#AI Profiles
  
$Default Profile: 			SFAI

$Profile Name:				SFAI

$Player Afterburner Recharge Scale:		5,	4,	3,	2,	1
$Max Beam Friendly Fire Damage:			0,	5,	10,	20,	40
$Player Countermeasure Life Scale:		2,	1.75,	1.5,	1.25,	1

$AI Countermeasure Firing Chance:		0.2,	0.4,	0.6,	0.8,	1.0
$AI In Range Time:				2,	1.3,	0.7,	0,	-0.7
$AI Always Links Ammo Weapons:			60,	50,	40,	30,	20
$AI Maybe Links Ammo Weapons:			60,	50,	40,	30,	20
$Primary Ammo Burst Multiplier:			1.0, 	1.0, 	1.0, 	1.0, 	1.0

$AI Always Links Energy Weapons:		60,	50,	40,	30,	20
$AI Maybe Links Energy Weapons:			60,	50,	40,	30,	20
$Max Missles Locked on Player:			2,	3,	4,	5,	6
$Max Player Attackers:				2,	2,	3,	4,	5

$Max Incoming Asteroids:			2,	3,	4,	5,	6
$Player Damage Factor:				0.2,	0.4,	0.6,	0.8,	1
$Player Subsys Damage Factor:			0.2,	0.4,	0.6,	0.8,	1
$Predict Position Delay:			0,	0,	0,	0,	0

$Player Shield Recharge Scale:			2,	1.75,	1.5,	1.25,	1
$AI Shield Manage Delay:			4,	2,0	1.0,	0.5,	0

; Increase to immitate linked fire delay scale which won't turn off again for mysterious reasons
$Friendly AI Fire Delay Scale: 			2, 	2, 	2, 	2, 	2	;1.0, 	1.0, 	1.0, 	1.0, 	1.0
$Hostile AI Fire Delay Scale: 			2.4, 	2.2, 	2, 	2, 	2	;1.4, 	1.2, 	1.0, 	1.0, 	1.0

$AI Turn Time Scale:				2,	1.5,	1,	1,	1
$Glide Attack Percent:				50,	60,	70,	80,	90
$Circle Strafe Percent:				50,	60,	70,	80,	90
$Glide Strafe Percent:				50,	60,	70,	80,	90

$Stalemate Time Threshold:			10,	10,	10,	10,	10
$Stalemate Distance Threshold:			500,	500,	500,	500,	500
$Player Weapon Recharge Scale:			5,	4,	3,	2,	1

$Max Turret Target Ownage:			99,	99,	99,	99,	99
$Max Turret Player Ownage:			2,	4,	6,	8,	10
$Percentage Required For Kill Scale:		0.30,	0.30,	0.30,	0.30,	0.30
$Percentage Required For Assist Scale:		0.15,	0.15,	0.15,	0.15,	0.15
$Percentage Awarded For Capship Assist:		0.5,	0.5,	0.5,	0.5,	0.5

$Repair Penalty:				10,	20,	30,	40,	50
$Delay Before Allowing Bombs to Be Shot Down:  	1.5,	1.5,	1.5,	1.5,	1.5
$Chance AI Has to Fire Missiles at Player:	1, 	2, 	3, 	4, 	5
$Max Aim Update Delay:				0.25,	0.2,	0.15,	0.10,	0.05
$Turret Max Aim Update Delay:			0,	0,	0,	0,	0
$Player Autoaim FOV:				0,	0,	0,	0,	0
$Detail Distance Multiplier:			1,	1,	1,	4,	8

$big ships can attack beam turrets on untargeted ships:	YES
$smart primary weapon selection:			YES
$smart secondary weapon selection:			YES
$smart shield management:				YES

$smart afterburner management:				YES
$free afterburner use: 					YES
$allow rapid secondary dumbfire:			YES
$huge turret weapons ignore bombs:			YES

$don't insert random turret fire delay:			YES
$hack improve non-homing swarm turret fire accuracy:	NO
$shockwaves damage small ship subsystems:		NO
$navigation subsystem governs warpout capability:	NO

$ignore lower bound for minimum speed of docked ship:	NO
		$disable linked fire penalty: 		NO 	!!!!!!
$disable weapon damage scaling:				NO
$use additive weapon velocity:				YES

$use newtonian dampening:				NO
$include beams for kills and assists:			YES
$score kills based on damage caused:			YES
$score assists based on damage caused:			YES

$allow event and goal scoring in multiplayer:		YES
$fix linked primary weapon decision bug:		YES
$fix ramming stationary targets bug: 			YES
$prevent turrets targeting too distant bombs:		YES

$smart subsystem targeting for turrets:			YES
$fix heat seekers homing on stealth ships bug:		YES
$multi allow empty primaries:				YES
$multi allow empty secondaries:				YES

$allow turrets target weapons freely:			YES
$use only single fov for turrets:			YES
$allow vertical dodge:					YES
$force beam turrets to use normal fov:			NO

$fix AI class bug:					YES
$turrets ignore targets radius in range checks:		YES
$No extra collision avoidance vs player:		NO
$allow primary link at mission start:			YES

$allow beams to damage bombs:				YES
$ai guards specific ship in wing:			YES
$ai path mode:					alt1
$fix ai path order bug:					YES

$ai can slow down when attacking big ships:		YES
$use actual primary range:				YES
;$bay arrive speed multiplier:				0.6
;$bay depart speed multiplier:				0.3

$better combat collision avoidance for fightercraft: 	YES
$firing requires exact los:				YES

#End