LS_reticle" //shieldShader "gfx/misc/shields_green" shieldShader "gfx/misc/shields_blue" soundOn "sound/vehicles/shuttle/on.wav" soundTakeOff "sound/vehicles/shuttle/takeoff.wav" soundEngineStart "sound/vehicles/shuttle/enginestart.wav" soundLoop "sound/vehicles/shuttle/loop.wav" soundLand "sound/vehicles/shuttle/land.wav" soundOff "sound/vehicles/shuttle/off.wav" soundFlyBy "sound/vehicles/shuttle/flyby.wav" soundFlyBy2 "sound/vehicles/shuttle/flyby2.wav" soundHyper "sound/vehicles/common/hyperstartreb.wav" exhaustFX "ships/shuttle_exhaust" impactFX "ships/scrape_sparks" explodeFX "ships/LS_explosion" //trailFX "ships/wingtrail" dmgFX "ships/heavydmg" injureFX "ships/lightdmg" noseFX "ships/LS_nose" lwingFX "ships/LS_lwing" rwingFX "ships/LS_rwing" hoverHeight 80 hoverStrength 10 explosionRadius 400 explosionDamage 1000 maxPassengers 4 landingHeight 300 weap1 rebel_laser weap1Aim 1 weap1Delay 500 weap1AmmoMax 80 //NOTE: these are *always* linked... permanently linked muzzles don't use a cumulative delay, just the one that's specified here. weap1link 2 weap2 mine weap2Delay 1000 weap2AmmoMax 10 weap1AmmoRechargeMS 500 //FIXME: just use a double-blaster shot effect on these weapMuzzle1 rebel_laser weapMuzzle2 rebel_laser weapMuzzle3 rebel_laser weapMuzzle4 rebel_laser //FIXME: these turrets need to animate to point forward when the wings are open (down) //weapMuzzle5 rebel_laser //weapMuzzle6 rebel_laser //weapMuzzle7 rebel_laser //weapMuzzle8 rebel_laser weapMuzzle9 mine weapMuzzle10 mine //turret 1 //turret1Weap rebel_laser //turret1Delay 250 //turret1AmmoMax 40 //turret1AmmoRechargeMS 500 //turret1PitchBone r_turret_bone //turret1PitchAxis 2 //turret1ClampPitchU -80 //turret1ClampPitchD 0 //turret1Muzzle1 5 //turret1Muzzle2 6 //turret1TurnSpeed 10 //turret1PassengerNum 1 //turret1GunnerViewTag "*turretview_r" //turret 2 //turret2Weap rebel_laser //turret2Delay 250 //turret2AmmoMax 40 //turret2AmmoRechargeMS 500 //turret2PitchBone l_turret_bone //turret2PitchAxis 2 //turret2ClampPitchU -80 //turret2ClampPitchD 0 //turret2Muzzle1 7 //turret2Muzzle2 8 //turret2TurnSpeed 10 //turret2PassengerNum 2 //turret2GunnerViewTag "*turretview_l" cameraOverride 1 cameraRange 900 cameraVertOffset 256 cameraPitchOffset 0 cameraFOV 100 cameraAlpha 0 }