How does this code sound? (Some parts are either zero or do not have a value because they likely haven't been implemented yet)
Also, you won't be able to count how MANY rey_[insert whatever here] models I'll have to implement to this...
Another also, here is where I'll need to add anchor models.
//-------------------------------------------------------------------------
// Early Cape Horn Clipper by Lord Horatio Nelson
// <SWS - Willemstad Builders' Trials Winter 09 S/N 016> (WBT4)
//-------------------------------------------------------------------------
makeref(refShip,ShipsTypes[n]);
n++;
refShip.Name = "Clipper";
refShip.All = "CapeHorner1";
refShip.id = refShip.Name;
refShip.Walk = "Clipper";
refShip.SName = "Clipper";
refShip.Class = 7;
refShip.Cannon = CANNON_TYPE_LONG_LBS0;
refShip.MaxCaliber = 0;
refShip.Weight = Tonnes2CWT(1700);
refShip.Capacity = 4800;
refShip.CannonsQuantity = 0;
// NK cannon qtys 05-04-18 -->
refShip.Cannons.Borts.cannonf.qty = 0;
refShip.Cannons.Borts.cannonb.qty = 0;
// NK <--
refShip.MaxCrew = 194;
refShip.MinCrew = 71;
refShip.Price = 217000;
refShip.HP = 4000;
refShip.SP = 200;
refShip.BigPicTexName = ""; //Armada
refShip.BI.Tex = ;
refShip.BI.Pic = ;
refShip.QDeck = "";
refShip.CannonsDeck = 0;
refShip.CargoHold = 1;
refShip.Cabin = "";
refShip.Flags.Mast3.Flag1 = FLAG_PENNANT;
refShip.Flags.Mast4.Flag1 = FLAG_ENSIGN;
//Period
refShip.period.0 = 0.0; //
refShip.period.1 = 0.0; //
refShip.period.2 = 0.0; //
refShip.period.3 = 0.0; //
refShip.period.4 = 0.0; //
refShip.period.5 = 1.0; //
//Nation
refShip.england = 0.25; //
refShip.france = 0.0; //
refShip.holland = 0.0; //
refShip.portugal = 0.0; //
refShip.pirate = 0.0; //
refShip.spain = 0.0; //
refShip.america = 0.25; //
refShip.sweden = 0.0; //
refShip.CanEncounter = true;
refShip.CanBuy = true;
refShip.Type.Trade = true;
refShip.Type.War = false;
refShip.Model = "Clipper"; //Horatio Nelson
refShip.WaterLine = 0.0;
refShip.SpeedDependWeight = 0.3;
refShip.SubSeaDependWeight = 0.6;
// Most Cape Horners had many stays and a large sail area
refShip.ClosestPoint = 0.25;
refShip.BestPoint = 0.8;
// KK refShip.RigType = sDet;
if(iRealismMode>0 || REALISTIC_SHIP_INERTIA){
refShip.SpeedRate = 14.0;
refShip.TurnRate = 58;
refShip.InertiaAccelerationX = 4; refShip.InertiaBrakingX = 0.5;
refShip.InertiaAccelerationY = 1.9; refShip.InertiaBrakingY = 0.5;
refShip.InertiaAccelerationZ = 2.5; refShip.InertiaBrakingZ = 2.0;
}else{
refShip.SpeedRate = 14.0;
refShip.TurnRate = 23;
refShip.InertiaAccelerationX = 0.2; refShip.InertiaBrakingX = 2.0;
refShip.InertiaAccelerationY = 10; refShip.InertiaBrakingY = 4;
refShip.InertiaAccelerationZ = 4.0; refShip.InertiaBrakingZ = 2.0;
}
// Review: Vessel configured as: Large Clipper
// high seas cruiser, heavy, deep draft U-hull, VERY long hull, LARGE turn circle (WBT1H)
// <SWS - Willemstad Builders' Trials Winter 09 S/N 016> is henceforth complete
// on this day and date Dec 23 2009, 0325h