https://wiki.hard-light.net/api.php?action=feedcontributions&user=PIe&feedformat=atomFreeSpace Wiki - User contributions [en]2024-03-28T20:11:56ZUser contributionsMediaWiki 1.31.7https://wiki.hard-light.net/index.php?title=Coding_In_C&diff=58758Coding In C2019-05-06T05:02:11Z<p>PIe: /* Tutorial One - Baby Steps */</p>
<hr />
<div>Note: While the following guide is a starter, the book The C Programming Language, Second Edition by Brian W. Kernighan and Dennis M. Ritchie, is considered one of the best books on the C language.<br />
<br />
==File types==<br />
There are two main types of file types in C/C++; .c/.cpp files, and .h files. .c/.cpp files are the meat of the source code; they contain the actual function and variable definitions. When a program is '''''built''''', it is '''''compiled''''' to create machine-readable code. To form a complete program, the machine code is '''''linked''''' with other compiled .c/.cpp files to form the complete program (the .exe).<br />
<br />
.h files contain code, such as class, function, or struct definitions, that is used in multiple files but usually doesn't really do anything when the program is built.<br />
<br />
==Comments==<br />
Anything after // is considered a comment and ignored. Also, anything between a /* and a */ is considered as well (This is called a '''''block comment'''''). You may not put block comments inside of each other, although you can put pretty much anything else in them.<br />
<br />
Note that comments are not ignored if they are inside '''''strings''''' (read on to find out what strings are!).<br />
<br />
===Comments Example===<br />
<pre><br />
//I'm a comment!<br />
/* So am I.*/<br />
/* Look, you can do //this and //this! */<br />
char String[] = "//I look like a comment but I'm really a string.";<br />
</pre><br />
<br />
==Variables==<br />
C and C++ have a number of different types of variables; these are slices of memory that hold information. Because all variables are stored in binary, they are interchangeable, to a degree. '''All variables are case sensitive'''<br />
<br />
For example, an '''''int''''' is an integer, or a number without any fractions or decimals; -2,-1,0,1,2,3,4,5...etc. An integer is 4 bytes, or 32-bits, long.<br />
<br />
Another important type of variable is '''''char'''''. A char is one byte (8 bits) in size. It's essentially a shorter int, except it's most commonly used to represent a character, that is, letters and numbers and such. This means that any given letter is also a number; 'A' is 65, for example. This text->number conversion is called [http://www.cplusplus.com/doc/papers/ascii.html ASCII]. Single quotation marks are used to denote a character. For example, 'A'<br />
<br />
A collection of characters is called a '''''string'''''; this isn't really a variable, however, it is standard. A string is a series of characters followed by a null character, or a char with a value of 0. (NOT the character '0'; that would be 48). Double quotation marks are used to denote a string. So, "This is a string". 'This is not a string'.<br />
<br />
If you want to use decimals or fractions you'll have to use a '''''float''''' or a '''''double'''''. A float is the same size as an int, except it can be fractions. A '''''double''''' is twice as large as an int (8 bytes) but can be much more accurate than a float.<br />
<br />
Finally, all the above integers can be prefixed with '''''unsigned'''''; this means that the variable only contains positive values. The '''''extern''''' prefix indicates that the variable exists, but is in some other file, so the compiler should let it be used. (The linker will complain if it doesn't really exist). '''''const''''' means that the variable can't be changed by the program after it's built, which lets addtional optimizations be performed. Some other prefixes are '''''short''''' and '''''long''''' - look them up if you're interested.<br />
<br />
===Variable example===<br />
<pre><br />
int i; //Create the variable i.<br />
i = 42; //Set i equal to 42<br />
int j = 94; //Create the variable j and set it to 94<br />
j = -1 * (i * j + 1138); //You can also use arithmetic signs - Now j is -5086!<br />
</pre><br />
<br />
==Arrays==<br />
An array is a series of the same type of variable. So, a string would be an array of chars. An individual variable in an array is usually called an '''''element'''''<br />
<br />
===Array example===<br />
<pre><br />
int Array[2]; //Create an integer array with two integers<br />
Array~[0] = 42; //Set the first integer to 42<br />
Array~[1] = 94; //Set the second integer to 94<br />
char String[] = "Hello!"; //Create an array of chars (a string) and autosize it to whatever size the given string is<br />
</pre><br />
<br />
==Pointers==<br />
Pointers are difficult to grasp and work with, to say the least, but they're worth it. A pointer is basically the address of a particular variable (sometimes a function). Think of them as the address to a house, or the URL to a site - they aren't the actual house or site, but they let you get to it.<br />
<br />
There are two important characters with pointers - '''''&''''' and '''''*'''''. & is used to change a variable to the address of a variable. So, &variable would give you the address of a variable.<br />
<br />
The asterisk is the reverse of &. It means the variable at the address given. In other words, *(&variable) is the same thing as variable.<br />
<br />
However, the asterisk can also be used to declare a pointer, a special type of variable. Confused yet? Here's an example:<br />
<br />
===Pointer example===<br />
<pre><br />
int i = 42; //Our favorite integer, i<br />
int *integerptr; //This defines a pointer to an integer.<br />
integerptr = &i; //integerptr now points to i<br />
(*integerptr) = 94; //We just changed the value of i!<br />
</pre><br />
<br />
==Functions==<br />
A function is a collection of instructions (usually other functions). Every function has a return type - even if it doesn't. A function with no return type has a return type of '''''void'''''. Otherwise, a function may return with any of the above variable types (A function can't really return a string or array, although it can return a '''''pointer''''' to one).<br />
<br />
Functions can also be given arguments, so one function can be used in different places. These arguments can be the same types as a function's return types. This means you can take the return of one function and plug it into another function's arguments.<br />
<br />
There are two steps to creating a function. Actually writing the function, and optionally declaring it. Thus, you can declare a function in a header file and use that function through your entire project, but only have the meat of it in one spot. You must declare or write out the function before you use it.<br />
<br />
Note that the arguments to a function are not really the variables that are plugged into them. So, if you want to change a variable from inside a function , you will probably have to use a pointer. This is called '''''passing by reference'''''<br />
<br />
===Function example===<br />
<pre><br />
void func1(int a, float b); //Declare func1<br />
int func2() //Define func2<br />
{<br />
return 1; //func2 returns integer 1;<br />
}<br />
int func3(int c) //Define func3<br />
{<br />
func1(c, c + .5); //execute func1<br />
return c; //return c;<br />
}<br />
<br />
void func1(int a, float b) //Define func1. It doesn't do anything, basically.<br />
{<br />
float z = a + b; //Make a new variable and add up a and b in it<br />
}<br />
<br />
void Execute() //You can't execute a function except from inside another.<br />
{<br />
func1(func2(), func3(func2())); //What will z be?<br />
}<br />
</pre><br />
==Tutorial One - Baby Steps==<br />
To start out, I'll give a classic example - a "Hello, World!" program written in C. Are you ready? Here it is...<br />
<pre><br />
#include <stdio.h><br />
<br />
int main(int argc, char** argv)<br />
{<br />
puts("Hello, world!");<br />
return 0;<br />
}<br />
</pre><br />
----<br />
That wasn't too bad, was it? Here's what each line does:<br />
<br />
<br />
<pre>#include <stdio.h></pre><br />
<br />
This line puts the contents of the file "stdio.h" into the current source code file after it's loaded into memory but before it's compiled. The '<' and '>' tell the compiler that it's a library file - that is, it's not part of the current program but in the compiler's own file list. We need this file to get the function declaration for puts().<br />
<br />
The entire line is called a '''''preprocessor directive'''''; that's what the '#' is for. The preprocessor does everything before the code is compiled, adding or replacing source code before it's sent off to the compiler. It's useful if you want to make it easy to completely remove a feature from a program.<br />
<br />
<pre>int main(int argc, char** argv)</pre><br />
This defines the main function, which is where execution in a C program always starts. Argc is the number of command-line arguments, argv is the array of command-line arguments. (ie argv[0] might be "-fps")<br />
<br />
<pre>{</pre><br />
Starts the main function's code block<br />
<br />
<pre>puts("Hello, world!");</pre><br />
This function writes "Hello, world!" to the command-line, or console if you're on Linux.<br />
<br />
<pre>return 0;</pre><br />
This can return pretty much anything you like, as long as it's an integer.<br />
<br />
<pre>}</pre><br />
Ends the function block<br />
<br />
That's it! A working C program!<br />
<br />
==Scope==<br />
The '''''scope''''' of a variable is the area you can get at it. A variable created inside a function only exists inside that function. Basically, anywhere you see brackets like { or } defines a code block. Any time you see these, variables created inside them will only exist inside of them.<br />
<br />
===Scope Example===<br />
<pre><br />
int a = 1;<br />
void func1()<br />
{<br />
//You can access a here, but not c or d<br />
int b;<br />
}<br />
<br />
void func2()<br />
{<br />
//You can access a here, but not b or d<br />
if(a)<br />
{<br />
int d = 2;<br />
}<br />
}<br />
</pre><br />
==Flow control - If statement==<br />
If the code in the parentheses is true, or a nonzero value, then the code statement immediately after it or inside the code block immediately after it is executed. After if, '''''else if''''' may be used to define an alternate option. Or, '''''else''''' may be used to define if none of the else or else if blocks are true<br />
<br />
===If example===<br />
<pre><br />
int a = 1;<br />
int b = 2;<br />
if(a == 0)<br />
{<br />
//Do something fun if a is 0<br />
}<br />
else if(a == 1)<br />
{<br />
//Do something else if a is 1<br />
}<br />
else if(a == 1 && b == 2)<br />
{<br />
//If a is 1, and b is 2, do something here.<br />
//With the above values, this is what would happen.<br />
}<br />
else<br />
{<br />
//Otherwise, do this.<br />
}<br />
</pre><br />
<br />
==Flow control - while statement.==<br />
While the code in the parentheses is true or a nozero value, then the code statement immediately after it or inside the code block immediately after it is executed.<br />
<br />
===While example===<br />
<pre><br />
int i; //Create the variable i<br />
void DoStuff();//Declare teh function DoStuff<br />
<br />
i = 0; //Make i be 0<br />
while(i < 42) //While this is true, do whatever's after this<br />
{<br />
DoStuff();<br />
i++; //++ is shorthand for "Add 1 to the variable after this line of code".<br />
//++i; //This would be shorthand for "Add 1 to the variable before this line of code"<br />
//Replace with -- for "Subtract one from"<br />
}<br />
</pre><br />
<br />
==Flow control - for statement==<br />
Usually used to go through array values; essentially a variant of the while loop<br />
<br />
===For example===<br />
<pre><br />
//This does the same thing as the while example<br />
int i;<br />
void DoStuff();<br />
<br />
for(i = 0; i < 42; i++)<br />
{<br />
DoStuff();<br />
}<br />
</pre><br />
<br />
==Flow control - switch==<br />
Execute the code after the case statement that matches the value in the parentheses.<br />
<br />
===Switch example===<br />
<pre><br />
//Declare some functions<br />
void DoFunStuff();<br />
void DoSadStuff();<br />
void DoOtherStuff();<br />
<br />
//Give ourselves a variable<br />
int a = 2;<br />
<br />
switch(a)<br />
{<br />
case 0: //If a is 0...<br />
DoFunStuff(); //...Do fun stuff!<br />
break; //We're done, jump to the end of the code block.<br />
case 1: //If a is 1...<br />
DoSadStuff(); //...aww, crap, we gotta do sad stuff.<br />
break;<br />
default: //If none of the above match...<br />
DoOtherStuff(); //...Do some other stuff.<br />
//Since a IS 2, we'll be doing this other stuff.<br />
break;<br />
}<br />
</pre><br />
<br />
==Structs==<br />
Structs are a block of different types of variables. They help organize code, since then you can group similar variables together. For example:<br />
<br />
===Struct Example===<br />
<pre><br />
struct Person<br />
{<br />
char name[128]; //Name can *only* be 128 letters long, including spaces<br />
unsigned int age; //Granted, ints range from -2,147,483,648 to 2,147,483,648 - but just in case...<br />
unsigned int weight;//Who has negative weight?<br />
<br />
}; //<-- this little semicolon is important. Remember him.<br />
<br />
//Now we have a function that takes a Person as an argument.<br />
int CarlEatClone(Person poor_fellow)<br />
{<br />
for(;poor_Fellow.weight > 0; poor_fellow.weight--); //Simulate this poor fellow being digested.<br />
<br />
//Note that no one is actually harmed, because the poor_fellow is actually a copy.<br />
//Also note how "weight" inside poor_fellow is referenced<br />
}<br />
//Use like this:<br />
//CarlEatClone(TerranGuy);<br />
<br />
//In this function, poor_fellow must be a pointer<br />
int CarlEat(Person *poor_fellow)<br />
{<br />
for(;poor_fellow->weight > 0; poor_fellow->weight--);<br />
<br />
//Note again how weight is referenced, now that poor_fellow is a pointer<br />
//No cloning is involved here...poor guy.<br />
}<br />
//Use like this:<br />
//CarlEat(&TerranGuy);<br />
</pre><br />
----<br />
Written by [[User:WMCoolmon|WMCoolmon]]<br />
<br />
[[Category:Source Code Project]]</div>PIehttps://wiki.hard-light.net/index.php?title=Sample_Lighting_Settings&diff=58666Sample Lighting Settings2019-02-21T18:24:45Z<p>PIe: /* Modern lighting presets */</p>
<hr />
<div>This page documents some sample lighting settings. These must be entered into the optional command line parameters to have any effect. Best results are always achieved using the MediaVPs and with glowmaps, shinemaps, normal maps and environment maps turned on. Please consult the [[Command-Line Reference#Lighting|Command Line Reference]] page for specific notes on these settings.<br />
<br />
=FreeSpace Engine Default Settings=<br />
These are the Engine defaults used when no settings are specified as shown [[Command-Line_Reference#Lighting|here]], for easy reference.<br />
*-ambient_factor 128<br />
*-spec_exp 16<br />
*-spec_point 1.0<br />
*-spec_static 1.0<br />
*-spec_tube 1.0<br />
*-ogl_spec 80<br />
*-bloom_intensity 75<br />
<br />
=Modern lighting presets=<br />
<br />
==[https://imgur.com/gallery/MshrBKk FrikgFeek's Settings]==<br />
<br />
[[Image:Ff lighting 00.png|thumb|A compromise between space darkness and playability.]]<br />
Focusing on star-based lighting with relatively high bloom to help glowpoints illuminate ships. This setting provides a highly contrasting light-darkness look that puts a lot of emphasis on star position. Light and shadow are emphasized and very distinct.<br />
*-ambient_factor 55<br />
*-spec_point 0.7<br />
*-spec_static 2.12<br />
*-spec_tube 1.2<br />
*-bloom_intensity 45<br />
*-no_emissive_light<br />
<br />
{{note|Copy and paste this line into your launcher's custom flags box to make it work: -ambient_factor 55 -spec_point 0.7 -spec_static 2.12 -spec_tube 1.2 -bloom_intensity 45 -no_emissive_light}}<br />
<br />
[[Image:Ff lighting 01.png|thumb|Similar idea to the previous setting, adding more ambient to reduce the contrast. Still somewhat dark but never fully black.]]<br />
Omnidirectional ambient lighting is more emphasized while still darker than static lighting. Bloom is reduced to de-emphasize glowpoints. Compared to the previous setting there's a lot less light-dark contrast but overall visibility is improved.<br />
*-ambient_factor 91<br />
*-spec_point 1.2<br />
*-spec_static 0.55<br />
*-spec_tube 1.3<br />
*-bloom_intensity 19<br />
*-no_emissive_light<br />
<br />
{{note|Copy and paste this line into your launcher's custom flags box to make it work: -ambient_factor 91 -spec_point 1.2 -spec_static 0.55 -spec_tube 1.3 -bloom_intensity 19 -no_emissive_light }}<br />
<br />
[[Image:Ff lighting 02.png|thumb|Extremely dark setting exclusively focused on glowpoints and dynamic lighting from weapons and beams.]]<br />
This setting contains more screenshots since its look rapidly changes as action happens. Ships switch from very dark to very bright when engaged in combat. The beams also light up nearby fighters. The very high bloom(at least compared to other settings, still reduced from the default setting of 75) provides extremely bright and bleeding flashes of light during explosions, further emphasizing the dynamic nature of this preset.<br />
*-ambient_factor 45<br />
*-spec_point 1.5<br />
*-spec_static 0.7<br />
*-spec_tube 1.8<br />
*-bloom_intensity 56<br />
*-no_emissive_light<br />
<br />
{{note|Copy and paste this line into your launcher's custom flags box to make it work: -ambient_factor 45 -spec_point 1.5 -spec_static 0.7 -spec_tube 1.8 -bloom_intensity 56 -no_emissive_light }}<br />
<br />
==Rhymes' Settings==<br />
Generally dark but not pitch-black environments, with a heavy emphasis on lighting from weapons fire and the in-mission sun.<br />
*-ambient_factor 80<br />
*-spec_point 0.3<br />
*-spec_static 2<br />
*-spec_tube 0.7<br />
*-bloom_intensity 10<br />
*-no_emissive_light<br />
<br />
{{note|Copy and paste this line into your launcher's custom flags box to make it work: -ambient_factor 80 -spec_point 0.3 -spec_static 2 -spec_tube 0.7 -bloom_intensity 10 }}<br />
<br />
=Recommended Diaspora Settings=<br />
These are the recommended light settings for Diaspora. For now, you'll only see them available in Diaspora's version of the launcher.<br />
* -ambient_factor 90<br />
* -spec_exp 0.7<br />
* -spec_point 0.7<br />
* -spec_static 1.0<br />
* -spec_tube 1.0<br />
* -ogl_spec 15<br />
* -bloom_intensity 20<br />
<br />
{{note|Copy and paste this line into your launcher's custom flags box to make it work: -ambient_factor 90 -spec_exp 0.7 -spec_tube 1.0 -spec_point 0.7 -spec_static 1.0 -ogl_spec 15 -bloom_intensity 20}}<br />
<br />
=Deprecated lighting presets=<br />
<br />
{{note|These settings are obsolete as of FSO 3.8.0}}<br />
<br />
==DaBrain's Settings==<br />
[[Image:Lighting-db1.jpg|thumb|DaBrain's settings feature relatively even lighting with a low specular value.]]<br />
*-ambient_factor 10<br />
*-no_emissive_light<br />
*-spec_exp 7.0<br />
*-spec_point 8.6<br />
*-spec_static 12.8<br />
*-spec_tube 5.0<br />
<br />
{{note|Copy and paste this line into your launcher's custom flags box to make it work: -ambient_factor 10 -no_emissive_light -spec_exp 7.0 -spec_point 8.6 -spec_static 12.8 -spec_tube 5.0}}<br />
<br />
<br />
==Herra Tohtori's Settings==<br />
[[Image:Lighting-herra.jpg|thumb|Herra Tohtori's settings feature high specularity and glossiness.]]<br />
*-ambient_factor 35<br />
*-no_emissive_light<br />
*-spec_exp 15<br />
*-spec_point 1.2<br />
*-spec_static 1.5<br />
*-spec_tube 1.5<br />
*-ogl_spec 20<br />
<br />
{{note|Copy and paste this line into your launcher's custom flags box to make it work: -ambient_factor 35 -no_emissive_light -spec_exp 15 -spec_point 1.2 -spec_static 1.5 -spec_tube 1.5 -ogl_spec 20}}<br />
<br />
<br />
==CKid's Settings==<br />
[[Image:Lighting-ckid.jpg|thumb|CKid's settings adds emphasis on glowmaps and normal maps.]]<br />
*-ambient_factor 35<br />
*-no_emissive_light<br />
*-spec_exp 16.7<br />
*-spec_point 0.6<br />
*-spec_static 0.9<br />
*-spec_tube 1<br />
<br />
{{note|Copy and paste this line into your launcher's custom flags box to make it work: -ambient_factor 35 -no_emissive_light -spec_exp 16.7 -spec_point 0.6 -spec_static 0.9 -spec_tube 1}}<br />
<br />
<br />
==ColeCampbell666's Settings==<br />
[[Image:Lighting-cc666.jpg|thumb|ColeCampbell666's settings result in a very dark environment with most of the lighting coming from weapons fire.]]<br />
*-ambient_factor 0<br />
*-no_emissive_light<br />
*-spec_exp 11<br />
*-spec_point .6<br />
*-spec_static .8<br />
*-spec_tube .4<br />
*-ogl_spec 80<br />
<br />
{{note|Copy and paste this line into your launcher's custom flags box to make it work: -ambient_factor 0 -no_emissive_light -spec_exp 11 -spec_point .6 -spec_static .8 -spec_tube .4 -ogl_spec 80}}<br />
<br />
<br />
==Castor's Settings==<br />
[[Image:Lighting-castor.jpg|thumb|''"The thing with 'darker' settings is that the lower you go, the more dependent it will be on the quality/settings of the particular display you are viewing it on."'' -- Castor]]<br />
*-ambient_factor 75<br />
*-spec_exp 7.0<br />
*-spec_point 8.6<br />
*-spec_static 3.0<br />
*-spec_tube 5.0<br />
<br />
{{note|Copy and paste this line into your launcher's custom flags box to make it work: -ambient_factor 75 -spec_exp 7.0 -spec_point 8.6 -spec_static 3.0 -spec_tube 5.0}}<br />
<br />
<br />
==Spidey's Settings==<br />
[[Image:Lighting-spidey.jpg|thumb|Spidey's settings nicely balance emphasis on diffuse, specular, and normal maps.]]<br />
*-ambient_factor 5<br />
*-spec_exp 15<br />
