1: Use the ini extractor downloadable from the swat-portal website to extract the following files. They are shiparch.ini from the ships folder, engine_equip.ini, goods.ini, market_ships.ini, market_misc.ini, weapon_equip.ini, st_equip.ini, misc_equip.ini, st_good.ini and weapon_good.ini from the equipment folder. Note: this is all found in the data folder.
2: Rename all the extracted files from (original file name).txt.ini to just (original file name).ini
3: Place this line inside the shiparch.ini file:
[Ship]
ids_name = 237005
ids_info = 66503
nickname = brit_battleship_ship
LODranges = 0, 500, 1000, 3000, 20000
msg_id_prefix = gcs_refer_shiparch_Breb
mission_property = can_use_berths
type = FREIGHTER
DA_archetype = ships\bretonia\br_battleship\br_battleship.cmp
material_library = ships\bretonia\br_capships.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
cockpit = cockpits\liberty\brit_battleship.ini
camera_offset = 80, 350
camera_angular_acceleration = 0.050000
camera_horizontal_turn_angle = 23
camera_vertical_turn_up_angle = 5
camera_vertical_turn_down_angle = 30
linear_drag = 1.000000
mass = 100000.000000
hold_size = 100000
hit_pts = 75000
fuse = b_battleship_body_fuse, 0.500000, 1
fuse = br_battleship_burning_fuse02, 0.000000, 17325
explosion_arch = explosion_rh_battleship
surface_hit_effects = 0, small_hull_hit_light01, small_hull_hit_light02, small_hull_hit_light03
surface_hit_effects = 150, small_hull_hit_medium01, small_hull_hit_medium02, small_hull_hit_medium03
surface_hit_effects = 300, small_hull_hit_heavy01, small_hull_hit_heavy02, small_hull_hit_heavy03
steering_torque = 1501900032.000000, 1501900032.000000, 1501900032.000000
angular_drag = 13200000000.000000, 13200000000.000000, 13200000000.000000
rotation_inertia = 15000000512.000000, 15000000512.000000, 15000000512.000000
nudge_force = 3000000000000.000000
bay_door_anim = Sc_open dock1
bay_doors_open_snd = hanger_doors_opening
bay_doors_close_snd = hanger_doors_closing
HP_bay_surface = HpRunninglight15
HP_bay_external = HpRunninglight16
HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 1
hp_type = hp_turret_special_10, HpTurret_B1_01
hp_type = hp_turret_special_10, HpTurret_B1_02
hp_type = hp_turret_special_10, HpTurret_B1_03
hp_type = hp_turret_special_9, HpTurret_B2_01
hp_type = hp_turret_special_9, HpTurret_B2_02
hp_type = hp_turret_special_9, HpTurret_B2_03
hp_type = hp_turret_special_9, HpTurret_B2_04
hp_type = hp_turret_special_7, HpTurret_B4_01
hp_type = hp_turret_special_7, HpTurret_B4_02
hp_type = hp_turret_special_8, HpTurret_B4_03
hp_type = hp_turret_special_8, HpTurret_B4_04
hp_type = hp_turret_special_8, HpTurret_B4_05
shield_link = l_freighter_shield01, HpMount, HpEngine01
hp_type = hp_freighter_shield_special_10, HpEngine01
hp_type = hp_freighter_shield_special_9, HpEngine01
hp_type = hp_freighter_shield_special_8, HpEngine01
hp_type = hp_freighter_shield_special_7, HpEngine01
hp_type = hp_freighter_shield_special_6, HpEngine01
hp_type = hp_freighter_shield_special_5, HpEngine01
hp_type = hp_freighter_shield_special_4, HpEngine01
hp_type = hp_freighter_shield_special_3, HpEngine01
hp_type = hp_freighter_shield_special_2, HpEngine01
hp_type = hp_freighter_shield_special_1, HpEngine01
4: Now open up the goods.ini and place this line:
[Good]
nickname = brit_battleship
category = shiphull
ship = brit_battleship_ship
price = 15000000
ids_name = 12018
item_icon = Equipment\models\commodities\nn_icons\bw_freighter.3dba
[Good]
nickname = brit_battleship_package
category = ship
hull = brit_battleship
addon = ge_s_scanner_01
addon = capital_power
addon = ge_s_tractor_01
addon = ge_brit_engine_01
addon = sfx_rumble_battleship
addon = brit_battleship_turret01, HpTurret_B1_01
addon = brit_battleship_turret01, HpTurret_B1_02
addon = brit_battleship_turret01, HpTurret_B1_03
addon = brit_battleship_turret02, HpTurret_B2_01
