Resource = {
  speechIdleWaitTime = 45,
  speechWaitTime = 20,
  similarDistance = 1800,
  initialExtraResourcesDistance = 4000,
  MaxDistancetoNewRU = 20000,
  earlyDockingMinCapacity = 0.5,
  earlyDockingFactor = 0.2,
  earlyDockingMinDistance = 600,
  flyingToResourceGoalTolerance = 50,
  flyingUpFromResourceGoalTolerance = 18,
  pointAboveResourceDistance = 50,
  startGettingInPositionDistanceFromResource = 350,
  StartFadeResources = 100,
}
DustCloud = {
  maxCharge = 5000,
  chargedPercentage = 0.4,
  damageToChargeFactor = 1,
  dissipationTime = 300,
  jumpRadiusMultiplier = 1.5,
  progressLightningChargeDifference = 200,
  chargedColour = {
    0.5,
    0.74,
    0.964,
    1,
  },
  chargedEmissiveColour = {
    0.5,
    0.7,
    0.9,
    1,
  },
  sensorsOutlineColour = {
    1,
    0.3,
    0.44,
    0.16,
  },
  chargedEmissiveFalloffTime = 0.4,
  timeBetweenLightningMin = 3,
  timeBetweenLightningMax = 5,
  timeBetweenChargedLightningMin = 1,
  timeBetweenChargedLightningMax = 3,
  maxSpinSpeed = 0.05,
  wobbleFrequency = 3,
  wobbleAmplitude = 20,
  radiusScale = 0.8,
}
Nebula = {
  radiusScale = 0.7,
}
Formation = {
  VelocityMultiplier = 0.7,
  TurnVelocityMultiplier = 0.9,
  RecalcPathTime = 10,
  PathFollowRadius = 50,
}
ShipController = {
  GoalInfluence = 0.6,
  zRotationAccelerationMultiplier = 2,
  flightManeuverRotationBoost = 1,
  accelerationPow = 2,
  glancingBounceFactor = 0.6,
}
Ship = {
  battleTimeOutTime = 10,
  sensorsHiddenTimeOutTime = 1,
  radiationTimeOutTime = 1,
  chargedDustCloudTimeOutTime = 1,
  salvageSpawnPercentage = 0.7,
  subSystemMouseEnterSound = "SFX_ButtonEnter",
  subSystemMouseClickSound = "SFX_ButtonClick",
}
Docking = {
	FlyBehindQueueDistance  = 0,						-- The distance the squadron will fly behind the queue before changing formation to the dock formation, and inserting itself into the dockqueue.
	QueueSpacingDirection	= {0.0, 0.707, -0.707},		-- Direction of the Spacing of the queue
    QueueHeightDirection	= {-1.0, 0.0, 0.0},			-- Direction of the different docking classes
	dockQueueSelectionQueueMultiplier		= 600,		-- When a ship is going in for docking, a score is prepared for all suitable paths. The path with the lowest score is the path that's chosen. This is the formula:
    dockQueueSelectionOccupiedMultiplier	= 600,		-- Score = Distance + (nrShipsInQueue * dockQueueSelectionQueueMultiplier) + (pathOccupied * dockQueueSelectionOccupiedMultiplier)
    approachDistanceMultiplier				= 3.0,		-- The approach distance is multiplied by this to try to smooth out ships bending off in case of the resourcecontroller
    minDockingTime							= 0.6,		-- minimum time a ship will be docked for

    -- when looking for a ship to dock with we score them based on how many distance bands away
    -- they are and how busy they are, the bigger this number is the more weight will be given
    -- to "busyness"
    dockingDistanceBandSize                 = 1050,
    -- interval in seconds between attempts to find a better dock target when travelling
    -- to the dock ship, only does this if not told to dock with a specific ship
    timeForReChoosingDockShip               = 2.0,

    -- Time it takes to interpolate the ship to the right position when it is latching. The ship will fly down to the latchpoint,
    -- and then interpolate to the final position (where it would 'snap' before)
    timeForLatchInterpolation			= 2.0,
}