*-spec_point 1.2<br />
*-spec_static 1.7<br />
*-spec_tube 1.5<br />
*-ogl_spec 50<br />
<br />
{{note|Copy and paste this line into your launcher's custom flags box to make it work: -ambient_factor 5 -spec_exp 15 -spec_point 1.2 -spec_static 1.7 -spec_tube 1.5 -ogl_spec 50}}<br />
<br />
<br />
==Woolie Wool's Settings==<br />
[[Image:Lighting-woolie.png|thumb|Woolie Wool's settings use a very focused specular lighting to emphasize the normal maps and model contours, and a high ambient light setting to make lighting more dependent on the mission settings.]]<br />
*-ambient_factor 105<br />
*-no_emissive_light<br />
*-spec_exp 9<br />
*-spec_point 0.3<br />
*-spec_static 0.8<br />
*-spec_tube 0.7<br />
*-ogl_spec 120<br />
<br />
{{note|Copy and paste this line into your launcher's custom flags box to make it work: -ambient_factor 105 -no_emissive_light -spec_exp 9 -spec_point 0.3 -spec_static 0.8 -spec_tube 0.7 -ogl_spec 120}}<br />
<br />
<br />
[[Category:Source Code Project]]</div>PIehttps://wiki.hard-light.net/index.php?title=Command-Line_Reference&diff=58665Command-Line Reference2019-02-21T18:12:41Z<p>PIe: Fuller explanation of lighting settings</p>
<hr />
<div>{{TableVersionGit|2018-03-17|8b49ebf3}}<br />
<br />
Command-Line Flags (also called Command-Line Parameters) are optional flags passed to the FSO executable, and generally enables one or more features added to the FS2 Open engine. These flags are accessed conveniently through an [[FSO Launcher]]. To have FSO list all available flags, use any one of the following: [[Command-Line_Reference#-help|-help]], [[Command-Line_Reference#-help|--help]], [[Command-Line_Reference#-help|-h]], or [[Command-Line_Reference#-help|-?]].<br />
<br />
===Graphics===<br />
<br />
====-nospec====<br />
{{Table37|<br />
'''"Disable Specular"'''<br />
<br />
Disables support for specular mapping.<br />
}}<br />
<br />
====-noglow====<br />
{{Table37|<br />
'''"Disable glow maps"'''<br />
<br />
Disables support for glowmapping.<br />
}}<br />
<br />
====-noenv====<br />
{{Table37|<br />
'''"Disable environment maps"'''<br />
<br />
Disables support for environment mapping.<br />
}}<br />
<br />
====-nonormal====<br />
{{Table37|<br />
'''"Disable normal maps"'''<br />
<br />
Disables support for normal mapping.<br />
}}<br />
<br />
====-noheight====<br />
{{Table37|<br />
'''"Disable height maps"'''<br />
<br />
Disables support for height mapping.<br />
}}<br />
<br />
====-nomotiondebris====<br />
'''"Disable motion debris"'''<br />
<br />
====-noscalevid====<br />
"Disable scale-to-window for Movies"<br />
<br />
Disables fullscreen scaling of video clips.<br />
<br />
====-post_process====<br />
'''"Enable Post Processing"'''<br />
<br />
Enables the use (if present) of post-processing effects as defined by the post_process.tbl. Bloom usage has an additional cmdline option for setting its value, most post processing effects are achieved in mission per the mission designer or can be enabled globally in the table.<br />
<br />
====-soft_particles====<br />
'''"Enable soft particles"'''<br />
<br />
Applies a blending factor to particles depending on their proximity to geometry<br />
<br />
====-3dshockwave====<br />
'''"Enable 3D Shockwaves"'''<br />
<br />
This only has any effect when both a 2D and 3D shockwave effect are present, otherwise the only available effect is used (2D shockwave is defined by effects/shockwave01.eff or .ani, and 3D shockwave by models/shockwave.pof)<br />
<br />
Note that 3D shockwaves are usually flat discs that FSO scales up. The animated 2D billboards used by 2D shockwaves with the addition of [[Command-Line Reference#-soft_particles|soft particles]], may look better when intersecting with models (which shockwaves often do). Use at your discretion.<br />
<br />
====-fxaa====<br />
'''"Enable FXAA antialiasing"'''<br />
<br />
Enables the FXAA postprocessing stage. Further information can be found here: http://www.hard-light.net/forums/index.php?topic=76145.0<br />
<br />
====-nolightshafts====<br />
'''"Disable lightshafts"'''<br />
<br />
Disables Lightshafts even if a mission designer enables them via SEXP in a mission. This was previously documented as -flightshaftsoff but appears to have been changed to -nolightshafts for consistency before -flightshaftsoff was ever used in a released build.<br />
<br />
====-enable_shadows====<br />
{{table373|<br />
'''"Enable shadows"'''<br />
<br />
Enables shadows where supported by the OpenGL version provided by the user's GPU. -shadow_quality can be used to control the quality level.<br />
{{note|Currently doesn't support shadows for cockpits and show ship.}}<br />
}}<br />
<br />
====-shadow_quality====<br />
{{table373|<br />
'''"Set shadows quality"'''<br />
<br />
Valid ranges are 0 to 2 with 2 being the default. <br />
<br />
* 0 disables shadows (so there's no point in setting it!)<br />
* 1 uses 512x512 shadow maps (lower quality)<br />
* 2 uses 1024x1024 shadow maps (higher quality)<br />
<br />
Currently this requires -enable_shadows to be set, or it has no effect.<br />
}}<br />
{{table38|No longer requires -enable_shadows to be set.}}<br />
<br />
====-anisotropic_filter====<br />
{{table382|<br />
'''"Set anisotropic filtering level"'''<br />
Valid ranges are 1 to whatever maximum the GPU supports (which should be 16 for most currently available GPUs)<br />
By default, the GPUs' max supported level is used; set this to 1 if you want the minimum level available.}}<br />
<br />
====-fb_explosions====<br />
'''"Enable Framebuffer Shockwaves"'''<br />
<br />
Applies a framebuffer distortion effect to shockwaves<br />
<br />
====-fb_thrusters====<br />
'''"Enable Framebuffer Thrusters"'''<br />
<br />
Applies a framebuffer distortion effect to Thrusters. NOTE: Only "point" thrusters are affected by this; modelled thrusters (as used on most retail models) are not affected by this.<br />
<br />
===Game Speed===<br />
<br />
====-no_vsync====<br />
'''"Disable vertical sync"'''<br />
<br />
====-cache_bitmaps====<br />
'''"Cache bitmaps between missions"'''<br />
<br />
====-no_fps_capping====<br />
'''"Don't limit frames-per-second"'''<br />
<br />
===HUD===<br />
====-dualscanlines====<br />
'''"Another Pair of Scanning Lines"'''<br />
<br />
Adds a second pair of scanning lines to the target window when scanning an object.<br />
<br />
====-targetinfo====<br />
'''"Enable Info next to Target"'''<br />
<br />
Displays target info, such as name and class, beside the targeted object.<br />
<br />
====-orbradar====<br />
'''"Enables 3D radar"'''<br />
<br />
An Orb style 3D radar will replace the standard 2D version.<br />
<br />
====-rearm_timer====<br />
'''"Enable Rearm/Repair Completion Timer"'''<br />
<br />
Displays time remaining until rearm and repair from a support ship is complete.<br />
<br />
====-ballistic_gauge====<br />
'''"Enable the analog Ballistic Ammo gauge"'''<br />
<br />
Adds an ammo gauge to the HUD when armed with a ballistic weapon.<br />
<br />
<br />
===Gameplay===<br />
====-ship_choice_3d====<br />
'''"Use Models for Ship Selection"'''<br />
<br />
Uses ship models in ship selection window. It completely disables the standard ANI interface in this screen. <br><br />
If a mod does not supply the required interface art for a ship, this mode will be used instead.<br />
<br />
====-weapon_choice_3d====<br />
'''"Use Models for Weapon Selection"'''<br />
<br />
Uses weapon models in weapon loadout window for secondary weapons (missiles and bombs). It completely disables the standard ANI interface in this screen. <br><br />
If a mod does not supply the required interface art for a weapon, this mode will be used instead.<br />
<br />
====-3dwarp====<br />
'''"Enable 3D Warp"'''<br />
<br />
Use full geometry for the subspace warp effect.<br />
<br />
====-warp_flash====<br />
'''"Enable Flash upon Warp"'''<br />
<br />
Enable a flash at warp in and warp out.<br />
<br />
====-no_ap_interrupt====<br />
'''"Disable Interrupting of AutoPilot"'''<br />
<br />
Tells the game to not allow players to interrupt an autopilot already-in-progress.<br />
<br />
====-stretch_menu====<br />
'''"Stretch interface to fill screen"'''<br />
<br />
Scales the interface to fill the screen without preserving the aspect ratio. Omit this to keep the aspect ratio, adding black bars where appropriate.<br />
<br />
<br />
===Audio===<br />
<br />
====-nosound====<br />
'''"Disable Sound and Music"'''<br />
<br />
====-nomusic====<br />
'''"Disables Music"'''<br />
<br />
====-no_enhanced_sound<br />
'''"Disable enhanced sound"'''<br />
<br />
Disables the enhanced sound rendering functions enabled by OpenAL Soft.<br />
<br />
===Launcher===<br />
====-portable_mode====<br />
'''"Store config in portable location"'''<br />
<br />
Uses the root directory of FSO for storing pilot and config files. The current launcher does not have proper support for this yet so you need to manually copy the fs2_open.ini from the original config directory to your FreeSpace Root directory.<br />
<br />
===Multiplayer===<br />
====-standalone====<br />
'''"Run as Stand Alone Server"'''<br />
<br />
Creates a standalone multi-player server.<br />
<br />
====-startgame====<br />
'''"Skip Mainhall and Start Hosting"'''<br />
<br />
Once you launch and choose a pilot within the game, you will immediately have begun to host a game. This can be used in conjunction with several options to customize the game you create: -closed, -restricted, -password, -gamename, -allowabove, and -allowbelow. -startgame has no effect when -standalone is used.<br />
<br />
See related: [[Command-Line_Reference#-closed|-closed]] [[Command-Line_Reference#-restricted|-restricted]] [[Command-Line_Reference#-password|-password]] [[Command-Line_Reference#-gamename|-gamename]] [[Command-Line_Reference#-allowabove|-allowabove]] [[Command-Line_Reference#-allowbelow|-allowbelow]]<br />
<br />
====-closed====<br />
'''"Start Hosted Server as Closed"'''<br />
<br />
Hosts a new game in a closed state, where no one can join until the in-game "Close" button is cleared. This only works when used in conjunction with -startgame. Cannot be used in conjunction with -restricted or -password.<br />
<br />
See related: [[Command-Line_Reference#-startgame|-startgame]] [[Command-Line_Reference#-restricted|-restricted]] [[Command-Line_Reference#-password|-password]]<br />
<br />
====-restricted====<br />
'''"Host Confirms Join requests"'''<br />
<br />
Hosts a new game in a restricted state. The host is presented with option to accept or deny each client's request to join the game. This only works when used in conjunction with -startgame. Cannot be used in conjunction with -closed or -password.<br />
<br />
See related: [[Command-Line_Reference#-startgame|-startgame]] [[Command-Line_Reference#-closed|-closed]] [[Command-Line_Reference#-password|-password]]<br />
<br />
====-multilog====<br />
Creates a log file with a summary of packets sent and received in multiplayer games. The file is saved as \data\multi.log within the active mod folder&mdash;or with main data folder if no mod is active.<br />
<br />
====-clientdamage====<br />
{{Note| This feature is not available in current builds.}}<br />
<br />
====-mpnoreturn====<br />
'''"Disables Flight Deck option"'''<br />
<br />
Disables return to the flight deck screen after a mission completes.<br />
<br />
<br />
===Troubleshooting===<br />
<br />
====-no_set_gamma====<br />
'''"Disable Setting of Gamma"'''<br />
<br />
Disables the gamma settings in the options screen.<br />
<br />
====-nomovies====<br />
'''"Disable Video Playback"'''<br />
<br />
Disables all video playback.<br />
<br />
====-noparseerrors====<br />
'''"Disable Parsing Errors"'''<br />
<br />
Disables some parsing warnings and makes other parse errors non-fatal. Do not rely on this when creating new tables. The errors are there for a reason.<br />
<br />
====-parse_cmdline_only====<br />
'''"Parse Command Line Only"'''<br />
<br />
Parse only the application command line settings, and ignore any that may have been set in the on-disk data/cmdline_fso.cfg or per-user cmdline_fso.cfg (on Linux/Mac)<br />
<br />
====-query_speech====<br />
'''"Does this build have Speech?"'''<br />
<br />
Determines if the current build includes text-to-speech.<br />
<br />
====-novbo====<br />
'''"Disable OpenGL VBO"'''<br />
<br />
====-noibx====<br />
'''"Don't use cached index buffers (IBX)"'''<br />
<br />
Disables IBX caching of model geometry data. This will dramatically increase load times, but will help troubleshoot a model if one is working incorrectly.<br />
<br />
====-loadallweps====<br />
'''"Load all weapons, even those not used"'''<br />
<br />
====-disable_fbo====<br />
'''"Disable OpenGL RenderTargets"'''<br />
<br />
====-disable_pbo====<br />
'''"Disable OpenGL Pixel Buffer Objects"'''<br />
<br />
Disables the use of Pixel Buffer Objects (PBO) which may cause certain OpenGL operations to perform slower. Note PBO's were only used at three places in FSO anyway so it's *probably* not going to have a noticeable effect. <br />
<br />
May be required to workaround issues in certain versions of Linux's Mesa drivers for Intel integrated graphics cards where crashes occur in the mainhall (i.e. whenever a popup occurs). Distros that seem to have this problem presently include Ubuntu 13.10 and openSUSE 13.1.<br />
{{Table371|<br />
*This feature is present to work around a bug in Linux's Mesa drivers for Intel integrated graphics cards}}<br />
<br />
====-no_glsl====<br />
'''"Disable GLSL (shader) Support"'''<br />
<br />
Disables the use of GLSL rendering (OpenGL shaders). The game will revert to legacy fixed render pipeline. Please note that Normal and Height map effects will be unavailable.<br />
<br />
====-disable_glsl_model====<br />
'''"Don't use shaders for model rendering"'''<br />
<br />
====-ati_swap====<br />
'''"Fix Color issues on some ATI cards"'''<br />
<br />
[http://scp.indiegames.us/mantis/view.php?id=1669 Mantis #1669] is what led to this flag's creation.<br />
<br />
====-no_3d_sound====<br />
'''"Use only 2D/stereo for sound effects"'''<br />
<br />
====-disable_di_mouse====<br />
'''"Disables the DirectInput mouse code for FSO on windows."'''<br />
<br />
'''Windows Only''' Can make mouse movement smoother on certain machines.<br />
<br />
====-mipmap====<br />
'''"Enable mipmapping"'''<br />
<br />
Causes for non-mipmapped textures to have mipmaps generated within the GPU on certain kind of texture formats, (IIRC, DDS formatted textures with a power of 2 size in both width and height). <br><br />
Since the use of already mipmapped DDS textures has become common, it has become deprecated.<br />
The quality of the generated mipmaps depends on each GPU and used driver. It is normally used with [[Command-Line_Reference#-img2dds|-img2dds]] flag.<br />
<br />
====-use_gldrawelements====<br />
'''"Use glDrawElements instead of glDrawRangeElements"'''<br />
<br />
Introduced as a means of switching to the slower OpenGL call glDrawElements, instead of glDrawRangeElements.<br />
{{Table3614|<br />
*This feature may resolve certain rendering problems where parts of models are not drawn on Linux drivers}}<br />
<br />
====-keyboard_layout====<br />
'''"Manually sets a keyboard layout"'''<br />
<br />
A commandline parameter to set the keyboard layout as a string parameter.<br />
{{Table3614|<br />
*Currently the only valid string is "qwertz" (German) but French azerty may be added in future.}}<br />
<br />
====-gl_finish====<br />
'''"Fix input lag on AMD+Linux"'''<br />
{{Table371|<br />
This option adds a "glFinish()" call just prior to swapping buffers. It works around an issue with "recent" (HD 6000 & newer?) AMD cards using proprietary drivers on Linux. Be warned that enabling this may reduce framerate.<br />
}}<br />
<br />
Refer to [http://www.hard-light.net/forums/index.php?topic=88102.0 this thread] and [https://github.com/ValveSoftware/Source-1-Games/issues/765 Valve's bugtracker] for more details).<br />
<br />
====-no_geo_effects====<br />
'''"Disable geometry shader for effects"'''<br />
<br />
Particle rendering uses geometry shaders for high performance, this flag disables that behaviour.<br />
<br />
====-set_cpu_affinity====<br />
'''"Sets processor affinity to config value"'''<br />
<br />
Use this to force FSO to run on the specified core. CPU cores are numbered starting with 0 for the first core.<br />
<br />
====-nograb====<br />
Disables focus grabbing in a window.<br />
{{Note| This feature is not available on Windows.}}<br />
<br />
====-noshadercache====<br />
'''"Disables the shader cache"'''<br />
<br />
On GPUs with support for OpenGL 4 and higher, FSO caches the compiled shaders for increased performance.<br />
<br />
====-fix_registry====<br />
'''"Use a different registry path"''''<br />
<br />
===Experimental===<br />
====-ingame_join====<br />
'''"Allows Ingame Joining"'''<br />
<br />
Enables ingame joining in multiplayer. FIXME: Host option?<br />
<br />
====-voicer====<br />
'''"Voice Recognition"'''<br />
<br />
Windows-only. Enables voice-recognition for wingmen commands. Must be specifically compiled into a build in order for it to be available; 3.6.10 final includes the feature. See [[Voice Recognition]] for more details.<br />
<br />
===Development Tools===<br />
====-fps====<br />
'''"Show frames per second on HUD"'''<br />
<br />
Displays current frames per second.<br />
<br />
====-bmpmanusage====<br />
'''"Show how many BMPMAN slots are in use"'''<br />
<br />
Adds a BMPMAN slot usage display near where the FPS display is (or would be, if it's not enabled). Can be used by mod makers to see if they need to increase their [[Game_settings.tbl#$BMPMAN Slot Limit:|BMPMAN slot limit]].<br />
<br />
====-pos====<br />
'''"Show Position of Camera"'''<br />
<br />
Displays current position coordinates of camera.<br />
<br />
====-window====<br />
'''"Run in Window"'''<br />
<br />
Runs the game in a window. No check to make sure that resolution is no higher than your desktop resolution, so be careful.<br />
<br />
====-fullscreen_window====<br />
'''"Run in Fullscreen Window"'''<br />
<br />
Runs the game in a borderless window.<br />
<br />
====-stats====<br />
'''"Show Statistics"'''<br />
<br />
Shows total and free physical memory, virtual memory and system pagefile.<br />
<br />
====-coords====<br />
'''"Show Coordinates"'''<br />
<br />
Shows coordinates of the mouse cursor.<br />
<br />
====-pofspew====<br />
Reads all objects in the pof file of the selected mod, and creates an ibx cache file for each object in the data/cache folder for that mod. <br><br />
Details for each object are output to a pofspew.txt file created in the data folder. <br><br />
Otherwise, ibx files are created in game before each mission.<br />
<br />
====-tablecrcs====<br />
Is actually now (or should be) a typed reference rather than as a selection item. Takes 1 argument, usually a descriptive name.<br />
Example usage: "-table_crcs MediaVPs" will create a table_crcs.csv file in the running mod (name can be separate of the mod selected) that allows for the validation of the tables used by that mod while on-line. The descriptive parameter given helps "allocate" that .csv file to the mod in question, and as such should closely or exactly match that mods name if possible.<br />
<br />
====-missioncrcs====<br />
Is actually now (or should be) a typed reference rather than as a selection item. Takes 1 argument, usually a descriptive name.<br />
Example usage: "-mission_crcs MediaVPs" will create a mission_crcs.csv file in the running mod (name can be separate of the mod selected) that allows for the validation of the missions used by that mod while on-line. The descriptive parameter given helps "allocate" that .csv file to the mod in question, and as such should closely or exactly match that mods name if possible.<br />
<br />
====-dis_collisions====<br />
'''"Disable Collisions"'''<br />
<br />
Disables all collisions.<br />
<br />
====-dis_weapons====<br />
'''"Disable Weapon Rendering"'''<br />
<br />
Disables weapons rendering.<br />
<br />
====-output_sexps====<br />
This will make the FSO build spit out an html file that documents the supported SEXP's.<br />
<br />
Just double click on sexps.html and it should open in your default web browser.<br />
<br />
====-output_scripting====<br />
This will make the FSO build spit out an html file that documents the supported scripting hooks and LUA libraries.<br />
<br />
Just double click on scripting.html and it should open in your default web browser.<br />
<br />
====-save_render_target====<br />
'''"Save Render Targets to file"'''<br />
<br />
====-debug_window====<br />
'''"Display Debug Window"'''<br />
<br />
Lists the fs2_open.log in (nearly)real-time generation.<br />
<br />
====-verify_vps====<br />
'''"Spew VP crcs to vp_crcs.txt"'''<br />
<br />
Exports the CRC values of the VP files being loaded into a vp_crcs.txt file.<br />
<br />
====-reparse_mainhall====<br />
'''"Reparse mainhall.tbl when loading halls"'''<br />
<br />
Mainhall.tbl will be reparsed every time a mainhall is loaded, as opposed to just once at game startup.<br />
<br />
====-profile_frame_time====<br />
'''"Profile engine subsystems"'''<br />
<br />
Activates the frame profiling code. This presents a readout showing the current, minimum, maximum and average percentages of frametime a given section of code has taken up; this can be used to identify particular bottlenecks or measure the effectiveness of certain optimizations.<br />
<br />
====-profile_write_file====<br />
'''"Write profiling information to file"'''<br />
<br />
