-- Vessel (must be placed on water)				

--Mounts relative paths for EDM, Textures and Liveries
mount_vfs_model_path	(current_mod_path.."/shapes")
mount_vfs_texture_path (current_mod_path.."/textures/")
mount_vfs_liveries_path (current_mod_path.."/Liveries")

				GT = {};
				GT_t.ws = 0;
				
				set_recursive_metatable(GT, GT_t.generic_ship)
				
				GT.visual = {}
				GT.visual.shape = "frigate_nikolai"
				GT.visual.shape_dstr = "frigate_nikolai"

--following settings for good visible roll movements even on low wind settings (10m above sea level: min. 2m/s) 
--the following is trial and error for best effects for wake and rocking in water, completely tentative...
				GT.life = 3
				GT.mass = 1
				GT.max_velocity = 35
				GT.race_velocity = 35
				GT.economy_velocity = 10
				GT.economy_distance = 1000
				GT.race_distance = 1000
				GT.shipLength = 39.6
				GT.Width = 9.8
				GT.Height = 20
				GT.Length = 39.6
				GT.DeckLevel = 4.5
				GT.X_nose = 18.5
				GT.X_tail = -8.5
				GT.Tail_Width = 3
				GT.Gamma_max = 0.35
				GT.Om = 5.0
				GT.speedup = 8.0
				GT.R_min = 20
				GT.distFindObstacles = 50
				
				GT.airWeaponDist = 0
				GT.airFindDist = 0
				
				GT.Name = "frigate_nikolai"

				GT.DisplayName = _("*sailship - Frigate Svjatoi Nikolai")
				GT.Rate = 0
				
				GT.DetectionRange  = GT.airFindDist;
				GT.ThreatRange = GT.airWeaponDist;
				GT.Singleton   ="no";
				GT.mapclasskey = "P0000000634";
				GT.attribute = {wsType_Navy,wsType_Ship,wsType_CivilShip,wsType_GenericCivShip,
								"Unarmed ships",
				};
				                
add_surface_unit(GT)