addon = brit_battleship_turret02, HpTurret_B2_02
addon = brit_battleship_turret02, HpTurret_B2_03
addon = brit_battleship_turret02, HpTurret_B2_04
addon = brit_battleship_flak_turret01, HpTurret_B4_01
addon = brit_battleship_flak_turret01, HpTurret_B4_02
addon = brit_battleship_turret04, HpTurret_B4_03
addon = brit_battleship_turret04, HpTurret_B4_04
addon = brit_battleship_turret04, HpTurret_B4_05
addon = SlowLargeRed, HpRunningLight19
addon = SlowLargeRed, HpRunningLight20
addon = SlowLargeRed, HpRunningLight09
addon = SlowLargeRed, HpRunningLight10
addon = SlowLargeRed, HpRunningLight11
addon = SlowLargeRed, HpRunningLight05
addon = LargeWhiteSpecial, HpHeadLight01
5: Go to the engine_equip.ini and place this line in:
[Engine]
nickname = ge_brit_engine_01
ids_name = 263888
ids_info = 264888
volume = 400.000000
mass = 10
max_force = 9000000
linear_drag = 100000
reverse_fraction = 0.500000
flame_effect = gf_li_largeengine02
cruise_charge_time = 10
cruise_power_usage = 20
rumble_sound = rumble_battleship
indestructible = false
outside_cone_attenuation = -3
inside_sound_cone = 90
outside_sound_cone = 270
6: Now open up the weapon_good.ini and place this line
[Good]
nickname = brit_battleship_turret01
equipment = brit_battleship_turret01
category = equipment
price = 150000
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_capturret.3db
combinable = false
ids_name = 263409
ids_info = 264409
shop_archetype = equipment\models\turret\br_turret01.cmp
material_library = equipment\models\br_turret.mat
[Good]
nickname = brit_battleship_turret02
equipment = brit_battleship_turret02
category = equipment
price = 90000
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_capturret.3db
combinable = false
ids_name = 263410
ids_info = 264410
shop_archetype = equipment\models\turret\br_turret02.cmp
material_library = equipment\models\br_turret.mat
[Good]
nickname = brit_battleship_turret04
equipment = brit_battleship_turret04
category = equipment
price = 100000
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_capturret.3db
combinable = false
ids_name = 263412
ids_info = 264412
shop_archetype = equipment\models\turret\br_turret04.cmp
material_library = equipment\models\br_turret.mat
[Good]
nickname = brit_battleship_flak_turret01
equipment = brit_battleship_flak_turret01
category = equipment
price = 1200000
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_capturret.3db
combinable = false
ids_name = 263413
ids_info = 264413
shop_archetype = equipment\models\turret\br_turret04b.cmp
material_library = equipment\models\br_turret.mat
7: After that go to the weapon_equip.ini and place this line:
[Munition]
nickname = brit_battleship_turret01_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 1000
energy_damage = 0
one_shot_sound = fire_capship_forward_gun
munition_hit_effect = br_capgun_01_impact
const_effect = br_gunboat_maingun
lifetime = 0.900000
force_gun_ori = false
mass = 1
volume = 0.000100
[Gun]
nickname = brit_battleship_turret01
ids_name = 263409
ids_info = 264409
DA_archetype = equipment\models\turret\br_turret01.cmp
material_library = equipment\models\br_turret.mat
HP_child = HPConnect
hit_pts = 6576
explosion_resistance = 1.000000
debris_type = debris_turret_huge
parent_impulse = 20
child_impulse = 80
volume = 50.000000
mass = 10
damage_per_fire = 0
power_usage = 250
hp_gun_type = hp_turret_special_10
refire_delay = 2.500000
muzzle_velocity = 1222.199951
toughness = 1.000000
flash_particle_name = br_capgun_01_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = brit_battleship_turret01_ammo
separation_explosion = sever_debris
auto_turret = true
turn_rate = 90
lootable = false
[LOD]
obj = Root
LODranges = 0, 1200
[LOD]
obj = barrel
LODranges = 0, 700
[Munition]
nickname = brit_battleship_turret02_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 60
energy_damage = 0
one_shot_sound = fire_capship
