Hull filename prefixes:

ter_ : Terran
zor_ : Zorg
gar_ : Garthan
url_ : Urluquai
tan_ : Tan Ru
kaw_ : Kawangi
tch_ : Tchorak
kla_ : Klakar
muk_ : Muktian
msc_ : Misc (space hulk, damocles)
pri_ : Primordius


ini commands:

NAME Terran Frigate
Name of the hull type. Doesn't need to be unique (references are by
filename). 

SIZE 96
This is the length of the main sprite in meters.

FLAG regensystems
Special abilities of the hull 
antigravity  - protects flotilla from black holes
foldspace    - allow folding space on star map
teleport     - teleport in combat
nofighters   - do not chase fighters in combat
nosysdamage  - all damage goes to hull
regensystems - repairs systems automatically (like hyperfoam)
nododge      - do not avoid collisions with other ships
nosabotage   - cannot be sabotaged by Esmeralda
spacehulk    - begins dormant or dormant but ready to activate
damocles     - begins dormant, becomes a player ship when boarded
protector    - special rotating movement around flagship
ramshield    - takes half damage when ramming (or being rammed)
novaprot     - protects flotilla from nova
dead         - like fully dormant spacehulk
asleep       - like spacehulk that will activate and fight
board        - can be boarded once dead (like space hulk)
capture      - can be boarded once dead, becomes a player ship
(Note: dead should always be accompanied by either board or capture)

CARG 8
Cargo hold size. The ship with the largest cargo hold in your flotilla
determines how many items you can possess.

HITS 64
Number of hitpoints. Fighters typically have around 5, capital ships
are between 30-70.

SDMG 0.5
System damage factor. Any system damage is multiplied by this number,
so 0.5 makes systems take half damage. Must be larger than zero, use
the FLAG nosysdamage to make ships totally protected.

MOVE 14
Movement speed with basic thrusters in meters/second.

TURN 35
Turning speed with basic thrusters in degrees/second.

VALU 800 starships
The score bonus you get from ending the game in possession of this ship.

SPRI ships/ter_frg.tga
Main ship graphic file. Contains the ship, glows, turrets, icon etc.

SILU ships/ter_frgs.tga
Silhouette graphic file for various GUI displays.

ICON ships/ter_frg.tga 6
Icon graphic (and frame) used for various interfaces. The next frame in
the same graphic file must be an outline version of the icon.

1: left side (A->B)
2: bottom (B->C)
4: right side (C->D)
8: top (D->A)

WEAP 96 6 128 16 0 90 2 -1
Weapon hardpoint. Parameters are x y X Y angle fof size turret
- x y: location coordinates on main sprite (from top left)
- X Y: location coordinates on silhouette
- angle: neutral direction in degrees (zero is forward, 90 is right)
- fof: field of fire (how many degrees left/right a turret can turn)
- size: max size of weapon that can be installed 1 = small, 2 = large
- turret: determines if a turret is drawn. 0 = no, -1 = below, 1 = above.

ENGN 22 165 32 192 210 90 2
Engine hardpoint. Parameters are x y X Y angle fof size.
Angle, fof, size are currently ignored. If the ship has multiple
engine hardpoints (max 4), they act as one (only one engine needed).

THRU 89 183 112 220 180 60 2
Thruster hardpoint. Parameters are x y X Y angle fof size.
Angle, fof, size are currently ignored. If the ship has multiple
thruster hardpoints (max 4), they act as one.

SYST 96 40 128 52 0 0 2
System hardpoint. Parameters are x y X Y angle fof size.
Angle and fof are ignored. 

*** OPTIONAL READING ***

These are custom commands that are generally not necessary for most
hulls, but allow for customization in special cases. Generally these
items will be placed right before you define hardpoints (WEAP, SYST etc)

EMIT debris debris_ravian   
Custom particle emitter settings. Starting in WW 1.2 you can add new
global effects to use on different hulls. The first parameter determines
where the effect is used and the second is a name of an effect defined
in effects.ini or a custom effects file. The first parameter must be
one of the following:
sysburn  - an effect used when a system has been disabled
hullburn - used when the ship has been "killed" and is burning
explode1 - ship explosion effect
explode2 - ship explosion effect with multiple particles
debris   - ship parts that go flying when it explodes
fragburn - an effect for burning hull segments after explosion
The ship explosion effects are scaled depending on the hull size, such
that a hull of SIZE 64 plays the effect as defined in effects.ini while
a hull of SIZE 128 produces particles twice as large that last twice as
long, and the number of particles in the "explode2" effect is doubled.
The number of "debris" particles is always 2+SIZE/16.

FRAG 2 4 2 120 34 98 34 4 4
Each FRAG is a "fragment" of the ship, defined as a four-sided polygon.
These are used when this ship explodes. The first eight numbers are the 
pixel coordinates for each corner of the polygon, in counter-clockwise 
order. The ninth (the last) number is a "bitflag" that determines which 
sides of the polygon will be set on fire. The bitflag works by adding 
together the numbers for each side that should be on fire ie. the sides 
that were cut through parts of the ship. If the vertices are in an
order starting from the top left, the numbers go like this:


