QUICK-START GUIDE
Yexi - The Interstellar Adventure by F. C. Covett

SETUP AND  INSTALLATION
- CD-ROM: copy the folder named Yexi onto your hard disk.
- Downloaded: double-click on the Stuffit file (.SIT) to decompressed it. You must have the Aladdin Stuffit application or similar installed in your computer to decompress the file.

GETTING STARTED

Launching the game
Open the Yexi OSX folder and double-click on the YexiGame application. Once the application loads and the splash screen appears, click on the "MAIN MENU" button to configure the game options and start a match. Navigate from the main setup screen (NET) to configure your keyboard (KEY) and select a starship (SHP).

Configuring options
- On the NET screen, there are three columns. In the leftmost column, you'll find:
b) The multiplayer mode selector: click on the arrows to browse the available modes (survival, team survival, domination, rescue, neutral zone, defend starbase);
c) The single-player mode selector: click on the arrows to browse the available modes (quick-battle and free session);
d) Player profile: click on the portrait to select your avatar and enter your callsign. The current ship class can be selected on the SHP screen.

- In the center column, you'll find the following options to set:
a) MUSIC: set up the desired music level.
b) SOUND FX: set up the desired sound effects and voiceover levels.
c) SYSTEM: set up the desired system sound level.
d) REFRESH: set up the refresh rate of the radar scan. Increasing the rate interval (in seconds) may cause graphics choppiness but may be necessary in lower-end systems.
e) PLAYERS: maximum number of players connected to a game, including the host computer.
f) NETWORK: set up how often your computer delivers your data in multiplayer matches. Adjust the frequency according to the speed of your network connection, CPU, and number of players.
g) DURATION: multiplayer match time length in 10-minute intervals, from NO TIME LIMIT to 60 minutes.

Configuring hot-keys
On the KEY screen, click on the desired function and press a key to bind that key to that function. During multiplayer matches, you can send preset chat messages to your teammates by holding down the OPTION key and pressing a preselect key. Click on the desired message field to type in your message. Then, click on the respective key field and press a key to bind that key to the message.

Choosing a ship
On the SHP screen, click on one of the available ship classes to select a ship. The current ship class stats are graphically displayed on the rightmost side of the screen.

SINGLE-PLAYER GAME MODES

Starting a Freestyle game
Set the single-player mode selector to FREE SESSION and press the ENTER GAME button to start a match. This is a free-practice mode with no opponents. Enemy drones can be randomly created for targeting practice from the TAC screen by pressing the DRONE button. Friendly ships can be created from the COM screen by pressing the DISTRESS CALL button.

Starting a Quick-battle game
On the QKB screen, click or right-click on each major square to browse the available ship classes. Click on the two small buttons below each square to make that ship present on a match, and to insert that ship your team (Black Team) or on the opposing team (Gold Team). Back on the NET screen, set the single-player mode selector to QUICKBATTLE and press the ENTER GAME button to start a match. 

Starting a Campaign
On the CPG screen, create a campaign (up to 8) by clicking and typing the name of the campaign on the CREATE CAMPAIGN field. The first level of the campaign will load automatically. Click on the campaign arrows to load the available campaigns you've created and click on the mission arrows to load the desired mission. Once a mission has been selected, press the ENTER GAME button to start that mission.

MULTIPLAYER ONLINE MATCHES
To play a multiplayer game of Yexi, you must meet or exceed the following system requirements:
- G3 with 56k modem (for up to 4 players);
- G4 with LAN/ Broadband connection required for 5-8 player games.
Roster
- If you are a Firewall, open the ports 1626 (TCP) and 1627 (UDP) on your Firewall application.

Roster
On the NET screen, the multiplayer roster shows the names of the players connected to the host and their status:
a) IS READY: tells which players are ready to start;
b) CALLSIGN: shows player name. Click on this field to PING that player - the PING time to the player is shown on the chat window.
c) RANK: shows the player’s rank/experience;
d) TEAM: shows the player’s team (Black or Gold);
e) IS IN GAME: shows whether the player is playing or is in the guest lobby;
j) BOOT PLAYER: disconnects the player from the game. To prevent a disruptive player from returning, change the game's password anytime.