munition_hit_effect = br_capgun_01_impact
const_effect = br_capgun_01_proj
lifetime = 0.900000
force_gun_ori = false
mass = 1
volume = 0.000100
[Gun]
nickname = brit_battleship_turret02
ids_name = 263410
ids_info = 264410
DA_archetype = equipment\models\turret\br_turret02.cmp
material_library = equipment\models\br_turret.mat
HP_child = HPConnect
hit_pts = 6576
explosion_resistance = 1.000000
debris_type = debris_turret_large
parent_impulse = 20
child_impulse = 80
volume = 50.000000
mass = 10
damage_per_fire = 100
hp_gun_type = hp_turret_special_8
power_usage = 0
refire_delay = 0.400000
muzzle_velocity = 1222.199951
toughness = 1.000000
flash_particle_name = br_capgun_01_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = brit_battleship_turret02_ammo
separation_explosion = sever_debris
auto_turret = true
turn_rate = 90
lootable = false
[LOD]
obj = Root
LODranges = 0, 1000
[LOD]
obj = barrel
LODranges = 0, 600
[Munition]
nickname = brit_battleship_turret04_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 80
energy_damage = 0
one_shot_sound = fire_capship
munition_hit_effect = br_capgun_01_impact
const_effect = br_capgun_01_proj
lifetime = 0.900000
force_gun_ori = false
mass = 1
volume = 0.000100
[Gun]
nickname = brit_battleship_turret04
ids_name = 263412
ids_info = 264412
DA_archetype = equipment\models\turret\br_turret04.cmp
material_library = equipment\models\br_turret.mat
HP_child = HPConnect
hit_pts = 6576
explosion_resistance = 1.000000
debris_type = debris_turret_small
parent_impulse = 20
child_impulse = 80
volume = 50.000000
mass = 10
damage_per_fire = 0
power_usage = 75
hp_gun_type = hp_turret_special_7
refire_delay = 0.300000
muzzle_velocity = 1222.199951
toughness = 1.000000
flash_particle_name = br_capgun_01_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = brit_battleship_turret04_ammo
separation_explosion = sever_debris
auto_turret = true
turn_rate = 90
lootable = false
[LOD]
obj = Root
LODranges = 0, 400
[LOD]
obj = barrel
LODranges = 0, 500
[Motor]
nickname = brit_battleship_flak_turret01_motor
lifetime = 1
accel = 166.666702
delay = 0
[Explosion]
nickname = brit_battleship_flak_turret01_explosion
effect = br_flakcannon01_impact
lifetime = 0.000000, 0.000000
process = disappear
strength = 100
radius = 200
hull_damage = 150
energy_damage = 0
impulse = 0
[Munition]
nickname = brit_battleship_flak_turret01_ammo
explosion_arch = br_battleship_flak_turret01_explosion
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
one_shot_sound = fire_capship
detonation_dist = 0.500000
lifetime = 5
Motor = brit_battleship_flak_turret01_motor
force_gun_ori = false
const_effect = br_flakcannon01_proj
HP_trail_parent = HPExhaust
seeker = DUMB
DA_archetype = equipment\models\weapons\li_rad_missile.3db
material_library = equipment\models\li_equip.mat
mass = 1
volume = 0.000100
[Gun]
nickname = brit_battleship_flak_turret01
ids_name = 263413
ids_info = 264413
DA_archetype = equipment\models\turret\br_turret04b.cmp
material_library = equipment\models\br_turret.mat
HP_child = HPConnect
hit_pts = 6576
explosion_resistance = 1.000000
debris_type = debris_turret_small
parent_impulse = 20
child_impulse = 80
volume = 50.000000
mass = 10
damage_per_fire = 0
power_usage = 150
hp_gun_type = hp_turret_special_9
refire_delay = 0.500000
muzzle_velocity = 83.300003
toughness = 2.000000
flash_particle_name = br_flakcannon01_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = brit_battleship_flak_turret01_ammo
separation_explosion = sever_debris
auto_turret = true
turn_rate = 90
lootable = false
[LOD]
obj = Root
LODranges = 0, 400
[LOD]
obj = barrel
LODranges = 0, 500
8: Now go to the cockpits\liberty\ folder and create a new .ini file or extract and rename an existing one to brit_battleship.ini and make sure that the insides only have this line:
[Cockpit]
mesh = cockpits\liberty\models\li_freighter_cockpit.cmp