This will write the frame times of each gameplay frame to the file 'profiling.csv' where each line is ''<time>;<frametime>''. Both times are measured in microseconds. ''time'' is measured from an arbitrary time in the past. To get consistent results the first ''time'' value should be substracted from all ''time'' values. The first two frames are usually very long because the timer is set at engine startup so you might want to exclude those from your data.<br />
<br />
====-no_unfocused_pause====<br />
'''"Don't pause if the window isn't focused"'''<br />
<br />
When the FSO window looses focus it will not pause the game, useful for doing non-interactive test runs.<br />
<br />
====-benchmark_mode====<br />
'''"Puts the game into benchmark mode"'''<br />
See [[Benchmarking]] for more information.<br />
<br />
====-noninteractive====<br />
'''"Disables interactive dialogs"'''<br />
Disables all dialogs and chooses the default option when one would be displayed. Very useful for a standalone server on a headless system.<br />
<br />
====-json_pilot====<br />
'''"Dump pilot files in JSON format"'''<br />
<br />
Writes the information stored in savefiles to JSON files.<br />
<br />
====-json_profiling====<br />
'''"Generate JSON profiling output"'''<br />
<br />
Gathers information from the built-in profiling tools and writes them out to a .json file readable by the Google Chrome tracer or TraceCompass/SpaceCompass.<br />
NOTE: This will create fairly massive data sets (several hundred megabytes per minute of gameplay). The files will be written to the subdirectory "tracing" in the FreeSpace data folder; FreeSpace will not create that folder automatically, however.<br />
<br />
==Other==<br />
The following options are not available as checkboxes in the launcher and must be entered into the "Custom flags" field. Many require parameters, which follow the flag separated by a space. The prototype for use in this case is "-option argument"<br />
<br />
===Lighting===<br />
These factors can dramatically alter the atmosphere of the game. [[Sample Lighting Settings|This page]] has some sample lighting settings with screenshots. Largely sourced from [https://www.hard-light.net/forums/index.php?topic=94875.msg1870215#msg1870215 this thread].<br />
<br />
====-ambient_factor====<br />
This is a multiplier applied to the intensity of ambient lighting. Ambient light is lighting applied to all parts of a ship. The way this works is a bit weird. (ambient factor * 2) - 255 is "added" to mission ambient, but since this will almost always be a negative value it's actually removed from mission ambient. Because of how light values are clamped it cannot go below 5.1, ambient_factor 70 will result in -115 to mission ambient which is 120 by default. 70 is essentially the lowest ambient for missions with default ambient settings which are all retail missions and the vast majority of mod missions. FS2's standard value is 120. 70 is basically no ambient, 80 is a bit of ambient, and 90 is quite a bit of ambient(ships will look bright from all sides). Anything above that will make ships look incredibly "flat". This is a relative value.<br />
<br />
====-no_emissive_light====<br />
By default, all ships in FS2 have a light generated on their own, it is more or less similar to a minimal amount of -ambient_factor. This feature was implemented to help the player seeing the ships over a black background. This flag disables this feature. Use it with a low -ambient_factor value to obtain an ultra-realistic dark looking.<br />
<br />
====-spec_point====<br />
This is a multiplier that adjusts how much laser weapons contribute to specular highlights. Higher number mean greater contributions. If you want lasers to light up more set this to around 2. If you want less lighting, set it to around 0.5. Default is 1.0. This is a relative value.<br />
<br />
====-spec_static====<br />
This is a multiplier that adjusts how much suns contribute to specular highlights. Higher numbers mean a greater contribution. For non-PBR models it will make their sun-lit side very shiny and reflective; for PBR models it will make the sun-lit side a lot brighter. There's no flag to control diffuse static lighting so non-PBR models will always have the same amount of light come from suns. Default is 1.0. This is a relative value.<br />
<br />
====-spec_tube====<br />
This is a multiplier that adjusts how much beam weapons contribute to specular highlights. Higher numbers mean a greater contribution. If you want lasers to light up more set this to around 2. If you want less lighting, set it to around 0.5. Default is 1.0. This is a relative value.<br />
<br />
====-ogl_spec====<br />
*'''''This feature is now deprecated, it will have no effect on rendering.'''''<br />
Takes a numerical argument. This value changes the basic shininess of the specular light in OpenGL. A lower value reduces the overall intensity of the light making it broader and less powerful. A higher value makes it more focused and brighter. The default value is 80, and the usable range is 0 to 128 (clamped). The original default value was 60, but it was raised to behave more D3D like.<br />
<br />
====-spec_exp====<br />
*'''''This feature is now deprecated, it will have no effect on rendering.'''''<br />
This must be used with the -spec command line parameter and must be entered into the "Custom flags" field. Adjusts the size of the shiny spot on ships. Higher number mean smaller spots. Default is 16. This is a relative value.<br />
<br />
<br />
===Graphics===<br />
====-bloom_intensity====<br />
Requires -post_processing ("Enable Post Processing") command.<br />
Default value is 75. Range is 0-200.<br />
<br />
====-clipdist====<br />
Changes the distance from the viewpoint for the near-clipping plane.<br />
<br />
Takes one argument decimal specifying the distance to the near-clipping plane.<br />
<br />
====-res====<br />
Allows you to specify a resolution if the desired one cannot be set in the Launcher. <br />
For example, -res 1920x1080 would run the game in 1920 x 1080 resolution. Since it requires an argument, it needs to be entered as a custom flag when using the Launcher. The "Run at specified resolution" option the Launcher gives is essentially this, but without being able to actually specify a resolution, it doesn't work.<br />
<br />
====-center_res====<br />
Specifies how much of the screen area should be utilized by menus, movies, the HUD, and various other 2D graphics. Intended for use with configurations with an extremely wide field of view, such as triple-monitor setups.<br />
<br />
By default, if the screen resolution's aspect ratio is wider than 7:2, most 2D elements utilize only the center 3/10 of the screen area. This setting allows users to override this behavior to make better use of the center monitor. (The reason for using 3/10 rather than 1/3 is that many triple-monitor setups use bezel correction, which reduces the fraction of the screen area that the center monitor displays.)<br />
<br />
For example, if the screen resolution is 6000x1080, then -center_res 1920x1080 will keep most 2D graphics in the center 1920x1080 area. This setting is automatically scaled to fit the screen resolution, so (assuming the resolution is still 6000x1080) -center_res 1280x720 is given, then that resolution is enlarged to 1920x1080.<br />
<br />
====-fxaa_preset====<br />
Requires both -post_processing and -fxaa. Can be used to adjust the FXAA quality and speed, 0 is fastest, 9 is highest quality. Default setting is 6.<br />
<br />
===Gameplay===<br />
====-start_mission====<br />
'''"Skip the mainhall in jump right into the specified mission"'''<br />
<br />
Jump into the mission specified by the filename. Only in effect on the first run. This will skip load of the mainhall and its other related things altogether.<br />
<br />
====-mod====<br />
Specifies in which folders inside FreeSpace 2 directory, the game looks for all the game data (models, missions, textures, tables, ...). Retail version only looks inside ''Freespace2/data/'' structure and ''Freespace2/vp archives''.<br />
<br />
This flag allows installing several different mods that modify retail behavior, and switching between them without needing to erase files or having undesired cross effects. Each mod should be installed in its own folder.<br />
<br />
It takes one argument string: the chain of names of the used directories. Comma (''',''') must be used as separator. In this way, '''-mod dir1,dir2,dir3,...,dirx''' causes the game to use the following directory precedence:<br />
<br />
#Freespace2/dir1/<br />
#Freespace2/dir2/<br />
#Freespace2/dir3/<br />
# ... (the rest of the typed directories) ...<br />
#Freespace2/dirx/<br />
#Freespace2/<br />
<br />
This flag can be indirectly set, (and it is normally set), through Launcher MOD tab and [[mod.ini]] file.<br />
<br />
Within the Launcher's MOD tab you can select one directory, (let's call it ''moddir''), so the flag is at least set to '''-mod moddir'''.<br />
If ''Freespace2/moddir/[[mod.ini]]'' exists it will be used to modify the -mod flag, too.<br />
<br />
For further details, see '''[[mod.ini]]'''<br />
<br />
'''Data precedence'''<br />
<br />
As already said, within the different directories, the data precedence is set by the specified order in the -mod flag. The lowest priority goes to the Freespace2 installation directory.<br />
<br />
Inside each directory, data precedence is the following:<br />
<br />
#Individual files located in ''Current_dir/data/'' subdir structure. See [[FS2_Data_Structure|FS2 Data Structure topic]] for deeper info about the different folders and contents this structure has.<br />
#Files located inside vp archives. (These vp archives are "similar" to zip archives. They just contain other files and folders. Moreover, files have to be stored using the same ''data/'' structure used outside it). <br>Vp archives are read in alphabetical order, so aaa.vp files have higher priority than aab.vp files and so on.<br />
<br />
The highest priority file overrides the rest of them. In this way, if you have a ''Mission.fs2'' inside ''Freespace2/Pri1/data/missions/'' it doesn't matter that this ''Mission.fs2'' is also inside ''Freespace2/Pri1/aaa.vp'', ''Freespace2/Pri1/aab.vp'', ... or ''Freespace2/data/missions/''. This data precedence allows the user to quickly replace old files by corrected or enhanced ones adding them in a higher priority place.<br />
<br />
<br />
'''Additional notes'''<br />
# As derived from the explanation, the exact names for directories or vp archives are actually irrelevant. It only matters the directory order inside -mod flag argument and the alphabetical order for vp archives inside each used directory.<br />
# This flag is also used by [[Portal:FRED|FRED]]. So if there is special mod info, (like backgrounds maps, ship models or whatever), it must be typed, (''Fred2_Open_r.exe -MOD whatever''), or FRED won't be able to use it. A special build of wxLauncher is able to configure FRED so that the -mod doesn't have to be done manually see [http://www.hard-light.net/forums/index.php?topic=67950.msg1387911#msg1387911 the forum post] for more details.<br />
{{Table3612|As of 3.6.12 FRED now loads cmdline_fso.cfg just like FS does so FRED will use the same settings as FS including the -mod settings}}<br />
# Be careful while typing the directory names in the flag argument or inside mod.ini files. The program doesn't check if the typed directories exist. If they do not exist, they are just ignored. No warnings, no errors, no messages at all.<br />
<br />
{{Warning| '''Priority and Texture Formats'''<br />
<br />
''Obsolete behavior - Until FS2_open v3.6.9.:''<br />
<br />
FS2_Open can use several file formats in textures: [http://en.wikipedia.org/wiki/PCX PCX], [http://en.wikipedia.org/wiki/DirectDraw_Surface DDS], [http://en.wikipedia.org/wiki/JPG JPG] and [http://en.wikipedia.org/wiki/TGA TGA]. Make sure you keep the format when you update your texture. For example if you update the old ''TextureOfMyFighter.tga'', do not save it as ''TextureOfMyFighter.dds'' in a higher priority place, because there is a chance of the game loading the old one despite of all.<br />
<br />
The reason to do this is that, loading process (including priorities) is applied firstly for a kind of textures (TGAs), then for another kind (JPGs), and so on. This behavior can lead to situation where your new, updated and higher priority placed texture is not read because the format of the older one.<br />
<br />
<br />
''New behavior - From FS2_open v3.6.10. (including previous beta testing releases):''<br />
<br />
The former issue has been fixed. Now texture format priority is only applied within the same location. In this ''strange'' situation it goes DDS -> TGA -> JPG -> PCX. Examples:<br />
* ''/Freespace2/MyVp.vp>>>data/maps/MyTexture.dds'' is loaded instead of ''/Freespace2/MyVp.vp>>>data/maps/MyTexture.tga''.<br />
* But your improved ''/Freespace2/data/maps/MyTexture.xxx'' will override them both despite of its format.<br />
In this way, when you update any texture, you don't have to pay attention to its original format. Just place it in a higher priority place.<br />
<br />
Nevertheless, global priority is kept between animated and static textures. Because of their management, animated textures (ANIs and EFFs) are looked for BEFORE static ones. In this way there's no way to update an animated texture with a static one (an obsolete ANI is always going to be loaded before the newer DDS version). The solution: use an updated EFF with just one frame.<br />
<br />
}}<br />
<br />
====-fov====<br />
This flag allows the player to specify the ''vertical'' Field of View (FoV) angle, in radians, for the player eyepoint. The angle is measured across the full height of the viewing cone. The FoV angle is technically known as the Angle of View (AoV)<br />
<br />
*Syntax: '''''float''''' Angle<br />
*Valid Values: 0 to 2*Pi radians<br />
*Default Value: 0.75 radians<br />
<br />
{{Note|For peculiar reasons, the actual FoV/AoV used by the game will be the supplied value multiplied by 1.39626348.}}<br />
<br />
<br />
The the FoV angle/AoV is what determines the relative zoom level of the main game camera. Smaller angles generally equal to higher zoom levels, while larger angles equal to lower zoom levels (down to the theoretical x0 magnification).<br />
<br />
<br />
However, too small of an angle will have a squashed look on the edges of your screen, and too high of an angle will greatly stretch edges. It is recommended to change the AoV, as FS2's default AoV has some perspective distortion at the screen edges (the default AoV is too high).<br />
<br />
<br />
A natural looking (as if you where physically in the cockpit) AoV depends on the distance the player's actual eyes are away from the screen: the further away from the screen, the smaller the AoV should be, and vice versa. "Ergonomic" distances generally yield a '''''diagonal''''' AoV of 0.523 radians (30 degrees), but you can easily find the natural AoV by the following formula:<br />
<br />
<br />
AoV (radians) = 2 * atan( H / ( 2*D ))<br />
<br />
where:<br />
<br />
Height of screen = H<br />
<br />
Distance between head/eye and the screen = D<br />
<br />
<br />
Generally, gamers like to increase the AoV in order to increase their peripheral vision on the screen, so as to gain a better situational awareness around their craft. An AoV of 0.39 radians seems to be a good start, but feel free to experiment and use whatever AoV you are most comfortable with.<br />
<br />
===Multiplayer===<br />
====-gamename====<br />
Specifies the name of the game to be created by the host. This only works when used in conjunction with -startgame. <br />
<br />
Takes one argument string, the name to be assigned to the game being created.<br />
<br />
This argument does nothing when used with -standalone. To set the name for a standalone server, see [[Multiplayer(Main)#Standalone Servers|Standalone Servers]].<br />
<br />
See related:&nbsp;&nbsp; [[Command-Line_Reference#-startgame|-startgame]]&nbsp;&nbsp; [[Multiplayer(Main)#Standalone Servers|Standalone Servers]]<br />
<br />
====-password====<br />
Specifies the password for a standalone server. This only works when used in conjunction with -startgame. Cannot be used in conjunction with -closed or -restricted.<br />
<br />
Takes one argument string, the required password for the game being created.<br />
<br />
See related: [[Command-Line_Reference#-startgame|-startgame]] [[Command-Line_Reference#-closed|-closed]] [[Command-Line_Reference#-restricted|-restricted]]<br />
<br />
====-allowabove====<br />
Specifies a player's minimum rank for joining a game. This only works when used in conjunction with -startgame.<br />
<br />
Takes one argument integer, the points ranking above which a player must be to enter the game.<br />
<br />
See related: [[Command-Line_Reference#-startgame|-startgame]]<br />
<br />
====-allowbelow====<br />
Specifies a player's maximum rank for joining a game on a standalone server. This only works when used in conjunction with -startgame.<br />
<br />
Takes one argument integer, the points ranking below which a player must be to enter the game.<br />
<br />
See related: [[Command-Line_Reference#-startgame|-startgame]]<br />
<br />
====-port====<br />
Specifies the port on which to host a game or serve a standalone game.<br />
<br />
Takes one argument integer, the port on which the host will listen for clients.<br />
<br />
====-connect====<br />
Automatically connect to multiplayer IP:PORT.<br />
<br />
Takes one string value, such as 192.168.0.1:<br />
<br />
====-timeout====<br />
Multiplayer network timeout (secs).<br />
<br />
Takes one integer argument, the timeout value in seconds. Default is 30.<br />
<br />
====-cap_object_update====<br />
Caps the maximum object update the server will respond to regardless of what the client has set. If the client is set to request high object updates but the server is capped to low, then that's all the client will get. <br />
<br />
Takes one argument integer (0 to 3) which corresponds to the object update cap (With 0 being low and 3 being LAN).<br />
<br />
===Help===<br />
====-help====<br />
Instructs FSO to print out all supported parameters. Some launchers can use these options to automatically populate the available command line options, even if the version of FSO is far newer than the launcher itself. NOTE: This option only works in Linux builds...<br />
<br />
====--help====<br />
See [[Command-Line_Reference#-help|-help]]<br />
<br />
====-h====<br />
See [[Command-Line_Reference#-help|-help]]<br />
<br />
====-?====<br />
See [[Command-Line_Reference#-help|-help]]<br />
<br />
===Deprecated Options===<br />
These options were present in the executable for some time, but have since been removed and deprecated. The engine will throw a non-fatal error when they are found in the commandline. Some of these functions have been removed entirely, others are now part of the standard operation of the engine.<br />
<br />
====-spec====<br />
<br />
====-env====<br />
<br />
====-glow====<br />
<br />
====-normal====<br />
<br />
====-height====<br />
<br />
====-missile_lighting====<br />
<br />
====-img2dds====<br />
<br />
====-snd_preload====<br />
<br />
====-nohtl====<br />
<br />
====-safeloading====<br />
<br />
====-timerbar====<br />
<br />
====-old_collision====<br />
<br />
===Completely Removed Options===<br />
Using one of these is the same as using a random string.<br />
<br />
====-show_mem_usage====<br />
<br />
[[Category:Lists]]<br />
[[Category:Source Code Project]]</div>PIehttps://wiki.hard-light.net/index.php?title=Sample_Lighting_Settings&diff=58664Sample Lighting Settings2019-02-21T17:54:38Z<p>PIe: Add FrikgFeek's settings for >=3.8.0; remove useless "recommended" settings; reorganize page.</p>
<hr />
<div>This page documents some sample lighting settings. These must be entered into the optional command line parameters to have any effect. Best results are always achieved using the MediaVPs and with glowmaps, shinemaps, normal maps and environment maps turned on. Please consult the [[Command-Line Reference#Lighting|Command Line Reference]] page for specific notes on these settings.<br />
<br />
=FreeSpace Engine Default Settings=<br />
These are the Engine defaults used when no settings are specified as shown [[Command-Line_Reference#Lighting|here]], for easy reference.<br />
*-ambient_factor 128<br />
*-spec_exp 16<br />
*-spec_point 1.0<br />
*-spec_static 1.0<br />
*-spec_tube 1.0<br />
*-ogl_spec 80<br />
*-bloom_intensity 75<br />
<br />
=Modern lighting presets=<br />
<br />
==[https://imgur.com/gallery/MshrBKk FrikgFeek's Settings]==<br />
<br />
[[Image:Ff lighting 00.png|thumb|A compromise between space darkness and playability.]]<br />
Focusing on star-based lighting with relatively high bloom to help glowpoints illuminate ships. This setting provides a highly contrasting light-darkness look that puts a lot of emphasis on star position. Light and shadow are emphasized and very distinct.<br />
*-ambient_factor 55<br />
*-spec_point 0.7<br />
*-spec_static 2.12<br />
*-spec_tube 1.2<br />
*-bloom_intensity 45<br />
*-no_emissive_light<br />
<br />
{{note|Copy and paste this line into your launcher's custom flags box to make it work: -ambient_factor 55 -spec_point 0.7 -spec_static 2.12 -spec_tube 1.2 -bloom_intensity 45 -no_emissive_light}}<br />
<br />
[[Image:Ff lighting 01.png|thumb|Similar idea to the previous setting, adding more ambient to reduce the contrast. Still somewhat dark but never fully black.]]<br />
Omnidirectional ambient lighting is more emphasized while still darker than static lighting. Bloom is reduced to de-emphasize glowpoints. Compared to the previous setting there's a lot less light-dark contrast but overall visibility is improved.<br />
*-ambient_factor 91<br />
*-spec_point 1.2<br />
*-spec_static 0.55<br />
*-spec_tube 1.3<br />
*-bloom_intensity 19<br />
*-no_emissive_light<br />
<br />
{{note|Copy and paste this line into your launcher's custom flags box to make it work: -ambient_factor 91 -spec_point 1.2 -spec_static 0.55 -spec_tube 1.3 -bloom_intensity 19 -no_emissive_light }}<br />
<br />
[[Image:Ff lighting 02.png|thumb|Extremely dark setting exclusively focused on glowpoints and dynamic lighting from weapons and beams.]]<br />
This setting contains more screenshots since its look rapidly changes as action happens. Ships switch from very dark to very bright when engaged in combat. The beams also light up nearby fighters. The very high bloom(at least compared to other settings, still reduced from the default setting of 75) provides extremely bright and bleeding flashes of light during explosions, further emphasizing the dynamic nature of this preset.<br />
*-ambient_factor 45<br />
*-spec_point 1.5<br />
*-spec_static 0.7<br />
*-spec_tube 1.8<br />
*-bloom_intensity 56<br />
*-no_emissive_light<br />
<br />
{{note|Copy and paste this line into your launcher's custom flags box to make it work: -ambient_factor 45 -spec_point 1.5 -spec_static 0.7 -spec_tube 1.8 -bloom_intensity 56 -no_emissive_light }}<br />
<br />
=Recommended Diaspora Settings=<br />
These are the recommended light settings for Diaspora. For now, you'll only see them available in Diaspora's version of the launcher.<br />
* -ambient_factor 90<br />
* -spec_exp 0.7<br />
* -spec_point 0.7<br />
* -spec_static 1.0<br />
* -spec_tube 1.0<br />
* -ogl_spec 15<br />
* -bloom_intensity 20<br />
<br />
{{note|Copy and paste this line into your launcher's custom flags box to make it work: -ambient_factor 90 -spec_exp 0.7 -spec_tube 1.0 -spec_point 0.7 -spec_static 1.0 -ogl_spec 15 -bloom_intensity 20}}<br />
<br />
=Deprecated lighting presets=<br />
<br />
{{note|These settings are obsolete as of FSO 3.8.0}}<br />
<br />
==DaBrain's Settings==<br />
[[Image:Lighting-db1.jpg|thumb|DaBrain's settings feature relatively even lighting with a low specular value.]]<br />
*-ambient_factor 10<br />
*-no_emissive_light<br />
*-spec_exp 7.0<br />
*-spec_point 8.6<br />
*-spec_static 12.8<br />
*-spec_tube 5.0<br />
<br />
{{note|Copy and paste this line into your launcher's custom flags box to make it work: -ambient_factor 10 -no_emissive_light -spec_exp 7.0 -spec_point 8.6 -spec_static 12.8 -spec_tube 5.0}}<br />
<br />
<br />
==Herra Tohtori's Settings==<br />
[[Image:Lighting-herra.jpg|thumb|Herra Tohtori's settings feature high specularity and glossiness.]]<br />
*-ambient_factor 35<br />
*-no_emissive_light<br />
*-spec_exp 15<br />
*-spec_point 1.2<br />
*-spec_static 1.5<br />
*-spec_tube 1.5<br />
*-ogl_spec 20<br />
<br />
{{note|Copy and paste this line into your launcher's custom flags box to make it work: -ambient_factor 35 -no_emissive_light -spec_exp 15 -spec_point 1.2 -spec_static 1.5 -spec_tube 1.5 -ogl_spec 20}}<br />
<br />
<br />
==CKid's Settings==<br />
[[Image:Lighting-ckid.jpg|thumb|CKid's settings adds emphasis on glowmaps and normal maps.]]<br />
*-ambient_factor 35<br />
*-no_emissive_light<br />
*-spec_exp 16.7<br />
*-spec_point 0.6<br />
*-spec_static 0.9<br />
*-spec_tube 1<br />
<br />
{{note|Copy and paste this line into your launcher's custom flags box to make it work: -ambient_factor 35 -no_emissive_light -spec_exp 16.7 -spec_point 0.6 -spec_static 0.9 -spec_tube 1}}<br />
<br />
<br />
==ColeCampbell666's Settings==<br />
[[Image:Lighting-cc666.jpg|thumb|ColeCampbell666's settings result in a very dark environment with most of the lighting coming from weapons fire.]]<br />
*-ambient_factor 0<br />
*-no_emissive_light<br />
*-spec_exp 11<br />
*-spec_point .6<br />
*-spec_static .8<br />
*-spec_tube .4<br />
*-ogl_spec 80<br />
<br />
{{note|Copy and paste this line into your launcher's custom flags box to make it work: -ambient_factor 0 -no_emissive_light -spec_exp 11 -spec_point .6 -spec_static .8 -spec_tube .4 -ogl_spec 80}}<br />
<br />
<br />
==Castor's Settings==<br />
[[Image:Lighting-castor.jpg|thumb|''"The thing with 'darker' settings is that the lower you go, the more dependent it will be on the quality/settings of the particular display you are viewing it on."'' -- Castor]]<br />
*-ambient_factor 75<br />
*-spec_exp 7.0<br />
*-spec_point 8.6<br />
*-spec_static 3.0<br />
*-spec_tube 5.0<br />
<br />
{{note|Copy and paste this line into your launcher's custom flags box to make it work: -ambient_factor 75 -spec_exp 7.0 -spec_point 8.6 -spec_static 3.0 -spec_tube 5.0}}<br />
<br />
<br />
==Spidey's Settings==<br />
[[Image:Lighting-spidey.jpg|thumb|Spidey's settings nicely balance emphasis on diffuse, specular, and normal maps.]]<br />
*-ambient_factor 5<br />
*-spec_exp 15<br />
*-spec_point 1.2<br />
*-spec_static 1.7<br />
*-spec_tube 1.5<br />
*-ogl_spec 50<br />
<br />
{{note|Copy and paste this line into your launcher's custom flags box to make it work: -ambient_factor 5 -spec_exp 15 -spec_point 1.2 -spec_static 1.7 -spec_tube 1.5 -ogl_spec 50}}<br />
<br />
<br />
==Woolie Wool's Settings==<br />
[[Image:Lighting-woolie.png|thumb|Woolie Wool's settings use a very focused specular lighting to emphasize the normal maps and model contours, and a high ambient light setting to make lighting more dependent on the mission settings.]]<br />
*-ambient_factor 105<br />
*-no_emissive_light<br />
*-spec_exp 9<br />
*-spec_point 0.3<br />
*-spec_static 0.8<br />
*-spec_tube 0.7<br />
*-ogl_spec 120<br />
<br />
{{note|Copy and paste this line into your launcher's custom flags box to make it work: -ambient_factor 105 -no_emissive_light -spec_exp 9 -spec_point 0.3 -spec_static 0.8 -spec_tube 0.7 -ogl_spec 120}}<br />
<br />
<br />
[[Category:Source Code Project]]</div>PIehttps://wiki.hard-light.net/index.php?title=File:Ff_lighting_02.png&diff=58663File:Ff lighting 02.png2019-02-21T17:45:30Z<p>PIe: </p>
<hr />
<div></div>PIehttps://wiki.hard-light.net/index.php?title=File:Ff_lighting_01.png&diff=58662File:Ff lighting 01.png2019-02-21T17:41:40Z<p>PIe: </p>
<hr />
<div></div>PIehttps://wiki.hard-light.net/index.php?title=File:Ff_lighting_00.png&diff=58661File:Ff lighting 00.png2019-02-21T17:37:19Z<p>PIe: </p>
<hr />
<div></div>PIehttps://wiki.hard-light.net/index.php?title=Ai_profiles.tbl&diff=58593Ai profiles.tbl2018-12-29T20:36:09Z<p>PIe: Add $support don't add primaries:</p>
<hr />
<div>{{SCP_table}}<br />
<br />
{{TableVersionGit|2018-12-27|63e8ae5}}<br />
<br />
The '''ai_profiles.tbl''' allows the creation and management of different patterns of AI behavior, called profiles. Profiles consist of various statistics and flags that provide some control over AI behavior. All options within a profile are optional; if an option is not specified it will follow the original FreeSpace 2 retail behavior. Different missions can specify different profiles.<br />
<br />
The default ai_profiles.tbl is hardcoded into the FSO executable, and defines the "FS2 RETAIL" AI profile. It's usually recommended not to modify this profile, but to create a new AI profile in a modular table instead, which will then inherit its defaults from the FS2 RETAIL profile.<br />
<br />
<br />
This table is one of the [[Modular Tables]] and can be extended with xxx-aip.tbm<br />
<br />
[[Tables|List of Tables]]<br />
<br />
==General Format==<br />
'''#AI Profiles'''<br />
<br />
'''$Default Profile:''' ''a profile name''<br />
<br />
''Up to 9 different AI profiles''<br />
<br />
'''#End'''<br />
<br />
<br />
==#AI Profiles==<br />
*Indicates to the parser that this is an ai_profiles table file.<br />
<br />
<br />
===$Default Profile:===<br />
*Defines the profile that each mission will use if no profile is specified in FRED. In addition, this profile will be selected automatically in FRED when you create a new mission. If this line is not specified, the default profile will be the FreeSpace 2 retail behavior.<br />
<br />
<br />
===$Profile Name:===<br />
*The name of the profile, naturally.<br />
<br />
<br />
----<br />
<br />
<br />
The following entries accept '''float list''' of five comma-separated values. One value for each of the difficulty levels (Very Easy, Easy, Medium, Hard, Insane).<br />
<br />
<br />
===$Player Afterburner Recharge Scale:===<br />
{{Table3610|<br />
*Sets the speed of afterburner recharge<br />
*Syntax: '''Float list'''<br />
**Default: 5, 3, 2, 1.5, 1}}<br />
<br />
<br />
===$Max Beam Friendly Fire Damage:===<br />
{{Table3610|<br />
*Defines the maximum damage inflicted by friendly beam fire<br />
*Syntax: '''Float list'''<br />
**Default: 0, 5, 10, 20, 30}}<br />
<br />
<br />
===$Player Countermeasure Life Scale:===<br />
{{Table3610|<br />
*Sets the factor applied to player launched countermeasure lifetime<br />
*Syntax: '''Float list'''<br />
**Default: 3, 2, 1.5, 1.25, 1}}<br />
<br />
<br />
===$AI Countermeasure Firing Chance:===<br />
{{Table3610|<br />
*Defines the chance a countermeasure will be fired by an AI-controlled ship (this is scaled by ai_class)<br />
*Syntax: '''Float list'''<br />
**Default: 0.2, 0.3, 0.5, 0.9, 1.1}}<br />
<br />
<br />
===$AI In Range Time:===<br />
{{Table3610|<br />
*The delay (in seconds) for the AI to fire its weapons after getting in range.<br />
*Syntax: '''Float list'''<br />
**Default: 2, 1.4, 0.75, 0, -1}}<br />
<br />
===$AI Always Links Ammo Weapons:===<br />
{{Table3610|<br />
*AI ships will link ballistic primaries if ammo levels are greater than these percents.<br />
*Syntax: '''Float list'''<br />
**Default: 95, 80, 60, 40, 20}}<br />
<br />
<br />
===$AI Maybe Links Ammo Weapons:===<br />
{{Table3610|<br />
*Defines the same as '''$AI Always Links Ammo Weapons:''' but in situations when its hull is below 33 % of maximum hitpoints.<br />
*Syntax: '''Float list'''<br />
**Default: 90, 60, 40, 20, 10}}<br />
<br />
<br />
===$Primary Ammo Burst Multiplier:===<br />
{{Table3611|<br />
*Allows the AI to fire primary weapons in bursts. How long the bursts are (and how much time between them) is a function of ammo remaining, distance to target, angle to target, and this multiplier. A value of 0 turns this feature off (AI fires normally, without bursts). A value < 1 will make for shorter bursts with larger gaps, and a value > 1 will give longer bursts with shorter gaps.<br />
*Syntax: '''Float list'''<br />
**Default: 0, 0, 0, 0, 0}}<br />
<br />
<br />
===$AI Always Links Energy Weapons:===<br />
{{Table3610|<br />
*AI ships will link energy primaries if energy levels are greater than these percents.<br />
*Syntax: '''Float list'''<br />
**Default: 100, 80, 60, 40, 20}}<br />
<br />
<br />
===$AI Maybe Links Energy Weapons:===<br />
{{Table3610|<br />
*Defines the same as '''$AI Always Links Energy Weapons:''' but in situations when its hull is below 33 % of maximum hitpoints.<br />
*Syntax: '''Float list'''<br />
**Default: 90, 60, 40, 20, 10}}<br />
<br />
<br />
===$Max Missiles Locked on Player:===<br />
{{Table3610|<br />
*Defines the maximum number of missiles allowed to be homing in on a player at any given time<br />
*Note: Single-player only, no restriction in multiplayer<br />
*Syntax: '''Float list'''<br />
**Default: 2, 3, 4, 7, 99}}<br />
<br />
<br />
===$Max Player Attackers:===<br />
{{Table3610|<br />
*Sets the maximum number of ships allowed to be attacking the player at any given time<br />
*Syntax: '''Float list'''<br />
**Default: 2, 3, 4, 5, 99}}<br />
<br />
<br />
===$Max Incoming Asteroids:===<br />
{{Table3610|<br />
*Sets the maximum number of active (i.e. "thrown") asteroids that can be heading toward a friendly ship at any given time<br />
*Syntax: '''Float list'''<br />
**Default: 3, 4, 5, 7, 10}}<br />
<br />
<br />
===$Player Damage Factor: or $AI Damage Reduction to Player Hull:===<br />
{{Table3610|<br />
*Defines the factor applied to damage suffered by the player<br />
*Syntax: '''Float list'''<br />
**Default: 0.25, 0.5, 0.65, 0.85, 1}}<br />
<br />
<br />
===$Player Subsys Damage Factor: or $AI Damage Reduction to Player Subsys:===<br />
{{Table3610|<br />
*Sets the factor applied to subsystem damage suffered by the player. This is in addition to the '''$Player Damage Factor:'''<br />
*Syntax: '''Float list'''<br />
**Default: 0.2, 0.4, 0.6, 0.8, 1}}<br />
<br />
<br />
===$Predict Position Delay:===<br />
{{Table3610|<br />
*Sets the measure of time (in F1_0 units) after which the AI will recalculate the position of its target. <br />
*It does not apply to the AI's aim, it only applies to things like avoiding collisions and maneuvering at close range. Generally, anything other than a 0 just allows the AI to do monumentally stupid things like try to turn to avoid ramming where it thought you were 2 seconds ago.<br />
*Syntax: '''Float list'''<br />
**Default: 2, 1.5, 1.333, 0.5, 0}}<br />
<br />
===$AI Shield Manage Delay:===<br />
{{Table3610|<br />
*Also '''$AI Shield Manage Delays:'''<br />
*Sets the time in seconds between each instance of an AI ship managing its shields<br />
*Syntax: '''Float list'''<br />
**Default: 5, 4, 2.5, 1.2, 0.1}}<br />
<br />
<br />
===$Friendly AI Fire Delay Scale:===<br />
{{Table3610|<br />
*Sets the factor applied to "fire wait" for friendly ships<br />
*Syntax: '''Float list'''<br />
**Default: 2, 1.4, 1.25, 1.1, 1}}<br />
<br />
<br />
===$Hostile AI Fire Delay Scale:===<br />
{{Table3610|<br />
*Sets the factor applied to "fire wait" for hostile ships<br />
*Syntax: '''Float list'''<br />
**Default: 4, 2.5, 1.75, 1.25, 1}}<br />
<br />
<br />
===$Friendly AI Secondary Fire Delay Scale:===<br />
{{Table3614|<br />
*Sets the factor applied to "fire wait" for friendly ships<br />
*Syntax: '''Float list'''<br />
**Default: 0.4, 0.6, 0.8, 1.0, 1.2}}<br />
<br />
<br />
===$Hostile AI Secondary Fire Delay Scale:===<br />
{{Table3614|<br />
*Sets the factor applied to "fire wait" for hostile ships<br />
*Syntax: '''Float list'''<br />
**Default: 1.4, 1.2, 1.0, 0.8, 0.6}}<br />
<br />
<br />
===$AI Turn Time Scale:===<br />
{{Table3610|<br />
*Defines the factor applied to time it takes for enemy ships to turn. A value of 1.0 means the ship turns at normal speed, 2.0 means half speed (takes twice as long), etc. Note that this value ONLY affects ships hostile to the player (always 1.0 for friendly ships). <br />
*Syntax: '''Float list'''<br />
**Default: 3, 2.2, 1.6, 1.3, 1}}<br />
<br />
<br />
===$Glide Attack Percent:===<br />
{{Table3611|<br />
*How often the AI will use the "glide attack" move when it has the opportunity. Glide attack means using glide to maintain course while aiming and firing at the current target. Only affects ships capable of glide.<br />
*Syntax: '''Float list'''<br />
**Default: 0, 0, 0, 0, 0}}<br />
<br />
<br />
===$Circle Strafe Percent:===<br />
{{Table3611|<br />
*How often the AI will use the "circle strafe" move when it has the opportunity. Circle strafe means that the ship will attempt "Descent-like" combat, trying to maintain distance while circling around the target using sidethrusters. Ships will only attempt this when sidethrust top speed is at least 2/3 of target's current velocity.<br />
*Syntax: '''Float list'''<br />
**Default: 0, 0, 0, 0, 0}}<br />
<br />
<br />
===$Glide Strafe Percent:===<br />
{{Table3611|<br />
*How often the AI will use the "glide strafe" move when it has the opportunity. Glide strafe means using glide to attack capships by flying past and shooting at them. Only affects ships capable of glide.<br />
*Syntax: '''Float list'''<br />
**Default: 0, 0, 0, 0, 0}}<br />
<br />
<br />
===$Random Sidethrust Percent:===<br />
{{Table3611|<br />
*Percentage of the time where AI ships will randomly sidethrust in a dogfight.<br />
*Syntax: '''Float list'''<br />
**Default: 0, 0, 0, 0, 0}}<br />
<br />
<br />
===$Stalemate Time Threshold:===<br />
{{Table3611|<br />
*The minimum amount of time required for the AI to detect a "stalemate" situation. If a ship and its target have been within a certain distance of each other (defined by ''$Stalemate Distance Threshold'') for this amount of time without either of them scoring a hit on the other, the AI will do something to break the stalemate. Only applies to small ships. If this value is 0 or less, no stalemate detection is performed.<br />
*Syntax: '''Float list'''<br />
**Default: 0, 0, 0, 0, 0}}<br />
<br />
<br />
===$Stalemate Distance Threshold:===<br />
{{Table3611|<br />
*The maximum distance that an AI ship must remain from its target for a "stalemate" to occur (see ''$Stalemate Time Threshold''). <br />
*Syntax: '''Float list'''<br />
**Default: 0, 0, 0, 0, 0}}<br />
<br />
<br />
===$Player Shield Recharge Scale:===<br />
{{Table3610|<br />
*Defines the factor applied to the speed at which the player's shields recharge<br />
*Syntax: '''Float list'''<br />
**Default: 4, 2, 1.5, 1.25, 1}}<br />
<br />
<br />
===$Player Weapon Recharge Scale:===<br />
{{Table3610|<br />
*Defines the factor applied to the speed at which the player's weapons recharge<br />
*Syntax: '''Float list'''<br />
**Default: 10, 4, 2.5, 2, 1.5}}<br />
<br />
<br />
===$Max Turret Target Ownage:===<br />
{{Table3610|<br />
*Sets the maximum number of turrets on a particular ship allowed to be attacking the same target at any given time<br />
*Syntax: '''Float list'''<br />
**Default: 3, 4, 7, 12, 19}}<br />
<br />
<br />
===$Max Turret Player Ownage:===<br />
{{Table3610|<br />
*Sets the maximum number of turrets on a particular ship allowed to be attacking the player at any given time<br />
*Syntax: '''Float list'''<br />
**Default: 3, 4, 7, 12, 19}}<br />
<br />
<br />
===$Percentage Required For Kill Scale:===<br />
{{Table3610|<br />
*Sets the minimum percentage of the total assessed damage a player must inflict in order to be awarded a kill (3.6.10 and on)<br />
*Syntax: '''Float list'''<br />
**Default: 0.30, 0.30, 0.30, 0.30, 0.30}}<br />
<br />
<br />
===$Percentage Required For Assist Scale:===<br />
{{Table3610|<br />
*Sets the minimum percentage of the total assessed damage a player must inflict in order to be awarded an assist (3.6.10 and on)<br />
*Syntax: '''Float list'''<br />
**Default: 0.15, 0.15, 0.15, 0.15, 0.15}}<br />
<br />
<br />
===$Percentage Awarded For Capship Assist:===<br />
{{Table3610|<br />
*In TvT and Coop missions all teammates will be granted this percentage of the capships score when someone scores a kill (3.6.10 and on)<br />
*Syntax: '''Float list'''<br />
**Default: 0.5, 0.5, 0.5, 0.5, 0.5}}<br />
<br />
<br />
===$Repair Penalty:===<br />
{{Table3611|<br />
*The amount to subtract from the player's score if they are repaired by a support ship<br />
*Syntax: '''Integer list'''<br />
**Default: 10, 20, 35, 50, 60}}<br />
<br />
<br />
===$Delay Before Allowing Bombs to Be Shot Down:===<br />
{{Table3611|<br />
*Time after bombs are fired during which the bombs are invulnerable to weapon hits<br />
*Syntax: '''Float list'''<br />
**Default: 1.5, 1.5, 1.5, 1.5, 1.5}}<br />
<br />
<br />
===$Chance AI Has to Fire Missiles at Player:===<br />
{{Table3611|<br />
*Chance - expressed in ('''value''' + 1) / 7 - of each AI turret within current 10 second segment to be allowed to shoot missiles at player ship.<br />
*Syntax: '''Float list'''<br />
**Default: 0, 1, 2, 3, 4}}<br />
<br />
<br />
===$Max Aim Update Delay:===<br />
{{Table3611|<br />
*Maximum amount of delay allowed before the AI will update its aim. Until the next update, the AI will project the target forward based on last checked position and velocity. Applies to small ships vs small ships (dogfights). The actual delay is randomly selected between 0 and the maximum (so setting a value of 2 will result in an average of 1 second delay).<br />
*Syntax: '''Float list'''<br />
**Default: 0, 0, 0, 0, 0}}<br />
<br />
<br />
===$Turret Max Aim Update Delay:===<br />
{{Table3611|<br />
*As $Max Aim Update Delay, but affecting turrets instead<br />
*Syntax: '''Float list'''<br />
**Default: 0, 0, 0, 0, 0}}<br />
<br />
===$Player Autoaim FOV:===<br />
{{Table3613|<br />
*Gives the player autoaim within the specified number of degrees from the target (FOV). <br />
*Unlike the ships.tbl settings for autoaim, this only affects the player (and, of course, only if there is a nonzero value for the difficulty level.)<br />
*Syntax: '''Float list'''<br />
**Default: 0, 0, 0, 0, 0}}<br />
<br />
===$Detail Distance Multiplier:===<br />
{{Table3613|<br />
*Affects how the "model detail level" setting in Options switches between LOD levels. <br />
*This number acts as a multiplier on the LOD distances specified in ships.tbl.<br />
*NOTE THAT THIS IS PER DETAIL LEVEL, NOT PER DIFFICULTY LEVEL.<br />
*Syntax: '''Float list'''<br />
**Default: 0.125, 0.25, 1.0, 4.0, 8.0}}<br />
----<br />
<br />
<br />
The following entries are boolean flags. They can be set to ''YES'' or ''NO'', ''TRUE'' or ''FALSE'', ''OUI'' or ''NON'', ''HIja&prime;'' or ''ghobe&prime;'', etc. The default is ''NO''.<br />
<br />
===$big ships can attack beam turrets on untargeted ships:===<br />
{{Table3610|<br />
*If set, big ships can attack a beam turret that's firing on them from a ship that they don't currently have targeted.}}<br />
<br />
===$smart primary weapon selection:===<br />
{{Table3610|<br />
*If set, enables the new primary weapon selection method}}<br />
<br />
===$smart secondary weapon selection:===<br />
{{Table3610|<br />
*If set, enables the new secondary weapon selection method (including proper use of bomber+ missiles)}}<br />
<br />
===$smart shield management:===<br />
{{Table3610|<br />
*If set, shields will devote all their charging energy to the weakest quadrant(s) and not waste energy on fully-charged quadrants (previously was -smart_shields on the command line)}}<br />
<br />
===$smart afterburner management:===<br />
{{Table3610|<br />
*If set, the AI will properly use brief pulses of afterburner power instead of afterburning until fuel is exhausted}}<br />
<br />
===$free afterburner use:===<br />
{{Table382|<br />
*If set, the AI will use afterburners in more situations.}}<br />
<br />
===$allow rapid secondary dumbfire:===<br />
{{Table3610|<br />
*If set, allows an AI ship to switch to rapid fire for dumbfire missiles}}<br />
<br />
===$huge turret weapons ignore bombs:===<br />
{{Table3610|<br />
*If set, causes huge turret weapons (including anti-capship beams) to not target bombs}}<br />
<br />
===$don't insert random turret fire delay:===<br />
{{Table3610|<br />
*If set, removes the random turret fire delay (from .1 to .9 seconds) inserted in addition to AI Fire Delay Scale}}<br />
<br />
===$hack improve non-homing swarm turret fire accuracy:===<br />
{{Table3610|<br />
*If set, triggers a hack to improves the accuracy of non-homing swarm missiles by firing them along the turret's last fire direction rather than the direction it currently faces<br />
*Also disables swarm weapons ability to fire only on the 'turrets barrel line'.}}<br />
<br />
===$shockwaves damage small ship subsystems:===<br />
{{Table3610|<br />
*If set, shockwaves will cause damage to small ship subsystems (like in FS1)}}<br />
<br />
===$navigation subsystem governs warpout capability:===<br />
{{Table3610|<br />
*If set, ships will not be able to warp out if their navigation subsystem is destroyed or low in strength}}<br />
<br />
===$ignore lower bound for minimum speed of docked ship:===<br />
{{Table3610|<br />
*If set, there will be no lower bound for the speed at which docked ships move (like in FS1).<br />
*When a ship is towing another ship or ships, the towing ship will be slowed down to a degree depending on the total mass of all docked ships. In FS1, the ships could slow down to an arbitrarily slow speed, even a fraction of a m/s above zero. In FS2, there is a lower bound on this behavior so that all ships are guaranteed to move at a minimum docked speed. When set, this flag removes the lower bound and restores FS1 behavior.}}<br />
<br />
===$disable linked fire penalty:===<br />
{{Table3610|<br />
*If set, there will be no penalty for linking primaries. Normally, the rate of fire is *1 for a single bank, *0.66 for two banks and *0.5 for three banks (the fire delay is increased according to the formula 1+([nb of banks]-1)*0.5 ).}}<br />
<br />
===$disable weapon damage scaling:===<br />
{{Table3610|<br />
*If set, weapons will do the same damage to a ship regardless of "big damage", "supercap", etc. ship types.}}<br />
<br />
===$use additive weapon velocity:===<br />
{{Table3610|<br />
*If set, weapons will inherit their firing ship's velocity. A ship traveling quickly will fire weapons faster than a ship traveling slowly. This also improves the accuracy of weapons fired while gliding.}}<br />
<br />
===$use newtonian dampening:===<br />
{{Table3610|<br />
*Newtonian Dampening changes turning and acceleration behavior. By default, there's quite a bit of slide when you turn, and when combined with high damp values (such as in BtRL), you can actually push your speed up beyond the max. Newtonian Dampening is the more realistic turns, where too much turning will lower your speed. Forward momentum is also affected. Backslash can explain it in more detail. [http://www.hard-light.net/forums/index.php/topic,50870.msg1029741.html#msg1029741] }}<br />
<br />
===$include beams for kills and assists:===<br />
{{Table3610|<br />
*If set, beam damage is counted when calculating kills and assists.}}<br />
<br />
===$score kills based on damage caused:===<br />
{{Table3610|<br />
*If set, kills gain score based on the percentage damage the killer inflicted on the dead ship.}}<br />
<br />
===$score assists based on damage caused:===<br />
{{Table3610|<br />
*If set, kills gain score based on the percentage damage the player gaining the assist inflicted on the dead ship.}}<br />
<br />
===$allow event and goal scoring in multiplayer:===<br />
{{Table3610|<br />
*If set, players (rather than just their team) can gain score from events in multiplayer.}}<br />
<br />
===$fix linked primary weapon decision bug:===<br />
{{Table3610|<br />
*If set, the AI will properly link primaries according to specified percentages of energy levels instead of retail behavior where it mistakenly linked according to absolute energy levels.}}<br />
<br />
===$prevent turrets targeting too distant bombs:===<br />
{{Table3610|<br />
*If set, prevents turrets from targeting bombs beyond maximum range of the weapons of the turret.}}<br />
<br />
===$smart subsystem targeting for turrets:===<br />
{{Table3610|<br />
*If set, prevents turrets from trying to target subsystems beyond their fov limits, also keeps the turret subsystem targeting preference order intact regardless of the angle to the target.}}<br />
<br />
===$fix heat seekers homing on stealth ships bug:===<br />
{{Table3610|<br />
*If set, heat-seeking missiles will not home in on stealth ships (this mirrors the established behavior where heat-seeking missiles do not home in on ships that are hidden from sensors).}}<br />
<br />
===$multi allow empty primaries:===<br />
{{Table3610|<br />
*If set, allows a player to commit into a multiplayer game without primaries.}}<br />
<br />
===$multi allow empty secondaries:===<br />
{{Table3610|<br />
*If set, allows a player to commit into a multiplayer game without secondaries.}}<br />
<br />
===$allow turrets target weapons freely:===<br />
{{Table3611|<br />
*If set, allows turrets to target any weapons instead of just targeting bombs, to be used in conjunction with target priorities setup.}}<br />
<br />
===$use only single fov for turrets:===<br />
{{Table3611|<br />
*If set, allows turrets to fire outside some hardcoded FOV set for certain missile types limits, and rely only on the user defined FOV.}}<br />
<br />
===$allow vertical dodge:===<br />
{{Table3611|<br />
*If set, allows ships to dodge weapons fire vertically as well as horizontally.}}<br />
<br />
===$force beam turrets to use normal fov:===<br />
{{Table3611|<br />
*If set makes beam turrets use same FOV rules as other weapons do. Prevents beam from a turret from following the target beyond the turret's FOV}}<br />
<br />
===$fix AI class bug:===<br />
{{Table3611|<br />
*Fixes a bug where AI class attributes are not set properly on ships if the AI class is set in the mission to something other than the default for the ship type. Set this to YES if you want attributes in [[Ai.tbl]] to mean anything at all.}}<br />
<br />
===$turrets ignore targets radius in range checks:===<br />
{{Table3611|<br />
*TBD.}}<br />
<br />
===$no extra collision avoidance vs player:===<br />
{{Table3611|<br />
*Disables the extra collision avoidance that AI normally uses against the player. Makes the AI more aggressive vs the player at close range (same treatment as vs other AI), although ship-ship collisions are slightly more likely.}}<br />
<br />
===$perform fewer checks for death screams:===<br />
{{Table3614|<br />
*If set, the game will check if the dying ship is a player's wingman, before making it give a death scream.<br />
Prior to revision 9119, this was "$perform fewer checks for death screams:", but the old version will still parse correctly.}}<br />
<br />
===$advanced turret fov edge checks:===<br />
{{Table3614|<br />
*TBD.}}<br />
<br />
===$require turrets to have target in fov:===<br />
{{Table3614|<br />
*TBD.}}<br />
<br />
===$all ships manage shields:===<br />
{{Table3613|<br />
*Allows AI to manage shields on big ships}}<br />
<br />
===$ai aims from ship center:===<br />
{{Table3613|<br />
*AI aims weapons using the center of the ship instead of the first gunpoint. If a convergence offset is specified for this ship in ships.tbl, AI aims using that as a reference point.}}<br />
<br />
===$allow primary link at mission start:===<br />
{{Table37|<br />
*When set, no ships will link primaries for the first 30 seconds of a mission. In addition, ships will randomly not link for the first two minutes of a mission. Set this to NO to get rid of this often-problematic retail behavior. (Prior to revision 9119, this was called $allow primary link delay and defaulted to YES. The old method is still supported for compatibility.)}}<br />
<br />
===$allow beams to damage bombs:===<br />
{{Table3613|<br />
*When set, beam weapons will be able to effectively intercept bombs. In addition, bombs flying through a beam path will get damaged and destroyed. Default: NO.}}<br />
<br />
===$disable weapon damage scaling for player:===<br />
{{Table3613|<br />
*When set, Player weapon damage will no longer be scaled down when firing a non-huge primary against a ship with the "big damage" flag. Use with caution, as this may severely impact mission balance.}}<br />
<br />
===$countermeasures affect aspect seekers:===<br />
{{Table3613|<br />
*TBD.}}<br />
<br />
===$ai guards specific ship in wing:===<br />
{{Table3615|<br />
*If ordered to guard a ship in a wing (of which it is not a member), the AI will guard that specific ship instead of the entire wing (resulting in guarding the wing leader).}}<br />
<br />
===$ai path mode:===<br />
{{Table3613|<br />
*Possible options are "normal" and "alt1". The alt1 mode differs from the normal behaviour in the following ways:<br />
**1. No path shortcutting. Normal pathing AI will skip forward along a path to the furthest point it can reach. This is sometimes desirable, but makes it a lot harder to predict how the AI is going to behave at various points along a path. Turning this off also allows us to force the AI to straighten out, by giving it several waypoints in a more-or-less straight line. This is useful for such things as lining up a landing. <br />
**2. No sliding when following paths. Docking still works, but there is some code that causes the AI to go full retard if it just misses a point: it turns towards the point in big, looping circles. This is apparently caused by passing a slide_vec value into ai_turn_towards_vector, which doesn't even seem to do what you'd expect it to do. Passing a null value instead turns off the stupid. (The behavior is fixed in alt1).<br />
**3. Momentum taken into account when following paths. Path points will trigger sooner, proportional to the ship's speed and momentum. This prevents the AI from massively overshooting a waypoint, especially with high-damp ships.<br />
**4. AI tries to follow the line between waypoints. Instead of just pointing at the next waypoint, the AI will fly a bit towards the line. This helps keep the AI actually on the path it claims to be following. See picture:[[Image:Altpaths.png]]<br />
Blue is what happens with regular pathing. Red is the modified pathing: as you can see, it actively moves back towards the line.<br />
**5. AI will respect "cap-waypoint-speed" when following paths (such as when docking or departing via bay).}}<br />
<br />
===$default weapon select effect:===<br />
{{Table3613|<br />
*This specifies which effect to use for weapon select animations when no .ani can be found, or the -weapon_choice_3d commandline flag is active. This will default to the FS2 effect.<br />
*Possible options are "FS1" and "off"}}<br />
{{Table3615|<br />
*This flag has been moved to [[Game_settings.tbl]]}}<br />
<br />
===$default ship select effect:===<br />
{{Table3613|<br />
*This specifies which effect to use for ship select animations when no .ani can be found, or the -ship_choice_3d commandline flag is active. This will default to the FS2 effect.<br />
*Possible options are "FS1" and "off"}}<br />
{{Table3615|<br />
*This flag has been moved to [[Game_settings.tbl]]}}<br />
<br />
===$no warp camera:===<br />
{{Table3615|<br />
*When set, prevents the view from switching to the external camera when the player warps out.<br />
*Note: this flag is deprecated and may get moved to another table without further notice.}}<br />
<br />
===$fix ai path order bug:===<br />
{{Table3615|<br />
*When set, ship will follow its own waypoint path unless the wingleader has the same waypoint path and order.<br />
*Off by default.<br />
*Syntax: '''''Boolean'''''}}<br />
<br />
===$aspect bomb invulnerability fix:===<br />
{{Table373|<br />
*When set, the code that makes bombs invulnerable for the first 1.5 seconds of life will use the correct lifetime calculation for aspect bombs. Without this fix, the invulnerability time will be extended by 20% of the total lifetime of the bomb.<br />
*Off by default.<br />
*Syntax: '''''Boolean'''''}}<br />
<br />
===$glide decay requires thrust:===<br />
{{Table373|<br />
*When set, gliding ships will maintain their current speed without decay as long as they aren't actively thrusting.<br />
*Off by default.<br />
*Syntax: '''''Boolean'''''}}<br />
<br />
===$ai can slow down when attacking big ships:===<br />
{{Table38|<br />
*When set, fighters attacking big ships will slow down depending on how long they've been attacking (80% speed after 5 seconds, 60% after 8 seconds, 40% after 10 seconds, and 20% after 15 seconds), how long it's been since they were last shot (full throttle if it was within the past 6 seconds), and how close they are (full throttle if the target is more than 1200 meters away).<br />
*Off by default.<br />
*Syntax: '''''Boolean'''''}}<br />
<br />
===$use actual primary range:===<br />
{{Table382|<br />
*When set, fighters will no longer fire primary weapons at targets outside their range just because weapon travel time would be sufficiently short.<br />
*Off by default.<br />
*Syntax: '''''Boolean'''''}}<br />
<br />
===$support don't add primaries:===<br />
{{Table382|<br />
*When set, the support ship will not equip a new primary weapon into an empty bank.<br />
*Off by default.<br />
*Syntax: '''''Boolean'''''}}<br />
<br />
===$bay arrive speed multiplier:===<br />
{{Table373|<br />
*Causes all AI ships arriving from fighterbays (following a fighterbay path) to gradually accelerate, instead of immediately attempting to attain maximum speed. This can be used to prevent fighters from overshooting the fighterbay paths. The initial target speed is the maximum speed multiplied by the given value, with the multiplier gradually approaching 1.0 as the distance to the end of the path decreases.<br />
**Syntax: '''''Float''''' (defaults to 1.0)<br />
{{Note|Will be overridden by path-specific multipliers, see [[Ships.tbl#.2Barrive_speed_multiplier:]].}}<br />
}}<br />
<br />
===$bay depart speed multiplier:===<br />
{{Table373|<br />
*Same as above, except for departures into fighterbays. The initial target speed is the maximum speed, with the target speed gradually approaching maximum speed multiplied by the given value as the distance to the fighterbay decreases.<br />
**Syntax: '''''Float''''' (defaults to 1.0)<br />
{{Note|Will be overridden by path-specific multipliers, see [[Ships.tbl#.2Bdepart_speed_multiplier:]].}}<br />
}}<br />
<br />
<br />
==Sample Entry==<br />
*Retail FS2 behaviour<br />
<br />
<pre><br />
#AI Profiles<br />
<br />
$Default Profile: FS2 RETAIL<br />
<br />
$Profile Name: FS2 RETAIL<br />
<br />
$Player Afterburner Recharge Scale: 5, 3, 2, 1.5, 1<br />
$Max Beam Friendly Fire Damage: 0, 5, 10, 20, 30<br />
$Player Countermeasure Life Scale: 3, 2, 1.5, 1.25, 1<br />
$AI Countermeasure Firing Chance: 0.2, 0.3, 0.5, 0.9, 1.1<br />
$AI In Range Time: 2, 1.4, 0.75, 0, -1<br />
$AI Always Links Ammo Weapons: 95, 80, 60, 40, 20<br />
$AI Maybe Links Ammo Weapons: 90, 60, 40, 20, 10<br />
$Primary Ammo Burst Multiplier: 0, 0, 0, 0, 0<br />
$AI Always Links Energy Weapons: 100, 80, 60, 40, 20<br />
$AI Maybe Links Energy Weapons: 90, 60, 40, 20, 10<br />
$Max Missiles Locked on Player: 2, 3, 4, 7, 99<br />
$Max Player Attackers: 2, 3, 4, 5, 99<br />
$Max Incoming Asteroids: 3, 4, 5, 7, 10<br />
$Player Damage Factor: 0.25, 0.5, 0.65, 0.85, 1<br />
$Player Subsys Damage Factor: 0.2, 0.4, 0.6, 0.8, 1<br />
$Predict Position Delay: 2, 1.5, 1.333,0.5, 0<br />
$AI Shield Manage Delay: 5, 4, 2.5, 1.2, 0.1<br />
$Friendly AI Fire Delay Scale: 2, 1.4, 1.25, 1.1, 1<br />
$Hostile AI Fire Delay Scale: 4, 2.5, 1.75, 1.25, 1<br />
$Friendly AI Secondary Fire Delay Scale: 0.4, 0.6, 0.8, 1.0, 1.2<br />
$Hostile AI Secondary Fire Delay Scale: 1.4, 1.2, 1.0, 0.8, 0.6<br />
$AI Turn Time Scale: 3, 2.2, 1.6, 1.3, 1<br />
$Glide Attack Percent: 0, 0, 0, 0, 0<br />
$Circle Strafe Percent: 0, 0, 0, 0, 0<br />
$Glide Strafe Percent: 0, 0, 0, 0, 0<br />
$Random Sidethrust Percent: 0, 0, 0, 0, 0<br />
$Stalemate Time Threshold: 0, 0, 0, 0, 0<br />
$Stalemate Distance Threshold: 0, 0, 0, 0, 0<br />
$Player Shield Recharge Scale: 4, 2, 1.5, 1.25, 1<br />
$Player Weapon Recharge Scale: 10, 4, 2.5, 2, 1.5<br />
$Max Turret Target Ownage: 3, 4, 7, 12, 19<br />
$Max Turret Player Ownage: 3, 4, 7, 12, 19<br />
$Percentage Required For Kill Scale: 0.30, 0.30, 0.30, 0.30, 0.30<br />
$Percentage Required For Assist Scale: 0.15, 0.15, 0.15, 0.15, 0.15<br />
$Percentage Awarded For Capship Assist: 0.1, 0.2, 0.35, 0.5, 0.6<br />
$Repair Penalty: 10, 20, 35, 50, 60<br />
$Delay Before Allowing Bombs to Be Shot Down: 1.5, 1.5, 1.5, 1.5, 1.5<br />
$Chance AI Has to Fire Missiles at Player: 0, 1, 2, 3, 4<br />
$Max Aim Update Delay: 0, 0, 0, 0, 0<br />
$Turret Max Aim Update Delay: 0, 0, 0, 0, 0<br />
$Player Autoaim FOV: 0, 0, 0, 0, 0<br />
$Detail Distance Multiplier: 0.125,0.25, 1.0, 4.0, 8.0<br />
<br />
$big ships can attack beam turrets on untargeted ships: NO<br />
$smart primary weapon selection: NO<br />
$smart secondary weapon selection: NO<br />
$smart shield management: NO<br />
$smart afterburner management: NO<br />
$allow rapid secondary dumbfire: NO<br />
$huge turret weapons ignore bombs: NO<br />
$don't insert random turret fire delay: NO<br />
$hack improve non-homing swarm turret fire accuracy: NO<br />
$shockwaves damage small ship subsystems: NO<br />
$navigation subsystem governs warpout capability: NO<br />
$ignore lower bound for minimum speed of docked ship: NO<br />
$disable linked fire penalty: NO<br />
$disable weapon damage scaling: NO<br />
$use additive weapon velocity: NO<br />
$use newtonian dampening: NO<br />
$include beams for kills and assists: NO<br />
$score kills based on damage caused: NO<br />
$score assists based on damage caused: NO<br />
$allow event and goal scoring in multiplayer: NO<br />
$fix linked primary weapon decision bug: NO<br />
$prevent turrets targeting too distant bombs: NO<br />
$smart subsystem targeting for turrets: NO<br />
$fix heat seekers homing on stealth ships bug: NO<br />
$multi allow empty primaries: NO<br />
$multi allow empty secondaries: NO<br />
$allow turrets target weapons freely: NO<br />
$use only single fov for turrets: NO<br />
$allow vertical dodge: NO<br />
$force beam turrets to use normal fov: NO<br />
$fix AI class bug: NO<br />
$turrets ignore targets radius in range checks: NO<br />
$no extra collision avoidance vs player: NO<br />
$perform fewer checks for death screams: NO<br />
$advanced turret fov edge checks: NO<br />
$require turrets to have target in fov: NO<br />
$all ships manage shields: NO<br />
$ai aims from ship center: NO<br />
$allow primary link at mission start: NO<br />
$allow beams to damage bombs: NO<br />
$disable weapon damage scaling for player: NO<br />
$countermeasures affect aspect seekers: NO<br />
$ai path mode: normal<br />
$no warp camera: NO<br />
<br />
#End<br />
</pre><br />
<br />
== References ==<br />
# "[http://www.hard-light.net/forums/index.php/topic,50870.msg1029741.html#msg1029741 Re: New difficulty? - Feature request!]", ''Hard Light Productions Forums'', Hard Light Productions, 2007-12-15. Retrieved on [[December_27]], [[2007]].<br />
<br />
[[Category:Tables]]</div>PIehttps://wiki.hard-light.net/index.php?title=SF_Gorgon&diff=58567SF Gorgon2018-12-17T08:22:50Z<p>PIe: Undo revision 58460 by Bryan See (talk) Remove SS</p>
<hr />
<div>{{User-made Ships|''SF '''Gorgon'''''}}<br />
<br />
<br />
{{shipimage|image=[[Image:SFGorgon.png|350px]]|caption=SF Gorgon}}<br />
<br />
==Description:==<br />
<br />
===FSPort Tech Room Description===<br />
'''(minimally changed from Dark's original)'''<br />
<br />
The first encounter with the SF Gorgon was made by the GTD Saratoga in the Ikeya system. We are uncertain if this is a new Shivan design or if the Shivans have simply held this particular class of ship back for the majority of the war. The ship's unusual design not only provides it with exceptional maneuverability, but also allows it to generate an extremely powerful shield. So far these ships have only been sighted leading wings of lesser fighters, but there have been reports of entire wings of Gorgons in larger forces.<br />
<br />
Little else is known about the Gorgon. It should be considered a class B threat when acting as a wing leader, but a full wing of Gorgons is to be treated as a class A threat to all allied vessels.<br />
<br />
===INFR1 Tech Room Description===<br />
The Gorgon is a truly nightmarish opponent. Incredibly well-specified, it has multiple gunmounts and secondary banks to devastate enemies. The Gorgon is the best Shivan fighter we've seen to date, although it appears to be carried only on bigger warships for critical attack and escort duties. The Gorgon is extremely well protected against our weapons, with shields and armor that far exceed bomber specs, yet do not impact its superb flight performance. Pilots are advised to employ Arrow and Sniper missiles to take it down quickly.<br />
<br />
===Credits List===<br />
*Model by '''Dark'''<br />
<br />
==Performance:==<br />
===Statistics===<br />
{|<br />
|-<br />
| style="width:200px" | '''[[Technical_Terms_and_Definitions#Type|Type]]'''<br />