Game type
Select the multiplayer game type: Survival, Team Survival, Domination, Rescue, Neutral Zone, Defend Starbase. See the MULTIPLAYER GAME RULES for more information on each game type.

Player profile
Choose your avatar, enter your callsign, select Black Team or Gold Team (disabled in Survival), and tell the host whether your are ready to start. Browse the other players’ profiles by clicking on the arrows.

Host I.P. address
- GET MY I.P. #: returns your I.P. number. An encrypted I.P. is copied into your clipboard so you may pass it along to others to connect to your computer. The other player who are joining a game should paste the provided I.P. number (encrypted or otherwise) into the CONNECT TO field.

Hosting an online game
Press the HOST GAME button to host a multiplayer game. Make sure your system meets the minimum specifications to run the game. Pass your I.P. address along to the other players via a GAMERANGER chat room, via e-mail, or via some other chat service (ICQ, AIM, NETMESSENGER) so they can connect to your computer.

Joining an online game
Enter the I.P. address of the host computer into the CONNECT TO field and press RETURN.

Chatting online
You can send chat messages to the other player that are connected to the same host. The lobby messages are sent from the NET screen and they are public to all players. From both the game loading screen and inside a match, press the (') apostrophe key to send a public chat message and the (RETURN) key to send a team-only message.

Starting an online match
Once all players are connected to the host computer, the host player can press the  ENTER GAME button to start a match. The computers will start loading the sector map. Once all computers have loaded the map, they will all jump to the SAW screen and the match starts.

Multiplayer modes
First of all, be patient as some computers may take a moment to load the sector map file into memory. Team work is essential in most of the six game types, so keep the channels open and the communication flowing. Rather than issuing orders to your teammates, try to relay information that they can find useful in carrying out a certain plan.

The amount of damage inflicted to your opponents counts more points than frags, what leads to a quicker promotion. You lose points for hitting an allied vessel, and that will bring you to an eventual demotion. If a vessel is already flying towards you at high warp, you may not be able to engage the autopilot to intercept that vessel, so try flying around to duck the incoming torpedoes until the vessel gets close enough for you to initiate a pursuit.

Torpedo hits are computed by the host computer, which, in turn, sends an acknowledgement message back to you and makes your TGT HIT indicator flash. In other words, if the hit hasn’t happened in the host, it hasn’t happened at all.

Torpedoes come in three types, for short range with low and mid yield, and for long range shots with max yield. Although your ship can only launch torpedoes forward and rearward, they all come equiped with tracking and guidance systems. The top speed and turning rates also varie from type to type, so select the proper type accordingly.

Particle weapons can only fire in beam mode at targeted vessels that are in range and inside the emitter’s fire arc. In pulse mode, the particle cannon can rotate to aim in all directions, at any object. The amount of hitting power diminishes geometrically with the distance from the target.

- SURVIVAL
This is a free-for-all game. Starships start distributed around a system-wide circle. Try to find the other ships and disable them. Last man standing wins. The host will automaticaly assign all players to unique teams, but remember to team up again when switching from SURVIVAL to another game type.

- TEAM SURVIVAL
Similar to survival, but one team must eliminate the other to achieve victory. Ships start grouped at opposing sides of a planet.

- DOMINATION
First team to teletransport and maintain an away team in each planet of the SECTOR, or to eliminate the opposing team, wins. By far, the longest game of all, so make sure to allot enough time before starting the match.

- RESCUE
Locate and rescue your away team that is aboard one of the enemy vessels before it reaches a starbase.

- NEUTRAL ZONE
One team must defend the AI vessel that is cruising through the assigned region of space while the other team tries to destroy it. There are many torpedoes on that freighter, so plan carefully. 

- DEFEND STARBASE
One team must defend its friendly starbase while the other team tries to disable it.

Leaving an online game
Press the BREAK CONNECTION button to disconnect from the host computer and leave a online game.

SITUATION AWARENESS SCREEN (SAW)
This is the captain’s main view of the action. From this position, interact with your crew or intercede when necessary. The main viewer shows important data regarding your ship’s status and its relative position in space:

a) RANGE: the distance from the central screen point to the outer ring, displayed in kilometers (km), astronomical units (AU), or light-years (LY).
b) POSITION: your ship’s current sector and its relative position to the center of that sector. Sectors are 65.55 LY wide.
c) WARP FACTOR: shows the selected warp factor for faster-than-light travel.
d) SPEED: shows your ship’s current speed in km/s or multiples of C (~300.000 km/s).
e) ATTITUDE: graphical display of your ship’s current yaw, pitch and roll.
f) ZOOM IN/OUT: click on to zoom in or out of the view.
g) STEMS SLIDER: controls the transparency of the auxiliary screen stems.
h) STATUS: displays your ship’s or the target ship’s damage, shields strength, shields frequency, and registry. Click on the arrows to cycle through the available targets.
i) CREW INTERFACE: contact your crew and direct their actions. Collapse or expand the window to hide/show the available options.

STATUS DISPLAY (SAW / TAC)
The target button switches from your vessel to the current targeted vessel. Click on the horizontal arrows to cycle through and lock on the available targets, enemies and allies.

This display summarizes the relevant tactical information necessary to help you devise your combat strategy:

a) SHIELDS: shows the strength of the four shield capacitors: bow, starboard, aft, and port.
b) FIRE ARC: each ship has different fire arcs for its particle weapon in beam mode. The distance-adjusted hit power is show in red when the target is within range of either the bow or the aft emitter.
c) DAMAGE: shows the percentual damage of each of these systems: weapons, sensors, thrusters, warp drive, shield generator, main system, and life support.
d) FREQUENCY: frequency of the shields and particle weapons.
e) ACQUIRE NEAREST: click on to acquire the nearest allied or enemy vessel to the targeting buffer.
f) TARGETED SYSTEM: shows the target's system that is facing your ship.

CREW INTERFACE (SAW)

Tactical
This is the captain’s interface with Lt. Keith Langley, the ship’s tactical officer:

a) FIRE ON MY COMMAND: Mr. Langley will fire weapons only when directly expressed to do so by you.
b) FIRE AT WILL: Mr. Langley will fire at the selected target with all primary and secondary weapons at his discretion.
c) FIRE PLASMA PULSE: tell your tactical officer to fire the primary particles emitter in pulse (burst) mode.
d) FIRE PLASMA BEAM: tell your tactical officer to fire the primary particles emitter in continuous beam mode.
e) SET TORPEDO SPREAD: Mr. Langley will configure the torpedo spread accordingly.
f) LAUNCH BOW TORPEDO: tell Mr. Langley to discharge the forward torpedo tubes, one salvo at a time.
g) LAUNCH AFT TORPEDO: tell Mr.Langley to discharge the rearward torpedo tube.

Engineering
This is the captain’s interface with Lt. Jeff Bradley, the ship’s chief engineer:

a) DIVERT POWER TO SENSORS: Mr. Bradley will try to redirect all available power to maximize the viewing range of the sensors.
b) DIVERT POWER TO SHIELDS: ask Mr. Bradley to redirect all available power to the shields capacitors.
c) DIVERT POWER TO WEAPONS: Mr. Bradley will try to redirect  as much power as possible to the plasma capacitors and to reduce torpedo reloading time.
d) OVERLOAD MAIN REACTOR: direct your chief engineer to disengage the main reactor’s safety protocols to boost available power. See warning note.
e) STEALTH MODE: ask Mr. Bradley to minimize power usage to avoid radar detection.
f) CONDUCT REPAIRS OF: set up the repair schedule with your chief engineer.

 WARNING: extended overload of the reactor can cause a core meltdown and subsequent destruction of the ship. The self-destruct only activates if double-clicked and if at least one system is damaged beyond repair.