int_brightness = 0.500000
head_turn = 30, 10
[CockpitCamera]
[TurretCamera]
tether = 0.000000, 50, 380
yaw_rotate_speed = 2.000000
pitch_rotate_speed = 1.500000
accel_speed = 5
9: Open up the st_equip.ini and put this line in:
[ShieldGenerator]
nickname = shield01_mark10_cap
ids_name = 263818
ids_info = 264818
DA_archetype = equipment\models\st\li_refractor_shield.3db
material_library = equipment\models\li_equip.mat
HP_child = HpConnect
hit_pts = 6752
explosion_resistance = 0.500000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
regeneration_rate = 1500
max_capacity = 30000
toughness = 500
hp_type = hp_capital_shield_special_10
offline_rebuild_time = 30
offline_threshold = 0.150000
constant_power_draw = 0
rebuild_power_draw = 10
shield_type = S_Graviton01
shield_collapse_sound = shield_offline
shield_rebuilt_sound = shield_rebuilt
shield_hit_effects = 0, gf_pi_shield01
shield_hit_effects = 100, gf_pi_shield02
shield_hit_effects = 500, gf_pi_shield03
separation_explosion = sever_debris
LODranges = 0, 20
lootable = true
10: Open up the misc_equip.ini and place this line in
[Power]
nickname = capital_power
ids_name = 263704
ids_info = 264704
volume = 0.000000
mass = 10
DA_archetype = equipment\models\hardware\li_fusion_reactor.3db
material_library = equipment\models\hardware.mat
capacity = 50000
charge_rate = 2500
thrust_capacity = 1000
thrust_charge_rate = 100
lootable = false
11: Open up the st_good.ini and place this line in:
[Good]
nickname = shield01_mark10_cap
equipment = shield01_mark10_cap
category = equipment
price = 5000000
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_shieldgen.3db
combinable = false
ids_name = 263818
ids_info = 264818
shop_archetype = equipment\models\st\li_refractor_shield.3db
material_library = equipment\models\li_equip.mat
12: Now open up the market_misc.ini and place this line under the base description of Li01
MarketGood = shield01_mark10_cap, 0, -1, 10, 10, 0, 1
MarketGood = brit_battleship_turret01, 0, -1, 10, 10, 0, 1
MarketGood = brit_battleship_turret02, 0, -1, 10, 10, 0, 1
MarketGood = brit_battleship_turret04, 0, -1, 10, 10, 0, 1
MarketGood = brit_battleship_flak_turret01, 0, -1, 10, 10, 0, 1
13: Lastly, go the market_ships.ini and look for the line li01. Replace that entire header and the column directly under it. It should look like this:
[BaseGood]
base = Li01_01_base
marketgood = gf1_package, 0, -1, 0, 0, 1, 1, 1
marketgood = gf2_package, 4, -1, 1, 1, 0, 1, 1
marketgood = gf4_package, 13, -1, 0, 0, 1, 1, 1
marketgood = gf5_package, 24, -1, 0, 0, 1, 1, 1
marketgood = gf6_package, 30, -1, 0, 0, 1, 1, 1
marketgood = bwf_package, 4, -1, 0, 0, 1, 1, 1
marketgood = bwe_package, 20, -1, 0, 0, 1, 1, 1
marketgood = bwe2_package, 30, -1, 0, 0, 1, 1, 1
marketgood = bwfr_package, 10, -1, 0, 0, 1, 1, 1
marketgood = cof_package, 8, -1, 0, 0, 1, 1, 1
marketgood = coe_package, 28, -1, 0, 0, 1, 1, 1
marketgood = coe2_package, 32, -1, 0, 0, 1, 1, 1
marketgood = brit_battleship_package, 0, -1, 1, 1, 0, 1, 1
marketgood = le_package, 2, -1, 0, 0, 1, 1, 1
marketgood = lfr_package, 1, -1, 1, 1, 0, 1, 1
marketgood = bf_package, 6, -1, 0, 0, 1, 1, 1
marketgood = be_package, 8, -1, 0, 0, 1, 1, 1
marketgood = bfr_package, 4, -1, 0, 0, 1, 1, 1
marketgood = kf_package, 10, -1, 0, 0, 1, 1, 1
marketgood = ke_package, 13, -1, 0, 0, 1, 1, 1
marketgood = kfr_package, 10, -1, 0, 0, 1, 1, 1
marketgood = rf_package, 20, -1, 0, 0, 1, 1, 1
marketgood = re_package, 22, -1, 0, 0, 1, 1, 1
marketgood = rfr_package, 20, -1, 0, 0, 1, 1, 1
marketgood = pf_package, 2, -1, 0, 0, 1, 1, 1
marketgood = pe_package, 13, -1, 0, 0, 1, 1, 1
marketgood = pfr_package, 4, -1, 0, 0, 1, 1, 1
marketgood = bhf_package, 4, -1, 0, 0, 1, 1, 1
marketgood = bhe_package, 13, -1, 0, 0, 1, 1, 1
marketgood = bhe2_package, 26, -1, 0, 0, 1, 1, 1
marketgood = oe_package, 16, -1, 0, 0, 1, 1, 1
There you go
Blaster