| style="width:200px" | Heavy Assault<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Manufacturer|Manufacturer]]'''<br />
| Shivans<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Maneuverablity|Maneuverability]]'''<br />
| Unknown<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Max Velocity|Max Velocity]]'''<br />
| 87.0 - 120.0 mps<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Max Afterburner Velocity|Max Afterburner Velocity]]'''<br />
| 155.0 mps<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Armor|Armor]]'''<br />
| Unknown<br />
|-<br />
| [[Technical_Terms_and_Definitions#Hitpoints|Hitpoints]]<br />
| 400<br />
|-<br />
| [[Technical_Terms_and_Definitions#Shields|Shields]]<br />
| 1400<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Length|Length]]'''<br />
| 21 m<br />
|}<br />
<br />
===Armaments===<br />
<br />
<br />
*'''[[Technical_Terms_and_Definitions#Gun Mounts|Gun Mounts]]'''<br />
{| border=1 cellpadding=4 style="border-collapse: collapse"<br />
|- align="center"<br />
| colspan=3 style="background:#351515;"| '''Default Statistics'''<br />
|- align="center"<br />
| style="width:40px" |Bank<br />
| style="width:60px" |Guns<br />
| style="width:160px" |Standard Loadout<br />
|- align="center"<br />
| 1st<br />
| 4<br />
| Shivan Ultra Laser<br />
|- align="center"<br />
| 2nd<br />
| 3<br />
| [[Shivan Mega Laser]]<br />
|- align="center"<br />
| colspan=3| Compatible Primaries<br />
|-<br />
| colspan=3| Shivan Ultra Laser, [[Shivan Mega Laser]]<br />
|}<br />
<br />
*'''[[Technical_Terms_and_Definitions#Missile Banks|Missile Banks]]'''<br />
{| border=1 cellpadding=4 style="border-collapse: collapse"<br />
|- align="center"<br />
| colspan=3 style="background:#351515;"| '''Default Statistics'''<br />
|- align="center"<br />
| style="width:40px" |Bank<br />
| style="width:60px" |Capacity<br />
| style="width:160px" |Standard Loadout<br />
|- align="center"<br />
| 1st<br />
| 80<br />
| Shivan Missile<br />
|- align="center"<br />
| 2nd<br />
| 80<br />
| Shivan Missile<br />
|- align="center"<br />
| colspan=3| Compatible Secondaries<br />
|-<br />
| colspan=3| Shivan Missile<br />
|}<br />
<br />
===Veteran Comments===<br />
{{comment|Appears in a variety of mods, and is infuriating to fight in all of them. Combine the firepower of an [[GTF Erinyes|Erinyes]], the agility of a [[SF Scorpion|Scorpion]], and the durability of a [[SB Nephilim|Nephilim]] and you have some idea of how absurdly powerful this ship is. It may be stupidly overpowered, but at least it looks stylish (especially for a retail-compatible model) while it kicks your ass.<br />
<br />
<br />
The Gorgon appears in FSPort. It does, however, have a small weakness: its subsystems are vulnerable due to its small size.<br />
<br />
<br />
To be perfectly honest I found the [[Dragon]] harder to kill. At least I could hit Gorgons.<br />
<br />
<br />
Considering that this was one of the first fanmade models ever released -- before FS2 even came out, no less -- it's aged remarkably well.}}<br />
<br />
==Download link:==<br />
GTD Phoenix (Dark's site): http://www.wild666.freeserve.co.uk/Ships5.htm<br><br />
Inferno Release 1: http://www.freespacemods.net/download.php?view.95</div>PIehttps://wiki.hard-light.net/index.php?title=SF_Gorgon&diff=58566SF Gorgon2018-12-17T08:22:25Z<p>PIe: Remove SS</p>
<hr />
<div>{{User-made Ships|''SF '''Gorgon'''''}}<br />
<br />
<br />
{{shipimage|image=[[Image:SFGorgon.png|350px]]|caption=SF Gorgon}}<br />
<br />
==Description:==<br />
<br />
===FSPort Tech Room Description===<br />
'''(minimally changed from Dark's original)'''<br />
<br />
The first encounter with the SF Gorgon was made by the GTD Saratoga in the Ikeya system. We are uncertain if this is a new Shivan design or if the Shivans have simply held this particular class of ship back for the majority of the war. The ship's unusual design not only provides it with exceptional maneuverability, but also allows it to generate an extremely powerful shield. So far these ships have only been sighted leading wings of lesser fighters, but there have been reports of entire wings of Gorgons in larger forces.<br />
<br />
Little else is known about the Gorgon. It should be considered a class B threat when acting as a wing leader, but a full wing of Gorgons is to be treated as a class A threat to all allied vessels.<br />
<br />
===INFR1 Tech Room Description===<br />
The Gorgon is a truly nightmarish opponent. Incredibly well-specified, it has multiple gunmounts and secondary banks to devastate enemies. The Gorgon is the best Shivan fighter we've seen to date, although it appears to be carried only on bigger warships for critical attack and escort duties. The Gorgon is extremely well protected against our weapons, with shields and armor that far exceed bomber specs, yet do not impact its superb flight performance. Pilots are advised to employ Arrow and Sniper missiles to take it down quickly.<br />
<br />
===Shattered Stars Tech Room Description===<br />
TBA<br />
<br />
===Credits List===<br />
*Model by '''Dark'''<br />
<br />
==Performance:==<br />
===Statistics===<br />
{|<br />
|-<br />
| style="width:200px" | '''[[Technical_Terms_and_Definitions#Type|Type]]'''<br />
| style="width:200px" | Heavy Assault<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Manufacturer|Manufacturer]]'''<br />
| Shivans<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Maneuverablity|Maneuverability]]'''<br />
| Unknown<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Max Velocity|Max Velocity]]'''<br />
| 87.0 - 120.0 mps<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Max Afterburner Velocity|Max Afterburner Velocity]]'''<br />
| 155.0 mps<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Armor|Armor]]'''<br />
| Unknown<br />
|-<br />
| [[Technical_Terms_and_Definitions#Hitpoints|Hitpoints]]<br />
| 400<br />
|-<br />
| [[Technical_Terms_and_Definitions#Shields|Shields]]<br />
| 1400<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Length|Length]]'''<br />
| 21 m<br />
|}<br />
<br />
===Armaments===<br />
<br />
<br />
*'''[[Technical_Terms_and_Definitions#Gun Mounts|Gun Mounts]]'''<br />
{| border=1 cellpadding=4 style="border-collapse: collapse"<br />
|- align="center"<br />
| colspan=3 style="background:#351515;"| '''Default Statistics'''<br />
|- align="center"<br />
| style="width:40px" |Bank<br />
| style="width:60px" |Guns<br />
| style="width:160px" |Standard Loadout<br />
|- align="center"<br />
| 1st<br />
| 4<br />
| Shivan Ultra Laser<br />
|- align="center"<br />
| 2nd<br />
| 3<br />
| [[Shivan Mega Laser]]<br />
|- align="center"<br />
| colspan=3| Compatible Primaries<br />
|-<br />
| colspan=3| Shivan Ultra Laser, [[Shivan Mega Laser]]<br />
|}<br />
<br />
*'''[[Technical_Terms_and_Definitions#Missile Banks|Missile Banks]]'''<br />
{| border=1 cellpadding=4 style="border-collapse: collapse"<br />
|- align="center"<br />
| colspan=3 style="background:#351515;"| '''Default Statistics'''<br />
|- align="center"<br />
| style="width:40px" |Bank<br />
| style="width:60px" |Capacity<br />
| style="width:160px" |Standard Loadout<br />
|- align="center"<br />
| 1st<br />
| 80<br />
| Shivan Missile<br />
|- align="center"<br />
| 2nd<br />
| 80<br />
| Shivan Missile<br />
|- align="center"<br />
| colspan=3| Compatible Secondaries<br />
|-<br />
| colspan=3| Shivan Missile<br />
|}<br />
<br />
===Veteran Comments===<br />
{{comment|Appears in a variety of mods, and is infuriating to fight in all of them. Combine the firepower of an [[GTF Erinyes|Erinyes]], the agility of a [[SF Scorpion|Scorpion]], and the durability of a [[SB Nephilim|Nephilim]] and you have some idea of how absurdly powerful this ship is. It may be stupidly overpowered, but at least it looks stylish (especially for a retail-compatible model) while it kicks your ass.<br />
<br />
<br />
The Gorgon appears in FSPort. It does, however, have a small weakness: its subsystems are vulnerable due to its small size.<br />
<br />
<br />
To be perfectly honest I found the [[Dragon]] harder to kill. At least I could hit Gorgons.<br />
<br />
<br />
Considering that this was one of the first fanmade models ever released -- before FS2 even came out, no less -- it's aged remarkably well.}}<br />
<br />
==Download link:==<br />
GTD Phoenix (Dark's site): http://www.wild666.freeserve.co.uk/Ships5.htm<br><br />
Inferno Release 1: http://www.freespacemods.net/download.php?view.95</div>PIehttps://wiki.hard-light.net/index.php?title=Basestar&diff=58564Basestar2018-12-17T08:17:51Z<p>PIe: Should be downloaded from Diaspora</p>
<hr />
<div>{{DiasporaArticle}}<br />
<br />
[[Image:Basestar.png|thumb|right|700px|A Cylon Basestar.]]<br />
<br />
==Description:==<br />
<br />
===Diaspora Tech Room Description===<br />
Though silent for forty years behind the armistice line, the imposing new design of the Basestar proves that the Cylons have spent the past several decades arming themselves for a renewed assault upon humanity. The Basestar is larger than any vessel in the Colonial Defence Fleet and has an extensive array of long range weapons, consisting of both conventional and nuclear warheads. With 864 [[Raider]] racks providing extensive raider carrying capacity, a Basestar can quickly achieve superiority and overwhelm most targets before entering their weapons range. The sole weakness of the Basestar is its lack of point defence, as Cylon Raiders are relied upon to intercept Colonial munitions. <br />
<br />
===Credits List===<br />
*Model and textures by '''Newman'''.<br />
<br />
==Performance:==<br />
===Statistics===<br />
{{Ship_box<br />
|name = ''Basestar''<br />
|type = Capital ship<br />
|max_velocity = 33<br />
|hitpoints = 2 400 000<br />
|length = 2100<br />
|turrets = 36<br />
}}<br />
<br />
===Armaments===<br />
*'''[[Technical_Terms_and_Definitions#Turrets|Turrets]]'''<br />
{| border=1 cellpadding=4 style="border-collapse: collapse"<br />
|- align="center"<br />
| colspan=2 style="background:#351515;"| '''Default Statistics'''<br />
|- align="center"<br />
| style="width:200" |Turret Type<br />
| style="width:60px" |Amount<br />
|- align="center"<br />
| Cylon Heavy Torpedo<br />
| 12<br />
|- align="center"<br />
| Cylon Torpedo<br />
| 24<br />
|}<br />
<br />
===Veteran Comments===<br />
{{comment| }}<br />
<br />
==Download link:==<br />
*Diaspora: Shattered Armistice<br />
**'''[http://www.hard-light.net/forums/index.php?topic=81859.0 Release thread | Hard-light forums]'''</div>PIehttps://wiki.hard-light.net/index.php?title=Basestar&diff=58563Basestar2018-12-17T08:16:26Z<p>PIe: Let's not besmirch this beautiful vessel with Shattered Stars</p>
<hr />
<div>{{DiasporaArticle}}<br />
<br />
[[Image:Basestar.png|thumb|right|700px|A Cylon Basestar.]]<br />
<br />
==Description:==<br />
<br />
===Diaspora Tech Room Description===<br />
Though silent for forty years behind the armistice line, the imposing new design of the Basestar proves that the Cylons have spent the past several decades arming themselves for a renewed assault upon humanity. The Basestar is larger than any vessel in the Colonial Defence Fleet and has an extensive array of long range weapons, consisting of both conventional and nuclear warheads. With 864 [[Raider]] racks providing extensive raider carrying capacity, a Basestar can quickly achieve superiority and overwhelm most targets before entering their weapons range. The sole weakness of the Basestar is its lack of point defence, as Cylon Raiders are relied upon to intercept Colonial munitions. <br />
<br />
===Credits List===<br />
*Model and textures by '''Newman'''.<br />
<br />
==Performance:==<br />
===Statistics===<br />
{{Ship_box<br />
|name = ''Basestar''<br />
|type = Capital ship<br />
|max_velocity = 33<br />
|hitpoints = 2 400 000<br />
|length = 2100<br />
|turrets = 36<br />
}}<br />
<br />
===Armaments===<br />
*'''[[Technical_Terms_and_Definitions#Turrets|Turrets]]'''<br />
{| border=1 cellpadding=4 style="border-collapse: collapse"<br />
|- align="center"<br />
| colspan=2 style="background:#351515;"| '''Default Statistics'''<br />
|- align="center"<br />
| style="width:200" |Turret Type<br />
| style="width:60px" |Amount<br />
|- align="center"<br />
| Cylon Heavy Torpedo<br />
| 12<br />
|- align="center"<br />
| Cylon Torpedo<br />
| 24<br />
|}<br />
<br />
===Veteran Comments===<br />
{{comment| }}<br />
<br />
==Download link:==<br />
*Diaspora: Shattered Armistice<br />
**'''[http://www.hard-light.net/forums/index.php?topic=81859.0 Release thread | Hard-light forums]'''<br />
*Shattered Stars: A Deepness Within<br />
**'''[https://www.hard-light.net/forums/index.php?topic=95332.0 Release thread | Hard-light forums]'''<br />
<br />
[[Category:Shattered Stars]]<br />
[[Category:Shattered Stars ships]]</div>PIehttps://wiki.hard-light.net/index.php?title=Screenshots&diff=58559Screenshots2018-12-17T01:59:19Z<p>PIe: /* Screenshots */</p>
<hr />
<div>==Reminder==<br />
Please read through [http://www.hard-light.net/forums/index.php?topic=67551.msg1334616#msg1334616 this thread] and [http://www.hard-light.net/forums/index.php?topic=76401.msg1515713#msg1515713 this thread] before adding any screenshots to this page.<br />
<br />
To see the Screencap Contest winners, go [[Screencap_Contest | here]].<br />
<br />
==Screenshots==<br />
<gallery widths=150px perrow=5><br />
File:RScreen0001.jpg|<center>The bow of a mighty [[GTD Orion]].<br />
File:RScreen0002.jpg|<center>A [[GTF Pegasus|Pegasus]] pursued through the Nebula.<br />
File:RScreen0003.jpg|<center>The [[GTC Fenris]].<br />
File:RScreen0004.jpg|<center>The deadly, nigh-invulnerable [[SD Lucifer]].<br />
File:RScreen0005.jpg|<center>The most vital mission of [[The Great War]] launches from the [[GTD Bastion]]<br />
File:RScreen0006.jpg|<center>A [[GTD Orion]] approaching an inhospitable planet.<br />
File:RScreen0007.jpg|<center>Activity around [[Earth]].<br />
File:RScreen0008.jpg|<center>The Colonial Bolitho from the [[Diaspora]] Battlestar Galactica TC for FreeSpace Open.<br />
File:RScreen0009.jpg|<center>A [[Terran]] fleet, in green.<br />
File:RScreen0010.jpg|<center>The [[GTVA]] fleet from the [[Blue Planet: Age of Aquarius]] campaign.<br />
File:RScreen0011.jpg|<center>Three [[GVF Thoth]]-class fighters flying in formation.<br />
File:RScreen0012.jpg|<center>An [[Ancient]] vessel from the [[Ancient-Shivan_War_(campaign)|Ancient-Shivan War]] campaign.<br />
File:RScreen0013.jpg|<center>A Cylon Raider from the [[Beyond the Red Line]] demo.<br />
File:RScreen0014.jpg|<center>The [[SD Ravana]] hides in the [[Nebula System|nebula beyond Gamma Draconis]].<br />
File:RScreen0015.jpg|<center>A [[GTF Ulysses]] in the [[Sol]] system.<br />
File:RScreen0016.jpg|<center>The [[GVI Karnak]].<br />
File:RScreen0017.jpg|<center>The [[GTC Fenris]] on patrol.<br />
File:RScreen0018.jpg|<center>The [[GTC Aeolus]].<br />
File:RScreen0019.jpg|<center>Three [[SB Seraphim|Seraphim-class bombers]] emerge from subspace.<br />
File:RScreen0020.jpg|<center>A Shivan [[SD Ravana|Ravana]] meets its end.<br />
File:RScreen0021.jpg|<center>A lone [[GTF Loki]] in the dark of space.<br />
File:RScreen0022.jpg|<center>Ships from the [[Blue Planet]] mod near Saturn.<br />
File:RScreen0023.jpg|<center>The [[SD Lucifer]] in the [[Ribos]] system.<br />
File:RScreen0024.jpg|<center>The GTCv Warspite from the mission [[Battle of the Wilderness]].<br />
File:RScreen0025.jpg|<center>Admiral Koth engages the [[GTVA Colossus]].<br />
File:RScreen0026.jpg|<center>The GTCv Parapet from the mission [[Into the Maelstrom]].<br />
File:RScreen0027.jpg|<center>Fighting the [[Shivans]] in the [[Homesick]] campaign.<br />
File:RScreen0028.jpg|<center>The [[SJ Sathanas]] makes its way inexorably towards [[GTVA]] space.<br />
File:RScreen0029.jpg|<center>A pitched battle from [[The Procyon Insurgency]].<br />
File:RScreen0030.jpg|<center>Combat in the [[Earth Defense]] campaign.<br />
File:RScreen0031.png|<center>Boom!<br />
File:RScreen0032.png|<center>The [[FreeSpace_2_Terran_Ship_Database#GTD_Carthage|GTD Carthage]], the [[FreeSpace_2_Vasudan_Ship_Database#GVCv_Dahshor|GVCv Dahshor]], and some bloom.<br />
File:RScreen0033.png|<center>Limited visibility.<br />
File:RScreen0034.png|<center>The [[NTD Repulse]] swats a fly- err, fighter.<br />
File:RScreen0035.png|<center>Feint, Parry, Riposte!<br />
File:RScreen0036.png|<center>The NTF Iceni and my horrendously dark lighting settings.<br />
File:RScreen0037.png|<center>The bloomiest ship in the NTF Armada.<br />
File:RScreen0038.png|<center>Love the Treason...<br />
File:RScreen0039.jpg|<center>A [[GTI Asteria]] Class installation, inexplicably built in the middle of an asteroid field.<br />
File:RScreen0040.png|<center>The Bloom capabilities of newer FreeSpace Open builds demonstrated beautifully with an atmospheric skybox.<br />
File:RScreen0041.jpg|<center>A lone [[GVCv Sobek]] cruises through space.<br />
File:RScreen0042.jpg|<center>A Terran Gas Refinery in the upper atmosphere of an Epsilon Pegasi gas giant.<br />
File:RScreen0043.jpg|<center>A [[GTD Orion]] watches over a busy installation.<br />
File:RScreen0044.png|<center>The mighty [[GTVA Colossus]].<br />
File:RScreen0045.jpg|<center>The [[FreeSpace_2_Terran_Ship_Database#GTD_Carthage|GTD Carthage]] dwarfs the [[FreeSpace_2_Vasudan_Ship_Database#GVCv_Dahshor|GVCv Dahshor]].<br />
File:RScreen0046.png|<center>A [[GTF Hercules Mark II|Herc II]] fighter defending a [[GTCv Deimos]].<br />
File:RScreen0047.png|<center>The end of the [[GTVA Colossus]] courtesy of SJ Sathanas 17, with the latter's main beams causing blowouts in the Allied warship's hull.<br />
File:RScreen0048.png|<center>A lone jetpacker trails a little-known alien species in an alien system.<br />
File:RScreen0049.png|<center>A [[GTCv Deimos|Deimos]], off in the distance.<br />
File:RScreen0050.png|<center>The [[NTF Iceni]], charging its frontal beams.<br />
File:RScreen0051.png|<center>In an alternate universe, the Lucifer as we know it is engaged by the GTVA and [[Vishnans]] in Delta Serpentis.<br />
File:RScreen0052.png|<center>A wing of [[SF Manticore|Manticore fighter]]s fly through a flak cloud.<br />
File:RScreen0053.png|<center>An [[SD Ravana]], demonstrating a shock-jump attack.<br />
File:RScreen0054.png|<center>A combination of good lighting, background and normal maps makes this [[GTF Perseus|Perseus interceptor]] look pretty even from the underside.<br />
File:RScreen0055.jpg|<center>A Vasudan asteroid base in [[Deneb]], during the 14 year war.<br />
File:RScreen0056.jpg|<center>Aesdherian capital ships from the [[Ancient-Shivan_War_(campaign)|Ancient-Shivan War]] campaign, moving to defend their homeworld.<br />
File:Rscreen0057.jpg|<center>A European battle fleet in formation over Scandinavia in [[Wings]].<br />
File:RScreen0058.png|<center>A large dogfight in the BSG-themed [[Diaspora]] total conversion.<br />
File:RScreen0059.jpg|<center>A Viper Mk7 heading towards two Basestars in the BSG-themed [[Diaspora]] total conversion.<br />
File:RScreen0060.jpg|<center>Viper squadron launching a missile barrage in the BSG-themed [[Diaspora]] total conversion.<br />
File:RScreen0061.png|<center>Cylon Raider trying to escape a Flak barrage in the BSG-themed [[Diaspora]] total conversion.<br />
File:RScreen0062.png|<center>Cylon Raider with a Colonial Bolitho-class corvette as seen in the BSG-themed [[Diaspora]] total conversion.<br />
File:RScreen0063.png|<center>Colonial Sobek-class battlestar as seen in the BSG-themed [[Diaspora]] total conversion.<br />
File:RScreen0064.png|<center>Colonial Sobek-class battlestar as seen in the BSG-themed [[Diaspora]] total conversion.<br />
File:RScreen0065.png|<center>Colonial Sobek-class battlestar as seen in the BSG-themed [[Diaspora]] total conversion.<br />
File:RScreen0066.jpg|<center>A [[GVD Hatshepsut]] leads a Vasudan battlegroup through the darkness.<br />
File:RScreen0067.jpg|<center>A massive Terran installation in orbit of Earth.<br />
File:RScreen0068.png|<center>The [[GTD Orion]] passes an inhabited Terran world.<br />
File:RScreen0069.jpg|<center>The [[GVD Hatshepsut]], in all its glory.<br />
File:RScreen0070.png|<center>A [[GTF Pegasus|Pegasus-class stealth fighter]] in the [[Vassago's Dirge]] campaign.<br />
File:RScreen0071.jpg|<center>The [[GTD Carthage (BP)|GTD Carthage]] fires on targets in [[Blue Planet]].<br />
File:RScreen0072.jpg|<center>The GTD Neya, an [[GTD Orion|Orion]]-class Destroyer.<br />
File:RScreen0073.png|<center>The consequences of Koths' disastrous underestimation of the [[GTVA Colossus|Colossus]]' firepower<br />
File:RScreen0074.png|<center>The [[NTF Iceni|Iceni]] fights off a Vasudan [[GVCv Sobek|Sobek]] class corvette in [[Polaris]].<br />
File:RScreen0075.jpg|<center>An [[SD Ravana]]-class Destroyer comes under fire.<br />
File:RScreen0076.png |<center> The new high-poly [[GVD Typhon|Typhon]].<br />
File:RScreen0077.jpg |<center> Asteroids from [[Rebels & Renegades]].<br />
File:RScreen0078.jpg|<center>A jumpgate, something arrives from Hyperspace in [[The Babylon Project]].<br />
File:RScreen0079.jpg|<center>Whitestar vessels in the middle of a firefight, screenshot from [[The Babylon Project]].<br />
File:RScreen0080.jpg|<center>Launching from the 'Harvester' in [[Fortune Hunters - 2261]].<br />
File:RScreen0081.jpg|<center>[[The Babylon Project]] was our last, best hope for peace. Babylon 5, a jewel in the night.<br />
File:RScreen0082.jpg|<center>A fleet above Epsilon Eridani 3, screenshot taken from [[The Babylon Project]].<br />
File:RScreen0083.jpg|<center>Narn cruisers fly through a mine field to raid a Centauri station in [[The Babylon Project]].<br />
File:RScreen0084.jpg|<center>Finding an enemy installation in [[The Babylon Project]].<br />