Teletransporter
This is the captain’s interface with Middleman Nicola Thölke at the teletransporter station:

a) LOCK ON TARGET: direct Mr. Thölke to maintain a transporter lock on the selected vessel.
b) ENERGIZE: ask Mr. Thölke to engage the teletransporter.
c) OUTBOUND: Mr.Thölke will configure the transporter for beaming in or out.

Science
This is the captain’s interface with Commander Julia Molinari, the ship’s science officer:

a) LONG-RANGE SCAN: Cmdr. Molinari will configure the sensors to detect deep-space activity.
b) SYSTEM-WIDE SCAN: Cmdr. Molinari will configure the sensors to scan objects within 250 A.U.
c) SHORT-RANGE SCAN: ask Cmdr. Molinari to scan the proximities of your vessel for objects within tactical range.
d) LAUNCH PROBE: issue the order to launch a torpedo modified for deep-space scanning.
e) TRACK TARGET: Ms. Molinari will attempt to keep a radar lock on the select vessel at all times.
f) ROTATE PROBES: gather the current data sent by each probe individually.
g) CENTER ON SHIP: set view to center on ownship or on current target.

Communications
This is the captain’s interface with Ensigh Yun Baek at the communications station:

a) BROADCAST POSITION: ask Ms. Baek to send your vessel’s current position to all allied ships.
b) MISSION OBJECTIVE: contact the Fleet Command to review the mission orders and objectives.
c) HAIL IN ALL FREQUENCIES: send an open message through all channels (public chat).
d) HAIL FRIENDLY VESSELS: send a message through an encrypted channel (team chat).
e) SEND DISTRESS CALL: broadcast your current position and request immediate assistance (creates a wingman A.I. bot in single-player modes).

Astrogation
This is the captain’s interface with Lt. Abe Takahashi at the helm.

a) ALL STOP: issue an all stop order.
b) MAXIMUM WARP: ask Mr. Takahashi to engage engines at maximum safe warp factor (no warp drive overload).
c) INTERCEPT: direct Mr. Takahashi to plot a course to the selected destination and engage.
d) PURSUE: Mr. Takahashi will engage the selected target in an offensive flight pattern.
e) ORBIT: ask Mr. Takahashi to establish a standard orbit around the selected target.
f) EVASIVE ACTION: Mr. Takahashi will try to distance your ship from the selected target (or current location) by engaging on a series of evasive maneuvers.

MISCELANEOUS NOTES ON EACH SCREEN

 ACH
a) Click on the desired destination object and press the “SET COURSE” button to load the coordinates into the autopilot buffer.
b) Select the autopilot mode by clicking on either of the arrows on the left-bottom side of the screen
c) Click on the dimmed “ON” button to engage the autopilot.
d) Pass with the ship through a wormhole to jump to the sector on the other side of the wormhole.

COM
a) Click on the desired starbase channel to request permission to dock and receive the approach coordinates into the autopilot buffer.
b) Click on the incoming position fix from other vessels to upload the coordinates into the autopilot buffer. Distress calls are marked in red and should be attended to if possible.
c) Send a distress call only in cases of extreme necessity, as when outnumbered or outpowered by enemy vessels, or out of ammunition or fuel.

ENG
a) A system overload inflicts damage upon that system, inclusive the warp drive when above 50% of its nominal capacity.
b) Sensors facilitate transporter lock on whilst shields should be lowered for beam ups.
c) Power directed to the main system recharges the battery, increases transporter range and boosts structural integrity fields.
d) Click and Right-click the power setting buttons to load and configure a desired pattern.
e) Crew are essential to speed up repairs.

SCI
The exterior radiation gauge shows the rate of stellar radiation (red) that is reaching the ship in comparison with the shields recharge rate (blue).
a) If the target object is a star, it shows the current radiation that is reaching the ship's hull.
b) If the targeted object is a ship, the red gauge shows whether the target is powering up weapons and shields (its radar signature). 