Launching = {
	familyDontAvoidOnLaunch		= "SmallRock",
}
Parade = {
  ParadeDefaultGrowthSpacing = 300,
  rallyPointMinDistance = 2500,
}
AdvRigidBody = {
  SpaceFriction = 0.0,
}
ResearchData = {
  ResearchShipExponent = 0.5,
}
BuildData = {
  retireRefundRatio = 0.8,
  buildCancelRefundRatio = 1,
  buildMaxCircleSize = 0.1,
  buildSlowDown = 0.5,
}
Avoidance = {
  extraAvoidanceDistance = 1,
  formationPathfindRadiusMultiplier = 1.1,
  formationPathfindRadiusAddition = 50,
  capsuleLookAheadTime = 3,
  shipPathfindLookAheadTime = 2,
  extraShipAvoidanceDistance = 20,
  avoidingForALongTimeTurns = 10,
  familyAvoidanceBoxPriority = "SmallRock",
}
OrderData = {
  maxDistanceFromGoal = 90,
}
WeaponFire = {
  FriendlyFireRatio = 0,
}
HyperSpace = {
  costPerMetre = 0.01,
  minSpeedForHyperspace = 0.000001,
}
SensorPing = {
  cost = 100,
}
Capture = {
  startLatchCommandDistance = 400,
  zeroHealthMultiplier = 8,
  lowShipsPerShipMultiplier = 0.1,
  highShipsPerShipMultiplier = 0.05,
  highShips = 8,
  minModifier = 0.1,
  maxModifier = 4,
  immobilisedCaptureProgress = 0.75,
  disableTime = 60,
}
RepairInfo = {
  timeToWaitAfterLastDamageBeforeUnlatching = 5,
  slowDownFactor = 0.7,
}
EngineTrailInfo = {
  BaseToTrailTime0 = 0,
  BaseToTrailTime1 = 0.0078125,
  BaseToTrailTime2 = 0.1,
  BaseToTrailTime3 = 1,
  BaseToTrailFactors0 = {
    0,
    0,
    1,
  },
  BaseToTrailFactors1 = {
    0,
    1.1,
    1.2,
  },
  BaseToTrailFactors2 = {
    0,
    0.4,
    1.2,
  },
  BaseToTrailFactors3 = {
    0,
    0,
    1,
  },
  TrailTextureWidth = 128,
  NearFadeDistance = 1000,
  FarFadeDistance = 2750,
  FarFadeValue = 0.5,
  TotalFadeStartDistance = 3000,
  TotalFadeEndDistance = 4000,
  TrailSaturationLimit = 1,
  BurnSaturationLimit = 0.2,
  TrailColourLuminanceMin = 0.4,
  BlackLimit = 0.1,
  BlackTrailHue = 0,
  BlackTrailSat = 1,
  BlackTrailLum = 0.5,
  OrphanFadeTime = 3,
  UseRefTexture = 1,
  UseHueShift = 0,
  RefTextureColour = {
    0.365,
    0.5530000000000001,
    0.667,
    1,
  },
}
CombatInfo = {
	-- number of seconds to spend counting damage before assessing it
	numberOfSecondsForDamageAssesment = 5,
	-- amount of damage that needs to be taken in numberOfSimFramesForDamageAssesment to count as heavy damage
	heavyDamageFraction					= 0.3,
	-- once the ship gets below this fraction of its max health it is "damaged"
	damagedFraction						= 0.2,
	-- once a subsystem gets below this fraction of its max health it is "damaged"
	damagedFractionSubsystem				= 0.4,	
	-- once the ship gets below this fraction of its max health it is "critically damaged"
	criticallyDamagedFraction			= 0.05,
	-- each ship keeps track of how it is doing in battle (damage done - health lost),
	-- it is multiplied by this amount every 0.1 seconds to reduce the effect of old data
	battleTrackerReductionFraction		= 0.99,
    -- max weapon offset - the maximum time a weapon can be delayed by when it's not firing,
    -- basically this is the max time before the gun fires at a valid target when it's asked
    -- to, by offsetting the fire we make the weapon effects more pleasing to the artists
    -- the actual time chosen is a random amount between 0 and whatever is smaller out of
    -- this number and the fire time of the weapon
    maxWeaponOffsetTime                 = 0.3,
    -- number of times a weapon has to try to fire before the ship will move to clear the obstruction
    numberOfBlockedShotsBeforeMove      = 4,
    -- how long a shield will register recent damage
    shieldDamageTimeout                 = 6,

	
	-- TARGET CHOICE:
	-- Targets are first compared using a combination of distance bands and attack priority.
	-- The larger the number the more likely ships are to choose a distant target with higher
	-- priority over a closer lowere priority target, this number sets the size of these distance
	-- bands.
	priorityDistanceBandSize			= 5000.0,
	-- Targets which are equal are then rated using a smaller distance band.
	distanceBandSize					= 800.0,
	-- Equal targets are then compared using the number of ships attacking them, the number
	-- is divided by this number to band the number of attackers.
	attackerBandSize					= 1,
	-- Equal targets are then compared by angle from the heading of the attacker, then by health,
	-- then if all of the above is equal one is randomly chosen.
}
UnitCapsInfo = {
  minUnitCaps = 0,
}
AutoFormationInfo = {
  paddingX = 200,
  paddingY = 200,
  paddingZ = 200,
}
LatchInfo = {
  initialOffsetFromLatchPoint = 50,
  flyingToLatchPointTolerance = 70,
  flyingAboveLatchPointDistance = 90,
  tooFarFromPointSqr = 400,
}
StrikeGroupInfo = {
  minSpeedFraction = 0.4,
  maxSpeedFraction = 0.98,
  maxSpeedWhenCloserThan = 200,
  minSpeedWhenFurtherThan = 700,
  strikeGroupSpacing = 1.2,
  mirrorAngle = 45,
}
TimingInfo = {
  modifierTiming = 10,
  combatScanForRetaliationTargetsTiming = 20,
  idleScanningForRetaliationTargetsTiming = 30,
  guardScanningForRetaliationTargetsTiming = 20,
  moveScanningForRetaliationTargetsTiming = 30,
  inactiveIdleTime = 30,
}
MineLayingInfo = {
  maxFieldRadius = 5000,
  distanceMultiplierForSphere = 0.001,
  mineSpacing = 1000,
}
CollisionInfo = {
  kamikazeDamageMultiplier = 7,
  normalCollisionDamageMultiplier = 3,
}
FXInfo = 
{ 
    windStrength = 
        { 15, 15, 0, }, 
    fadePointDistance = 4000, 
    maxPointDistance = 8000, 
    beamFadePercentage = 0.75, }
AutoLODInfo = 
{ 
    DesiredFPS = 10, 
    MinScaleFactor = 1, 
    MaxScaleFactor = 50, 
    ScaleDelta = 0.08, 
    IncreaseDelta = 0.0033, 
    DecreaseDelta = 0.005, 
    RenderTimeDelta = 0.0033, }
MultiplierCap = {
  default = 3,
  WeaponDamage = 1.4,
  WeaponAccuracy = 1.4,
  CloakDetection = 4,
  VisualRange = 4,
  PrimarySensorsRange = 2,
  SecondarySensorsRange = 2,
ShieldRegenerationRate = 100,
}