File:RScreen0085.jpg|<center>Altair Station, a place of commerce and conflict in [[Raider Wars]].<br />
File:RScreen0086.jpg|<center>A G.O.D. satellite unleashing the power of its missiles in [[The Babylon Project]].<br />
File:RScreen0087.jpg|<center>A wing of [[GTF Valkyrie]] Class Interceptors engage the [[GTI]] in [[Silent Threat: Reborn]].<br />
File:RScreen0088.jpg|<center>Shivan Hunter's Proton and Prominence portrayed with a shockwave and featuring the new particle trail script. <br />
File:RScreen0089.png|<center>Terran symbols of war and peace, side by side in space.<br />
File:RScreen0090.png|<center>The motivations that drive the [[Nightmares]] remain ever mysterious.<br />
File:RScreen0091.png|<center>A massive battle, utilizing ships from the [[Blue Planet]] mod.<br />
File:RScreen0092.jpg|<center>The [[SJ Sathanas]] fires its main beam in the Inferno mod.<br />
File:RScreen0093.jpg|<center>The [[Vasudans]] are not to be trifled with.<br />
File:RScreen0094.jpg|<center>A [[Rakshasa]] class cruiser, in the deep blue.<br />
File:RScreen0095.jpg|<center>The [[GTT Argo]].<br />
File:RScreen0096.jpg|<center>A [[GTF Myrmidon]] orbiting a gas giant.<br />
File:RScreen0097.jpg|<center>A flotilla of [[Nightmare]] vessels.<br />
File:RScreen0098.png|<center>A Shivan fleet guards a [[Knossos]] portal.<br />
File:RScreen0099.jpg|<center>The [[GTD Damocles]].<br />
File:RScreen0100.jpg|<center>Sekr team opens fire in the [[Blue Planet]] mod.<br />
File:RScreen0101.jpg|<center>A massive station in a [[Wing Commander Saga]] mod.<br />
File:RScreen0102.jpg|<center>A close up of the same station.<br />
File:RScreen0103.jpg|<center>January 2013 Screenshot Contest winner. From [[Bta#Mefistofele|Mefistofele]], by ssmit132. <br />
File:RScreen0104.jpg|<center>Terran-Vasudan War hardware in [[Twist of Fate]].<br />
File:RScreen0105.png|<center>A [[GVF Horus|Horus class interceptor]] evading enemy fire.<br />
File:RScreen0106.png|<center>Three [[GTB Artemis|Artemis class bombers]] on an assault run.<br />
File:RScreen0107.png|<center>An [[GTI Asteria|Asteria class installation]] above Neptune fires on a stealth fighter in [[Blue Planet]].<br />
File:RScreen0108.png|<center>[[GTSG Mjolnir]]s help defend the [[GTD Carthage (BP)|GTD Carthage]] in [[Blue Planet]].<br />
File:RScreen0109.png|<center>A [[GTB Medusa]], in full flight towards [[Vasudan]] forces. From [[Bta#Slaves_of_Chaos|Slaves of Chaos]]<br />
File:RScreen0111.png|<center>February 2013 Screenshot Contest winner, by X3N0-Life-Form.<br />
File:RScreen0110.jpg|<center>March 2013 Screenshot Contest winner, by FreeSpaceFreak.<br />
File:RScreen0112.jpg|<center>A [[GTF Angel]] in combat with [[Vasudan]] forces.<br />
File:RScreen0113.jpg|<center>A [[Shivan]] armada.<br />
File:RScreen0114.png|<center>April 2013 Screenshot Contest winner, by MjnMixael.<br />
File:RScreen0115.jpg|<center>May 2013 Screenshot Contest winner, by Belisarius.<br />
File:RScreen0116.jpg|<center>June 2013 Screenshot Contest winner, by MatthTheGeek.<br />
File:RScreen0117.jpg|<center>July 2013 Screenshot Contest winner, by knossosfs2.<br />
File:RScreen0118.jpg|<center>August 2013 Screenshot Contest winner, by Betrayal.<br />
File:RScreen0119.png|<center>September 2013 Screenshot Contest winner, by Aesaar.<br />
File:RScreen0120.jpg|<center>October 2013 Screenshot Contest winner, by Axem.<br />
File:RScreen0121.png|<center>November 2013 Screenshot Contest winner, by ssmit132.<br />
File:RScreen0122.jpg|<center>December 2013 Screenshot Contest winner, by CKid.<br />
File:RScreen0123.jpg|<center>January 2014 Screenshot Contest winner, by CKid.<br />
File:RScreen0124.jpg|<center>A human city under an alien sky.<br />
File:RScreen0125.jpg|<center>A wing of [[PVF Anubis]] fighters during the T-V War.<br />
File:RScreen0126.jpg|<center>A true [[SJ Sathanas|monster]] in the mist.<br />
File:RScreen0127.jpg|<center>February 2014 Screenshot Contest winner, by Mpez.<br />
File:RScreen0128.jpg|<center>March 2014 Screenshot Contest winner, by Mpez.<br />
File:RScreen0129.png|<center>April 2014 Screenshot Contest winner, by [[User:AndrewofDoom| AndrewofDoom]].<br />
File:RScreen0130.jpg|<center>May 2014 Screenshot Contest winner, by tnathan475.<br />
File:RScreen0131.png|<center>June 2014 Screenshot Contest winner, by TheHound.<br />
File:RScreen0132.jpg|<center>July 2014 Screenshot Contest winner, by CKid.<br />
File:RScreen0133.jpg|<center>August 2014 Screenshot Contest winner, by MPez.<br />
File:RScreen0134.jpg|<center>September 2014 Screenshot Contest winner, by Betrayal.<br />
File:RScreen0135.png|<center>October 2014 Screenshot Contest winner, by AdmiralRalwood.<br />
File:RScreen0136.jpg|<center>November 2014 Screenshot Contest winner, by Betrayal.<br />
File:RScreen0137.jpg|<center>December 2014 Screenshot Contest winner, by TheHound.<br />
File:RScreen0138.jpg|<center>January 2015 Screenshot Contest winner, by LuisDias.<br />
File:RScreen0139.jpg|<center>February 2015 Screenshot Contest winner, by CKid.<br />
File:RScreen0140.png|<center>March 2015 Screenshot Contest winner, by Spoon.<br />
File:RScreen0141.png|<center>April 2015 Screenshot Contest winner, by Tomimaki.<br />
File:RScreen0142.jpg|<center>May 2015 Screenshot Contest winner, by CKid.<br />
File:RScreen0143.jpg|<center>June 2015 Screenshot Contest winner, by CKid.<br />
File:RScreen0144.jpg|<center>July 2015 Screenshot Contest winner, by Tomimaki.<br />
File:RScreen0145.png|<center>August 2015 Screenshot Contest winner, by Spoon.<br />
File:RScreen0146.jpg|<center>A heat-filled explosion.<br />
File:RScreen0147.jpg|<center>BSG destruction.<br />
File:RScreen0148.jpg|<center>September 2015 Screenshot Contest winner, by Darius.<br />
File:RScreen0149.png|<center>October 2015 Screenshot Contest winner, by Tomimaki.<br />
File:RScreen0150.png|<center>November 2015 Screenshot Contest winner, by Tomimaki.<br />
File:RScreen0151.png|<center>December 2015 Screenshot Contest winner, by Tomimaki.<br />
File:RScreen0152.jpg|<center>January 2016 Screenshot Contest winner, by Betrayal.<br />
File:RScreen0153.png|<center>February 2016 Screenshot Contest winner, by Spoon.<br />
File:RScreen0154.png|<center>March 2016 Screenshot Contest winner, by Spoon.<br />
File:RScreen0155.jpg|<center>April 2016 Screenshot Contest winner, by Black Wolf.<br />
File:RScreen0156.jpg|<center>May 2016 Screenshot Contest winner, by Erebus Alpha.<br />
File:RScreen0157.jpg|<center>June 2016 Screenshot Contest winner, by Erebus Alpha.<br />
File:RScreen0158.jpg|<center>July 2016 Screenshot Contest winner, by Darius.<br />
File:RScreen0159.png|<center>August 2016 Screenshot Contest winner, by Tomimaki.<br />
File:RScreen0160.jpg|<center>September 2016 Screenshot Contest winner, by Darius.<br />
File:RScreen0161.jpg|<center>October 2016 Screenshot Contest winner, by Niffiwan.<br />
File:RScreen0162.png|<center>November 2016 Screenshot Contest winner, By Black Wolf<br />
File:RScreen0163.jpg|<center>December 2016 Screenshot Contest winner, By Darius<br />
File:RScreen0164.jpg|<center>January 2017 Screenshot Contest winner, By Darius<br />
File:RScreen0165.png|<center>February 2017 Screenshot Contest winner, By niffiwan<br />
File:RScreen0166.jpg|<center>March 2017 Screenshot Contest winner, By tomimaki<br />
File:RScreen0167.jpg|<center>April 2017 Screenshot Contest winner, By thisisaverylongusername<br />
File:RScreen0168.jpg|<center>May 2017 Screenshot Contest winner, By Frikgfeek<br />
File:RScreen0169.jpg|<center>June 2017 Screenshot Contest winner, By Nyctaeus<br />
File:RScreen0170.jpg|<center>July 2017 Screenshot Contest winner, By DahBlount<br />
File:RScreen0171.jpg|<center>August 2017 Screenshot Contest winner, By deathsnake<br />
File:RScreen0172.jpg|<center>September 2017 Screenshot Contest winner, By tomimaki<br />
File:RScreen0173.jpg|<center>October 2017 Screenshot Contest winner, By BlackWolf<br />
File:RScreen0174.png|<center>November 2017 Screenshot Contest winner, By Tomimaki<br />
File:RScreen0175.png|<center>December 2017 Screenshot Contest winner, By 0rph3us<br />
File:RScreen0176.jpg|<center>January 2018 Screenshot Contest winner, By Niffiwan<br />
File:RScreen0177.jpg|<center>February 2018 Screenshot Contest winner, By Nightmare<br />
File:RScreen0178.jpg|<center>March 2018 Screenshot Contest winner, By CKid<br />
File:RScreen0179.jpg|<center>April 2018 Screenshot Contest Winner, By BTA<br />
File:RScreen0180.jpg|<center>May 2018 Screenshot Contest winner, By CKid<br />
File:RScreen0181.png|<center>June 2018 Screenshot Contest winner, By tomimaki<br />
File:RScreen0182.png|<center>July 2018 Screenshot Contest winner, By tomimaki<br />
File:RScreen0183.jpg|<center>August 2018 Screenshot Contest winner, By BTA<br />
File:RScreen0184.png|<center>September 2018 Screenshot Contest winner, By tomimaki<br />
File:RScreen0185.jpg|<center>October 2018 Screenshot Contest winner, By tomimaki<br />
File:RScreen0186.jpg|<center>November 2018 Screenshot Contest winner, y tomimaki<br />
</gallery><br />
[[Category:Images]]</div>PIehttps://wiki.hard-light.net/index.php?title=HEF_Blizzard&diff=58558HEF Blizzard2018-12-17T01:50:55Z<p>PIe: /* Related links */</p>
<hr />
<div>{{User-made Ships|''HEF '''Blizzard'''''}}<br />
<br />
[[Image:hefblizzard.jpg|thumb|right|480px|HEF Blizzard.]]<br />
[[Image:AshenWingsBlizzard.png|thumb|right|480px|A HEF Blizzard variant by Droid803, with alternate colour scheme and additional weapons, in Dimensional Eclipse.]]<br />
<br />
==Description:==<br />
<br />
===Tech Room Description===<br />
Forged during the fires of the Incursion War in 5066 of the Common Era, the Blizzard Strike Fighter has seen the face of war from the very start of its conception. Erupting onto the battlespace with a fury and strength rarely witnessed before, the Blizzard maximizes speed and agility complemented by Perfect Armor Plating (PAP) with an unparalleled offensive loadout for a medium level fighter. The four wing mounted weapon banks mount long range, high rate of fire projected bolt weapons to pelt at a target while the Blizzard's extreme speed closes in for a killing blow with the short range Blasters mounted on the nose of the craft. Although not equipped with Shield Fans, the Blizzard is equipped with a projection device to receive and project an Electron Field beamed from certain Capital Ships.<br />
<br />
===Credits List===<br />
*Model by '''VengeanceMkII'''<br />
<br />
==Performance:==<br />
===Statistics===<br />
{|<br />
|-<br />
| style="width:200px" | '''[[Technical_Terms_and_Definitions#Type|Type]]'''<br />
| style="width:200px" | Medium Fighter<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Manufacturer|Manufacturer]]'''<br />
| Capellan Shipyards & Ind.<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Maneuverablity|Maneuverability]]'''<br />
| Very High<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Max Velocity|Max Velocity]]'''<br />
| 220-240 mps<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Max Afterburner Velocity|Max Afterburner Velocity]]'''<br />
| 280 mps<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Armor|Armor]]'''<br />
| Average<br />
|-<br />
| [[Technical_Terms_and_Definitions#Hitpoints|Hitpoints]]<br />
| 400<br />
|-<br />
| [[Technical_Terms_and_Definitions#Shields|Shields]]<br />
| 300<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Length|Length]]'''<br />
| 22 m<br />
|}<br />
<br />
===Armaments===<br />
<br />
<br />
*'''[[Technical_Terms_and_Definitions#Gun Mounts|Gun Mounts]]'''<br />
{| border=1 cellpadding=4 style="border-collapse: collapse"<br />
|- align="center"<br />
| colspan=3 style="background:#351515;"| '''Default Statistics'''<br />
|- align="center"<br />
| style="width:40px" |Bank<br />
| style="width:60px" |Guns<br />
| style="width:160px" |Standard Loadout<br />
|- align="center"<br />
| 1st<br />
| 4<br />
| CA-WPR90 Proton Gun<br />
|- align="center"<br />
| 2nd<br />
| 2<br />
| CA-WIB88 Ion Blaster<br />
|- align="center"<br />
| colspan=3| Compatible Primaries<br />
|-<br />
| colspan=3| CA-WPR90 Proton Gun, CA-WIB88 Ion Blaster<br />
|}<br />
<br />
*'''[[Technical_Terms_and_Definitions#Missile Banks|Missile Banks]]'''<br />
{| border=1 cellpadding=4 style="border-collapse: collapse"<br />
|- align="center"<br />
| colspan=3 style="background:#351515;"| '''Default Statistics'''<br />
|- align="center"<br />
| style="width:40px" |Bank<br />
| style="width:60px" |Capacity<br />
| style="width:160px" |Standard Loadout<br />
|- align="center"<br />
| 1st<br />
| 16<br />
| [[GTM Trebuchet]]<br />
|- align="center"<br />
| 2nd<br />
| 48<br />
| [[GTM Harpoon]]<br />
|- align="center"<br />
| 3rd<br />
| 24<br />
| [[GTM Tornado]]<br />
|- align="center"<br />
| colspan=3| Compatible Secondaries<br />
|-<br />
| colspan=3| Helios, Infyrno, Trebuchet, Rockeye, Hornet, Tornado, Harpoon, Tempest, Trebuchet, Stiletto II, Hornet#Weak, EMP Adv.<br />
|}<br />
<br />
==Gallery==<br />
<gallery><br />
Image:blizzard-opm.jpg | HEF Blizzard ingame over a moonscape<br />
</gallery><br />
<br />
<br />
<br />
===Veteran Comments===<br />
{{comment|This ship has replaced the [[FTF MiG]] as the [[UEF Lao Tze]] in Blue Planet : War in Heaven.}}<br />
<br />
==Related links==<br />
*HEF Blizzard:<br />
**'''[https://www.freespacemods.net/download_652.html Download | FreeSpaceMods.net]'''<br />
*Dimensional Eclipse variant:<br />
**'''[https://www.hard-light.net/forums/index.php?topic=94731.0 Dimensional Eclipse Release thread]'''</div>PIehttps://wiki.hard-light.net/index.php?title=Bad_Ulysses&diff=58557Bad Ulysses2018-12-17T01:49:53Z<p>PIe: /* Download link: */</p>
<hr />
<div>{{User-made Ships}}<br />
<br />
{{shipimage|image=[[Image:badulysses.png|600px]]|caption=Bad Ulysses}}<br />
<br />
==Description:==<br />
<br />
===Original Tech Room Description===<br />
Ulysses bad oldboy.<br />
<br />
===Credits List===<br />
*Model by '''PeterV'''<br />
<br />
==Performance:==<br />
===Statistics===<br />
{{Ship_box<br />
|name = Bad Ulysses<br />
|type = Space Superiority<br />
|manufacturer = Triton/Mekhu<br />
|maneuverability = Excellent<br />
|max_velocity = 83-94<br />
|max_ab_velocity = 170<br />
|max_ab_duration = 6<br />
|armor = Light<br />
|hitpoints = 180<br />
|shields = 380<br />
|length = 14.24<br />
|width = 19.25<br />
|height = 5.92<br />
|gun_bank_1 = 2<br />
|gun_bank_2 = 2<br />
|missile_bank_1 = 40<br />
|missile_bank_2 = 20<br />
|countermeasures = 25 <br />
}}<br />
<br />
===Armaments===<br />
*'''[[Technical_Terms_and_Definitions#Gun Mounts|Gun Mounts]]'''<br />
{| border=1 cellpadding=4 style="border-collapse: collapse"<br />
|- align="center"<br />
| colspan=3 style="background:#351515;"| '''Default Statistics'''<br />
|- align="center"<br />
| style="width:40px" |Bank<br />
| style="width:60px" |Guns<br />
| style="width:160px" |Standard Loadout<br />
|- align="center"<br />
| 1st<br />
| 2<br />
| Pelops<br />
|- align="center"<br />
| 2nd<br />
| 2<br />
| Betty<br />
|- align="center"<br />
| colspan=3| Compatible Primaries<br />
|-<br />
| colspan=3| Betty, Pelops, Pirate's Akheton, Pirate's Kayser<br />
|}<br />
<br />
*'''[[Technical_Terms_and_Definitions#Missile Banks|Missile Banks]]'''<br />
{| border=1 cellpadding=4 style="border-collapse: collapse"<br />
|- align="center"<br />
| colspan=3 style="background:#351515;"| '''Default Statistics'''<br />
|- align="center"<br />
| style="width:40px" |Bank<br />
| style="width:60px" |Capacity<br />
| style="width:160px" |Standard Loadout<br />
|- align="center"<br />
| 1st<br />
| 40<br />
| Harpoon<br />
|- align="center"<br />
| 2nd<br />
| 20<br />
| Tempest<br />
|- align="center"<br />
| colspan=3| Compatible Secondaries<br />
|-<br />
| colspan=3| Tempest, Hornet, Tornado, Hornet#Weak, Harpoon, Harpoon#Weak, EMP Adv., TAG-A<br />
|}<br />
<br />
==Gallery==<br />
<br />
<gallery><br />
Image: Badulyssesorto.png<br />
</gallery><br />
<br />
<br />
===Veteran Comments===<br />
{{comment|Requires fixed shinemaps.}}<br />
<br />
===Download link:===<br />
*https://www.freespacemods.net/download_785.html<br />
<br />
[[Category: User-made Ships]]<br />
[[Category: Non-canon]]</div>PIehttps://wiki.hard-light.net/index.php?title=PTF_Kulas&diff=58556PTF Kulas2018-12-17T01:49:23Z<p>PIe: /* Download link: */</p>
<hr />
<div>{{User-made Ships|''PTF '''Kulas'''''}}<br />
<br />
<br />
{{shipimage|image=[[Image:ptfkulas.jpg]]|caption=GTF Kulas}}<br />
<br />
==Description:==<br />
<br />
===MotA Tech Room Description===<br />
The Kulas appears to be a variant of several ageing aerospace designs. Little is known about this ship, bar what information has been gathered from flight-recordings and salvaged debris. What we do know is that this ship has exceptional performance for a civilian vessel - almost equivalent to military Ulysses class fighter. Whilst it poses a significant threat to unguarded freighters, we do not believe it can threaten military ships - especially as the pilots lack access to modern weaponry.<br />
<br />
===Credits List===<br />
*Model by '''Aldo'''<br />
===Name Origin===<br />
Named after the Volition president, Mike Kulas<br />
==Performance:==<br />
===Original===<br />
{|<br />
|-<br />
| style="width:200px" | '''[[Technical_Terms_and_Definitions#Type|Type]]'''<br />
| style="width:200px" | Interceptor<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Manufacturer|Manufacturer]]'''<br />
| Baranec Systems<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Maneuverablity|Maneuverability]]'''<br />
| Excellent<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Max Velocity|Max Velocity]]'''<br />
| 60.0 - 94.0 mps<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Max Afterburner Velocity|Max Afterburner Velocity]]'''<br />
| 135.0 mps<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Armor|Armor]]'''<br />
| Light<br />
|-<br />
| [[Technical_Terms_and_Definitions#Hitpoints|Hitpoints]]<br />
| 180<br />
|-<br />
| [[Technical_Terms_and_Definitions#Shields|Shields]]<br />
| 380<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Length|Length]]'''<br />
| 18 m<br />
|}<br />
<br />
<br />
===Armaments===<br />
<br />
<br />
*'''[[Technical_Terms_and_Definitions#Gun Mounts|Gun Mounts]]'''<br />
{| border=1 cellpadding=4 style="border-collapse: collapse"<br />
|- align="center"<br />
| colspan=3 style="background:#351515;"| '''Default Statistics'''<br />
|- align="center"<br />
| style="width:40px" |Bank<br />
| style="width:60px" |Guns<br />
| style="width:160px" |Standard Loadout<br />
|- align="center"<br />
|- align="center"<br />
| 1st<br />
| 2<br />
| [[GTW Subach HL-7|Subach HL-7]]<br />
|- align="center"<br />
| 2nd<br />
| 2<br />
| [[GTW Prometheus R|Prometheus R]]<br />
|- align="center"<br />
| colspan=3| Compatible Primaries<br />
|-align="center"<br />
| colspan=3| [[GTW Subach HL-7|Subach HL-7]], [[GTW Akheton SDG|Akheton SDG]], [[GTW Morning Star|Morning Star]], [[GTW Prometheus S|Prometheus S]], [[GTW Prometheus R|Prometheus R]], [[GTW Lamprey|Lamprey]], [[GTW Circe|Circe]], [[GTW Maxim|Maxim]]<br />
|}<br />
<br />
*'''[[Technical_Terms_and_Definitions#Missile Banks|Missile Banks]]'''<br />
{| border=1 cellpadding=4 style="border-collapse: collapse"<br />
|- align="center"<br />
| colspan=3 style="background:#351515;"| '''Default Statistics'''<br />
<br />
|- align="center"<br />
| style="width:40px" |Bank<br />
| style="width:60px" |Capacity<br />
| style="width:160px" |Standard Loadout<br />
|- align="center"<br />
| 1st<br />
| 20<br />
| [[GTM Harpoon#Weak|Harpoon#Weak]]<br />
|- align="center"<br />
| 2nd<br />
| 20<br />
| [[GTM Hornet|Hornet]]<br />
|- align="center"<br />
| colspan=3| Compatible Secondaries<br />
|-<br />
| colspan=3| [[GTM Tempest|Tempest]], [[GTM MX-64|MX-64 Rockeye]], [[GTM Harpoon|Harpoon]], [[GTM Hornet|Hornet]], [[GTM Harpoon#Weak|Harpoon#Weak]], [[GTM Hornet#Weak|Hornet#Weak]], [[GTM Tornado|Tornado]], [[GTM Trebuchet|Trebuchet]]<br />
|}<br />
<br />
===Veteran Comments===<br />
<br />
==Download link:==<br />
*MotA Campaign: https://www.freespacemods.net/download_488.html</div>PIehttps://wiki.hard-light.net/index.php?title=EACv_Darkness&diff=58555EACv Darkness2018-12-17T01:45:47Z<p>PIe: /* Download link: */</p>
<hr />
<div>{{Inferno_Ships}}<br />
<br />
<br />
[[Image:Eacvdarkness.jpg|thumb|right|480px|The original EACv ''Darkness''.]]<br />
[[Image:Eacvdarkness_htl.jpg|thumb|right|480px|The high-poly EACv ''Darkness''.]]<br />
[[Image:Infscpdarkness_htl.jpg|thumb|right|480px|The high-poly EACv ''Darkness'' as seen in [[INF SCP]].]]<br />
<br />
The '''EACv ''Darkness''''' is an [[Earth Alliance]] corvette with very heavily shielded turrets and formidable anti-warship beam cannons.<br />
<br />
<br />
==Description:==<br />
<br />
===Inferno R1 Description===<br />
Although less well-armed than the Phobos, the Darkness-class, the EA's sole corvette, is nevertheless a major threat to opposing capital ships. Multiple medium cannons adorn her port and starboard quarters, a configuration similar to that of our Alexandria model. Anti-subsystem strikes on the Darkness' turrets are practically futile, as they are very heavily shielded.<br />
<br />
===Inferno: Alliance Standalone Description===<br />
<br />
N/A<br />
<br />
===Inferno SCP Description===<br />
<br />
N/A<br />
<br />
===Credits===<br />
* Original model by ???<br />
* Hi-poly model by '''FSF''' and '''Droid803'''<br />
* Retextured by the '''INF SCP''' team<br />
<br />
===Name origin===<br />
<br />
N/A<br />
<br />
<br />
==Performance:==<br />
===Statistics===<br />
{{Ship Stats|Corvette|Earth Alliance|N/A|35.0|N/A|N/A|115000|N/A|N/A}}<br />
<br />
===Armaments===<br />
<br />
*'''[[Technical_Terms_and_Definitions#Turrets|Turrets]]'''<br />
{| border=1 cellpadding=4 style="border-collapse: collapse"<br />
