Realistic Bretonia Battleship

  • 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