TAC
a) The plasma capacitor arrows adjust the intensity of the beam (output rate). The gauges show the current capacitor charge and the adjusted hit amount according to the target’s distance.
b) All your launched torpedoes are affected by the arm/disarm control. Useful when you’ve mistakenly shot at a friendly vessel.
c) Try to match your weapon’s frequency with the target’s shield’s frequency for maximum damage. Use plasma pulses for best results as shields will automatically remodulate to a new frequency when hit.

TRN
a) If you are having trouble getting a lock on a target, check your shields level, the targets shields level, and your sensors level.
b) Beaming away teams between objects of the same team is not allowed. You can still beam fuel/ordnance, cargo, prisioners, and crewmen.
c) Beaming down away teams to planets seizes that planet, even if it is already occupied by an enemy away team.

KEY BINDING

Static keys

NUM LOCK 			...... toggles fine and coarse attitude change.

NUM PAD 1 .. 9 		...... steer your ship, climb, dive, and bank.

NUM PAD = 			...... fire plasma burst.

NUM PAD / 			...... fire plasma beam.

NUM PAD *			...... launch forward torpedo.

NUM PAD +/- 		...... change impulse or warp factor.

NUM PAD ENTER		...... engage/disengage the warp drive.

NUM PAD 0			...... all stop.

NUM PAD .			...... maximum warp factor.

1 .. 0				...... change impulse or warp factor.

DELETE			...... engage/disengage the warp drive.

~				...... all stop.

Cmd + Q			...... quit application (no confirmation).

HOME				...... jump to “SAW” screen.

TAB				...... watch other vessels (after being destroyed).

MOUSE BUTTONS

LEFT CLICK			...... select target / load to specific buffer (related to current screen)

OPTION LEFT CLICK	...... load to autopilot

RIGHT CLICK		...... load to targeting buffer	
				...... center view on target (on “SAW”)
				...... clear text fields.
			
OPTION RIGHT CLICK	...... load to teletransporter 

DOUBLE CLICK		...... adjust magnification to fit

CREDITS
"Yexi - The Interstellar Adventure" © F. C. Covett, 2002. All rights reserved.
Produced, directed, developed, managed, and practically everything else, by F. C. Covett. First released on July 1st, 2002.

Original music:			Steve Castellano		www.stevecastellano.com 

SFX / Masterization: 		Alex Guerra 			www.inputsom.com.br 
					F.C.Covett 			www.yexi.game.new.net

Voiceover:			Justin Baldock	and		www.idevgames.com
					Robyn Beveridge 	 	justin@flindersclubs.asn.au 

Art: 					Carlos Camacho 		www. idevgames.com 
					F.C.Covett 			www.yexi.game.new.net

Multiplayer testing: 		Keith Singleton 		xaeroflex@mac.com

Dialogue revision:		Corey Tamas			corey@tamas.com

Everything else: 		F.C.Covett 			www.yexi.game.new.net

Made with DIRECTOR ® COPYRIGHT © 1993, 1996 Macromedia, Inc.

ACKNOWLEDGEMENT
Corey Tamas, Joel Mueller, Carlos Camacho, Peter Cohen, Kit Pierce, Pietro Cristofoli, Mathias Fleury, Dan Daranciang, Andy Largent, Sean Smith, Omaha Steingberg, Goulnara Iliassova, Keith Singleton, Scott Kevill, Chris Balaskas, Alex Guerra, Chris D'Carlos.

STATS OF BASIC SHIP CLASSES

"SCOUT A"

  Length:				350 m
  Hull:					0.75
  Mass:				700,000 tons
  Crew: 				150

  Max acceleration: 			0.10 c/s2
  Max warp factor: 			9.99
  
  Max turning rate:			49.0 degrees/s
  
  Front fire arc:			120.0 degrees
  Rear fire arc:			60.0 degrees
  
  Reactor output:			75,000.0 TJ/s
  Battery output:			40,000.0 TJ/s
  
  Max power output (TJ/s):
    Sensors:				25,000.0
    Weapons:				50,000.0
    Thrusters:				10,000.0
    Shields:				50,000.0
    Life:					100.0
    WarpDrv:				50,000.0
    MainSys:				2,500.0
  
  Weapons total capacity:		70 ,000 TJ  
  Shields total capacity:		520,000 TJ
  
  Payload:				42 torpedoes

  Ordnance:
    Photon: 36, Quantum: 2, Tachyon: 4
 
  Fuel capacity:			100
 
  Autonomy (at net power of 72,000 TJ/s):
  					10 hours at max warp

"FREIGHTER A"

  Length:				460 m
  Hull:					3.0
  Mass:				6,700,000 tons
  Crew: 				3,000

  Max acceleration: 			0.20 c/s2
  Max warp factor: 			9.97
  
  Max turning rate:			21.0 degrees/s
  
  Front fire arc:			160.0 degrees
  Rear fire arc:			60.0 degrees
  
  Reactor output:			100,000.0 TJ/s
  Battery output:			50,000.0 TJ/s
  
  Max power output (TJ/s):
    Sensors:				7,000.0
    Weapons:				50,000.0
    Thrusters:				25,000.0
    Shields:				50,000.0
    Life:					3,000.0
    WarpDrv:				50,000.0
    MainSys:				2,500.0
  
  Weapons total capacity:		90,000 TJ  
  Shields total capacity:		800,000 TJ
  
  Payload:				400 torpedoes

  Ordnance:
    Photon: 300, Quantum: 50, Tachyon: 50
 
  Fuel capacity:			300
 
  Autonomy (at net power of 72,000 TJ/s):
  					16 hours at max warp

"CRUISER A"

  Length:				640 m
  Hull:					1.5
  Mass:				4,960,000 tons
  Crew: 				1000 

  Max acceleration: 			0.075 c/s2
  Max warp factor: 			9.96
  
  Max turning rate:			28.0 degrees/s
  
  Front fire arc:			188.0 degrees
  Rear fire arc:			40.0 degrees
  
  Reactor output:			90,000.0 TJ/s
  Battery output:			72,000.0 TJ/s
  
  Max power output (TJ/s):
    Sensors:				2,500.0
    Weapons:				50,000.0
    Thrusters:				25,000.0
    Shields:				50,000.0
    Life:					2,500.0
    WarpDrv:				50,000.0
    MainSys:				2,500.0
  
  Weapons total capacity:		140,000 TJ  
  Shields total capacity:		1,800,000 TJ
  
  Payload:				275 torpedoes

  Ordnance:
    Photon: 200, Quantum: 75
 
  Fuel capacity:			100
 
  Autonomy (at net power of 72,000 TJ/s):
  					7 hours at max warp

"BATTLESHIP A"

  Length:				680 m
  Hull:					2.0
  Mass:				3,500,000 tons
  Crew: 				700

  Max acceleration: 			0.06 c/s2
  Max warp factor: 			9.97
  
  Max turning rate:			19.6 degrees/s
  
  Front fire arc:			140.0 degrees
  Rear fire arc:			80.0 degrees
  
  Reactor output:			120,000.0 TJ/s
  Battery output:			100,000.0 TJ/s
  
  Max power output (TJ/s):
    Sensors:				5,500.0
    Weapons:				50,000.0
    Thrusters:				25,000.0
    Shields:				20,000.0
    Life:					1,500.0
    WarpDrv:				50,000.0
    MainSys:				5,500.0
  
  Weapons total capacity:		220,000 TJ  
  Shields total capacity:		3,000,000 TJ
  
  Payload:				1,100 torpedoes

  Ordnance:
    Photon: 100, Quantum: 500, Tachyon: 500
 
  Fuel capacity:			100
 
  Autonomy (at net power of 72,000 TJ/s):
  					6 hours at max warp

"SCOUT B"

  Length:				340 m
  Hull:					1.0
  Mass:				700,000 tons
  Crew: 				300

  Max acceleration: 			0.09 c/s2
  Max warp factor: 			9.99
  
  Max turning rate:			35.0 degrees/s
  
  Front fire arc:			120.0 degrees
  Rear fire arc:			60.0 degrees
  
  Reactor output:			80,000.0 TJ/s
  Battery output:			50,000.0 TJ/s
  
  Max power output (TJ/s):
    Sensors:				15,000.0
    Weapons:				40,000.0
    Thrusters:				12,000.0
    Shields:				40,000.0
    Life:					100.0
    WarpDrv:				50,000.0
    MainSys:				2,500.0
  
  Weapons total capacity:		90,000 TJ  
  Shields total capacity:		800 ,000 TJ
  
  Payload:				40 torpedoes

  Ordnance:
    Photon: 36, Quantum: 2, Tachyon: 2
 
  Fuel capacity:			100
 
  Autonomy (at net power of 72,000 TJ/s):
  					9 hours at max warp

"FREIGHTER B"

  Length:				1,600 m
  Hull:					3.0
  Mass:				7,200,000 tons
  Crew: 				10,000

  Max acceleration: 			0.12 c/s2
  Max warp factor: 			9.97
  
  Max turning rate:			21.0 degrees/s
  
  Front fire arc:			120.0 degrees
  Rear fire arc:			40.0 degrees
  
  Reactor output:			100,000.0 TJ/s
  Battery output:			50,000.0 TJ/s
  
  Max power output (TJ/s):
    Sensors:				5,000.0
    Weapons:				50,000.0
    Thrusters:				25,000.0
    Shields:				50,000.0
    Life:					3,000.0
    WarpDrv:				50,000.0
    MainSys:				2,500.0
  
  Weapons total capacity:		45,000 TJ  
  Shields total capacity:		800,000 TJ
  
  Payload:				1,000 torpedoes

  Ordnance:
    Photon: 500, Quantum: 400, Tachyon: 100
 
  Fuel capacity:			300
 
  Autonomy (at net power of 72,000 TJ/s):
  					14 hours at max warp

"CRUISER B"

  Length:				460 m
  Hull:					1.8
  Mass:				4,960,000 tons
  Crew: 				1000 

  Max acceleration: 			0.06 c/s2
  Max warp factor: 			9.4
  
  Max turning rate:			24.5 degrees/s
  
  Front fire arc:			166.0 degrees
  Rear fire arc:			60.0 degrees
  
  Reactor output:			100,000.0 TJ/s
  Battery output:			80,000.0 TJ/s
  
  Max power output (TJ/s):
    Sensors:				2,500.0
    Weapons:				50,000.0
    Thrusters:				25,000.0
    Shields:				50,000.0
    Life:					2,500.0
    WarpDrv:				50,000.0
    MainSys:				2,500.0
  
  Weapons total capacity:		160,000 TJ  
  Shields total capacity:		1,393,000 TJ
  
  Payload:				580 torpedoes

  Ordnance:
    Photon: 580
 
  Fuel capacity:			100
 
  Autonomy (at net power of 72,000 TJ/s):
  					6 hours at max warp

"BATTLESHIP B"

  Length:				680 m
  Hull:					2.5
  Mass:				7,000,000 tons
  Crew: 				700

  Max acceleration: 			0.055 c/s2
  Max warp factor: 			9.96
  
  Max turning rate:			20.3 degrees/s
  
  Front fire arc:			140.0 degrees
  Rear fire arc:			80.0 degrees
  
  Reactor output:			120,000.0 TJ/s
  Battery output:			100,000.0 TJ/s
  
  Max power output (TJ/s):
    Sensors:				5,500.0
    Weapons:				50,000.0
    Thrusters:				25,000.0
    Shields:				20,000.0
    Life:					2,500.0
    WarpDrv:				50,000.0
    MainSys:				5,500.0
  
  Weapons total capacity:		300,000 TJ  
  Shields total capacity:		1,060,000 TJ
  
  Payload:				1,600 torpedoes

  Ordnance:
    Photon: 600, Quantum: 500, Tachyon: 500
 
  Fuel capacity:			100
 
  Autonomy (at net power of 72,000 TJ/s):
  					6 hours at max warp

For in depth information and technical support, visit our web-site at:
http://www.yexi.game.new.net
http://www.yexi.game