|- align="center"<br />
| colspan=2 style="background:#351515;"| '''Inferno R1'''<br />
| colspan=2 style="background:#300505;"| '''INFA SA'''<br />
| colspan=2 style="background:#300505;"| '''INF SCP'''<br />
|- align="center"<br />
| style="width:120px" |Turret Type<br />
| style="width:60px" |Amount<br />
| style="width:120px" |Turret Type<br />
| style="width:60px" |Amount<br />
| style="width:120px" |Turret Type<br />
| style="width:60px" |Amount<br />
|- align="center"<br />
| EA Turret<br />
| 1<br />
|<br />
|<br />
|<br />
|<br />
|- align="center"<br />
| EA RFT<br />
| 8<br />
|<br />
|<br />
|<br />
|<br />
|- align="center"<br />
| Hell Storm<br />
| 1<br />
|<br />
|<br />
|<br />
|<br />
|- align="center"<br />
| Stinger<br />
| 2<br />
|<br />
|<br />
|<br />
|<br />
|- align="center"<br />
| MSilv<br />
| 4<br />
|<br />
|<br />
|<br />
|<br />
|}<br />
<br />
==Veteran Comments==<br />
{{comment|''As the tech description says, turrets are very heavily armored, with the exception of the Stinger launchers, making it rather difficult to disarm them. However, they aren't too dangerous to you or your friendly warships in the missions they appear in [[INFR1]]. Simply take out their stinger batteries and you can safely ignore them most of the time.''<br />
<br />
<br />
''The HTL model has eight huge submarine-style VLS tubes from which it can launch long-range torpedoes on the dorsal surface (where a stinger launcher used to be), but otherwise has an identical turret layout.''}}<br />
<br />
==Download link:==<br />
* Inferno Nostos (renamed to Skotas): https://www.hard-light.net/forums/index.php?topic=94800<br />
* Inferno R1 (original): https://www.hard-light.net/forums/index.php?topic=94800<br />
<br />
[[Category:Inferno Ships]]<br />
[[Category:User-made Ships]]</div>PIehttps://wiki.hard-light.net/index.php?title=EAC_Aesacus&diff=58554EAC Aesacus2018-12-17T01:42:55Z<p>PIe: </p>
<hr />
<div>{{Inferno_Ships}}<br />
<br />
<br />
{{shipimage|image=[[Image:eacaesacus.jpg]]|caption=EAC Aesacus}}<br />
<br />
The '''EAC ''Aesacus''''' is the [[Earth Alliance]]'s anti-fighter platform. It is specificately designed to handle wings of hostile spacecraft, and its anti-warship capability is poor.<br />
<br />
==Description:==<br />
<br />
===Inferno R1 Description===<br />
Armed with the EA's rapid fire projectile turret, the Aesacus is an anti-fighter escort design. A single medium beam cannon and several torpedo banks provide limited firepower against capital ship opponents. The Aesacus has a fast cruiser with enough speed for convoy escort and attack missions.<br />
<br />
===Inferno: Alliance Standalone Description===<br />
<br />
N/A<br />
<br />
===Inferno SCP Description===<br />
<br />
N/A<br />
<br />
===Developer Notes===<br />
None<br />
<br />
===Name origin===<br />
<br />
N/A<br />
<br />
<br />
==Performance:==<br />
===Statistics===<br />
{{Ship Stats|Cruiser|Earth Alliance|N/A|30.0|N/A|N/A|45000|N/A|N/A}}<br />
<br />
===Armaments===<br />
<br />
*'''[[Technical_Terms_and_Definitions#Turrets|Turrets]]'''<br />
{| border=1 cellpadding=4 style="border-collapse: collapse"<br />
|- align="center"<br />
| colspan=2 style="background:#351515;"| '''Inferno R1'''<br />
| colspan=2 style="background:#300505;"| '''INFA SA'''<br />
| colspan=2 style="background:#300505;"| '''INF SCP'''<br />
|- align="center"<br />
| style="width:120px" |Turret Type<br />
| style="width:60px" |Amount<br />
| style="width:120px" |Turret Type<br />
| style="width:60px" |Amount<br />
| style="width:120px" |Turret Type<br />
| style="width:60px" |Amount<br />
|- align="center"<br />
| EA RFT<br />
| 14<br />
|<br />
|<br />
|<br />
|<br />
|- align="center"<br />
| [[Heavy Flak]]<br />
| 4<br />
|<br />
|<br />
|<br />
|<br />
|- align="center"<br />
| Cruiser Torpedo<br />
| 8<br />
|<br />
|<br />
|<br />
|<br />
|- align="center"<br />
| Stinger<br />
| 2<br />
|<br />
|<br />
|<br />
|<br />
|- align="center"<br />
| MSilv<br />
| 1<br />
|<br />
|<br />
|<br />
|<br />
|}<br />
<br />
==Veteran Comments==<br />
<br />
[[Category:Inferno Ships]]<br />
[[Category:User-made Ships]]</div>PIehttps://wiki.hard-light.net/index.php?title=EAC_Aesacus&diff=58553EAC Aesacus2018-12-17T01:38:24Z<p>PIe: </p>
<hr />
<div>{{Inferno_Ships}}<br />
<br />
<br />
{{shipimage|image=[[Image:eacaesacus.jpg]]|caption=EAC Aesacus}}<br />
<br />
The '''EAC ''Aesacus''''' is the [[Earth Alliance]]'s anti-fighter platform. It is specificately designed to handle wings of hostile spacecraft, and its anti-warship capability is poor.<br />
<br />
==Description:==<br />
<br />
===Inferno R1 Description===<br />
Armed with the EA's rapid fire projectile turret, the Aesacus is an anti-fighter escort design. A single medium beam cannon and several torpedo banks provide limited firepower against capital ship opponents. The Aesacus has a fast cruiser with enough speed for convoy escort and attack missions.<br />
<br />
===Inferno: Alliance Standalone Description===<br />
<br />
N/A<br />
<br />
===Inferno SCP Description===<br />
<br />
N/A<br />
<br />
===Developer Notes===<br />
None<br />
<br />
===Name origin===<br />
<br />
N/A<br />
<br />
<br />
==Performance:==<br />
===Statistics===<br />
{{Ship Stats|Cruiser|Earth Alliance|N/A|30.0|N/A|N/A|45000|N/A|N/A}}<br />
<br />
===Armaments===<br />
<br />
*'''[[Technical_Terms_and_Definitions#Turrets|Turrets]]'''<br />
{| border=1 cellpadding=4 style="border-collapse: collapse"<br />
|- align="center"<br />
| colspan=2 style="background:#351515;"| '''Inferno R1'''<br />
| colspan=2 style="background:#300505;"| '''INFA SA'''<br />
| colspan=2 style="background:#300505;"| '''INF SCP'''<br />
|- align="center"<br />
| style="width:120px" |Turret Type<br />
| style="width:60px" |Amount<br />
| style="width:120px" |Turret Type<br />
| style="width:60px" |Amount<br />
| style="width:120px" |Turret Type<br />
| style="width:60px" |Amount<br />
|- align="center"<br />
| EA RFT<br />
| 14<br />
|<br />
|<br />
|<br />
|<br />
|- align="center"<br />
| [[Heavy Flak]]<br />
| 4<br />
|<br />
|<br />
|<br />
|<br />
|- align="center"<br />
| Cruiser Torpedo<br />
| 8<br />
|<br />
|<br />
|<br />
|<br />
|- align="center"<br />
| Stinger<br />
| 2<br />
|<br />
|<br />
|<br />
|<br />
|- align="center"<br />
| MSilv<br />
| 1<br />
|<br />
|<br />
|<br />
|<br />
|}<br />
<br />
==Veteran Comments==<br />
<br />
==Related Links==<br />
*[[Inferno Release 1]]:<br />
**[https://www.freespacemods.net/download_95.html | FreeSpaceMods.net]<br />
<br />
[[Category:Inferno Ships]]<br />
[[Category:User-made Ships]]</div>PIehttps://wiki.hard-light.net/index.php?title=ATT_Dallie&diff=58552ATT Dallie2018-12-17T01:37:46Z<p>PIe: /* Related Links */</p>
<hr />
<div>{{Inferno Ships|''ATT '''Dallie'''''}}<br />
<br />
<br />
{{shipimage|image=[[Image:dallie.jpg]]|caption=ATT Dallie}}<br />
<br />
==Description:==<br />
<br />
===INFR1 Tech Room Description===<br />
This small shuttle, designated Dallie, is lightly armed. However, instead of transporting personnel, they seem to be used instead to dock with enemy ships and self-destruct causing massive compression damage directly to the hull.<br />
<br />
===Credits===<br />
*Model by '''Woomeister''' with textures by '''Bobboau'''<br />
<br />
==Performance:==<br />
===Statistics===<br />
{|<br />
|-<br />
| style="width:200px" | '''[[Technical_Terms_and_Definitions#Type|Type]]'''<br />
| style="width:200px" | Transport<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Manufacturer|Manufacturer]]'''<br />
| Ancients<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Maneuverablity|Maneuverability]]'''<br />
| N/A<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Max Velocity|Max Velocity]]'''<br />
| 40<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Max Afterburner Velocity|Max Afterburner Velocity]]'''<br />
| N/A<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Armor|Armor]]'''<br />
| N/A<br />
|-<br />
| [[Technical_Terms_and_Definitions#Hitpoints|Hitpoints]]<br />
| 6000<br />
|-<br />
| [[Technical_Terms_and_Definitions#Shields|Shields]]<br />
| N/A<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Width|Width]]'''<br />
| 31 m<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Height|Height]]'''<br />
| 31 m<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Length|Length]]'''<br />
| 31 m<br />
|}<br />
<br />
===Armaments===<br />
<br />
*'''[[Technical_Terms_and_Definitions#Turrets|Turrets]]'''<br />
{| border=1 cellpadding=4 style="border-collapse: collapse"<br />
|- align="center"<br />
| colspan=2 style="background:#351515;"| '''Inferno Release 1'''<br />
|- align="center"<br />
| style="width:120px" |Turret Type<br />
| style="width:60px" |Amount<br />
|- align="center"<br />
| Pharnec<br />
| 2<br />
|}<br />
<br />
===Veteran Comments===<br />
{{comment|''The ATT prefix seems to be either a mistake or a new designation. Woomeister has said that it may stand for "Ancient Tactical Transport", denoting how it is used for a purpose other than personnel transportation (kamikaze docking).<br />
<br />
<br />
In other words, this transport may work as a flying bomb that docks with its target and then self-destructs.''}}<br />
<br />
==Related Links==<br />
*[[Inferno Release 1]]:<br />
**[https://www.freespacemods.net/download_95.html | FreeSpaceMods.net]<br />
<br />
[[Category: User-made Ships]]</div>PIehttps://wiki.hard-light.net/index.php?title=AJ_Androgeos&diff=58551AJ Androgeos2018-12-17T01:37:20Z<p>PIe: /* Download link: */</p>
<hr />
<div>{{Inferno Ships|''AJ '''Androgeos'''''}}<br />
<br />
<br />
{{shipimage|image=[[Image:androgeos.jpg]]|caption=AJ Androgeos}}<br />
<br />
==Description:==<br />
<br />
===INFR1 Tech Room Description===<br />
This juggernaut is the most heavily-armed Ancient warship we've encountered to date. Designated Androgeos, she has been seen engaging ships of most size classes very effectively. Several Sathanas and Amritaya class Shivan juggernauts have been reputedly destroyed by this behemoth of a ship.<br />
<br />
===Credits===<br />
*Model by '''Woomeister''' with textures by '''Bobboau'''<br />
<br />
==Performance:==<br />
===Statistics===<br />
{|<br />
|-<br />
| style="width:200px" | '''[[Technical_Terms_and_Definitions#Type|Type]]'''<br />
| style="width:200px" | Juggernaut<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Manufacturer|Manufacturer]]'''<br />
| Ancients<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Maneuverablity|Maneuverability]]'''<br />
| N/A<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Max Velocity|Max Velocity]]'''<br />
| 35<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Max Afterburner Velocity|Max Afterburner Velocity]]'''<br />
| N/A<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Armor|Armor]]'''<br />
| N/A<br />
|-<br />
| [[Technical_Terms_and_Definitions#Hitpoints|Hitpoints]]<br />
| 3 580 000<br />
|-<br />
| [[Technical_Terms_and_Definitions#Shields|Shields]]<br />
| N/A<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Width|Width]]'''<br />
| 3690 m<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Height|Height]]'''<br />
| 4547 m<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Length|Length]]'''<br />
| 5416 m<br />
|}<br />
<br />
===Armaments===<br />
<br />
*'''[[Technical_Terms_and_Definitions#Turrets|Turrets]]'''<br />
{| border=1 cellpadding=4 style="border-collapse: collapse"<br />
|- align="center"<br />
| colspan=2 style="background:#351515;"| '''Inferno Release 1'''<br />
|- align="center"<br />
| style="width:120px" |Turret Type<br />
| style="width:60px" |Amount<br />
|- align="center"<br />
| LRABeam<br />
| 9<br />
|- align="center"<br />
| BABeam<br />
| 20<br />
|- align="center"<br />
| Unknown AAA<br />
| 6<br />
|- align="center"<br />
| Unknown Turret<br />
| 14<br />
|- align="center"<br />
| Unknown Missile<br />
| 6<br />
|}<br />
<br />
<br />
<br />
===Veteran Comments===<br />
{{comment|''The sheer amount of hitpoints the Androgeos has makes it the most powerful juggernaut in INFR1, second only to the Icanus and Gigas, which are considerably larger.''}}<br />
<br />
==Download link:==<br />
*Inferno Release 1: https://www.freespacemods.net/download_95.html<br />
<br />
[[Category:User-made Ships]]</div>PIehttps://wiki.hard-light.net/index.php?title=AD_Pylos&diff=58550AD Pylos2018-12-17T01:36:27Z<p>PIe: /* Download link: */</p>
<hr />
<div>{{User-made Ships|''AD '''Pylos'''''}}<br />
<br />
<br />
The '''AD ''Pylos''''' is an Ancient destroyer seen in the [[Inferno]] mod. Although it was not used in the campaign, it was included in [[Inferno: Release 1|Inferno R1]]. It is, however, included and used within the [[Ancient-Shivan War (campaign)|Ancient-Shivan War]] campaign.<br />
<br />
The Pylos model itself was actually a stretched and modified [[GVF Serapis|Serapis]] mesh, created by Woomeister. This practice of modifying retail meshes to create new ships was actually very common at the time (for example, the same method was also used to create the [[GVSD Het-ka]]), but has since fallen out of use. <br />
<br />
{{shipimage|image=[[Image:pylos.jpg]]|caption=The AD Pylos as seen in [[Inferno Release 1|INFR1]]}}<br />
<br />
==Description:==<br />
<br />
===Inferno Release 1 Tech Room Description===<br />
The Pylos is the first capable warship we've seen from the Ancients. An array of heavy beam cannons gives it a vicious bite from numerous angles, and it can go toe-to-toe with any Allied corvette. Like all Ancient capital ships, the Pylos is much faster than our equivalents.<br />
<br />
===Ancient-Shivan War Tech Room Description===<br />
Pylos class destroyers rest at our main frontline offensive, enforcing the will of our mighty Empire. With multiple anti-capital ship cannons, these ships are an impressive representitive of showing what a 'Destroyer' class vessel can achieve in its life. Mostly, these ships are meant to challenge other capital ships rather than destroy, and unlike more recent destroyers, have no fighter bay to speak of. The newer Achladia and Odigitria class destroyers are accomplishing both the same role as the Pylos and come with fighterbays. The Core is willing to fully decomission the Pylos within the next two decades. Until every last one has been farewelled, the Pylos will remain in our crusades, leading the charge against any inferior race.<br />
<br />
===Credits===<br />
*Original model by '''Volition''' (GVF Serapis)<br />
*Model by '''Woomeister''' with textures by '''Bobboau'''<br />
<br />
==Performance:==<br />
===Statistics===<br />
====Inferno Release 1====<br />
{|<br />
|-<br />
| style="width:200px" | '''[[Technical_Terms_and_Definitions#Type|Type]]'''<br />
| style="width:200px" | Destroyer<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Manufacturer|Manufacturer]]'''<br />
| Ancients<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Maneuverablity|Maneuverability]]'''<br />
| N/A<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Max Velocity|Max Velocity]]'''<br />
| 30<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Max Afterburner Velocity|Max Afterburner Velocity]]'''<br />
| N/A<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Armor|Armor]]'''<br />
| N/A<br />
|-<br />
| [[Technical_Terms_and_Definitions#Hitpoints|Hitpoints]]<br />
| 480 000<br />
|-<br />
| [[Technical_Terms_and_Definitions#Shields|Shields]]<br />
| N/A<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Width|Width]]'''<br />
| 1200 m<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Height|Height]]'''<br />
| 320 m<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Length|Length]]'''<br />
| 2000 m<br />
|}<br />
====Ancient-Shivan War====<br />
{|<br />
|-<br />
| style="width:200px" | '''[[Technical_Terms_and_Definitions#Type|Type]]'''<br />
| style="width:200px" | Destroyer<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Manufacturer|Manufacturer]]'''<br />
| Ancients<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Maneuverablity|Maneuverability]]'''<br />
| N/A<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Max Velocity|Max Velocity]]'''<br />
| 30<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Max Afterburner Velocity|Max Afterburner Velocity]]'''<br />
| N/A<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Armor|Armor]]'''<br />
| N/A<br />
|-<br />
| [[Technical_Terms_and_Definitions#Hitpoints|Hitpoints]]<br />
| 100 000<br />
|-<br />
| [[Technical_Terms_and_Definitions#Shields|Shields]]<br />
| N/A<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Width|Width]]'''<br />
| 1200 m<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Height|Height]]'''<br />
| 320 m<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Length|Length]]'''<br />
| 2000 m<br />
|}<br />
<br />
===Armaments===<br />
<br />
*'''[[Technical_Terms_and_Definitions#Turrets|Turrets]]'''<br />
{| border=1 cellpadding=4 style="border-collapse: collapse"<br />
|- align="center"<br />
| colspan=2 style="background:#351515;"| '''Inferno Release 1'''<br />
| colspan=2 style="background:#5F9EA0;"| '''Ancient-Shivan War'''<br />
|- align="center"<br />
| style="width:120px" |Turret Type<br />
| style="width:60px" |Amount<br />
| style="width:120px" |Turret Type<br />
| style="width:60px" |Amount<br />
|- align="center"<br />
| BABeam<br />
| 3<br />
| Ancient Cannon<br />
| 6<br />
|- align="center"<br />
| SABeam<br />
| 4<br />
| Ancient Light Turret<br />
| 19<br />
|- align="center"<br />
| Unknown AAA<br />
| 3<br />
|<br />
|<br />
|- align="center"<br />
| Unknown Turret<br />
| 13<br />
|<br />
|<br />
|- align="center"<br />
| Unknown Missile<br />
| 2<br />
|<br />
|<br />
|}<br />
<br />
<br />
===Veteran Comments===<br />
{{comment|}}<br />
<br />
==Download link:==<br />
*Inferno Release 1: https://www.freespacemods.net/download_95.html<br />
<br />
<br />
[[Category:Inferno Ships]]<br />
[[Category:Ancient-Shivan War]]</div>PIehttps://wiki.hard-light.net/index.php?title=AC_Gordia&diff=58549AC Gordia2018-12-17T01:34:15Z<p>PIe: /* Related Links: */</p>
<hr />
<div>{{User-made Ships}}<br />
<br />
The '''AC ''Gordia''''' is a light, ultra-fast, user-made [[Ancients|Ancient]] warship. Originally created for the [[Inferno Release 1]] mod, it was also used in the [[Ancient-Shivan War (campaign)|Ancient-Shivan War]] campaign.<br />
<br />
{{shipimage|image=[[Image:gordia.jpg]]|caption=The AC Gordia as seen in [[Inferno Release 1|INFR1]]}}<br />
<br />
==Description:==<br />
<br />
===Inferno Release 1 Tech Room Description===<br />
Barely registering as a cruiser, the Gordia is an ultra-fast capital ship that appears to be more of a transport than a warship. Although very heavily armored, this small cruiser is of little threat to virtually anything with more than a few guns. Pilots should be aware of her powerful defensive weapons, however.<br />
<br />
===Ancient-Shivan War Tech Room Description===<br />
The Gordia is our ultra-fast strike cruiser class. Not built for fighting defensively like the Heraklion, these cruisers was built instead for strike missions where victory is absolute. Speed is the Gordia's key strength rather than overwhelming firepower or an incredibly thick hull. Because of their speed, Gordias are capable of encircling and wearing down the enemy before eventually destroying them. Using this tactic within the presence of our larger, more powerful vessels such as the Pylos destroyer makes the matter of elimating foes much less difficult. Elders all around the Empire has noted this as an effective method in the most recent of conflicts. The Gordia will remain a choice for future ages to come.<br />
<br />
===Credits===<br />
*Model by '''Woomeister'''<br />
<br />
==Performance:==<br />
===Statistics===<br />
====Inferno R1====<br />
{|<br />
|-<br />
| style="width:200px" | '''[[Technical_Terms_and_Definitions#Type|Type]]'''<br />
| style="width:200px" | Cruiser<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Manufacturer|Manufacturer]]'''<br />
| Ancients<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Maneuverablity|Maneuverability]]'''<br />
| N/A<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Max Velocity|Max Velocity]]'''<br />
| 70<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Max Afterburner Velocity|Max Afterburner Velocity]]'''<br />
| N/A<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Armor|Armor]]'''<br />
| N/A<br />
|-<br />
| [[Technical_Terms_and_Definitions#Hitpoints|Hitpoints]]<br />
| 75 000<br />
|-<br />
| [[Technical_Terms_and_Definitions#Shields|Shields]]<br />
| N/A<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Width|Width]]'''<br />
| 86 m<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Height|Height]]'''<br />
| 45 m<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Length|Length]]'''<br />
| 209 m<br />
|}<br />
====Ancient-Shivan War====<br />
{|<br />
|-<br />
| style="width:200px" | '''[[Technical_Terms_and_Definitions#Type|Type]]'''<br />
| style="width:200px" | Cruiser<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Manufacturer|Manufacturer]]'''<br />
| Ancients<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Maneuverablity|Maneuverability]]'''<br />
| N/A<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Max Velocity|Max Velocity]]'''<br />
| 70<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Max Afterburner Velocity|Max Afterburner Velocity]]'''<br />
| N/A<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Armor|Armor]]'''<br />
| N/A<br />
|-<br />
| [[Technical_Terms_and_Definitions#Hitpoints|Hitpoints]]<br />
| 17 500<br />
|-<br />
| [[Technical_Terms_and_Definitions#Shields|Shields]]<br />
| N/A<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Width|Width]]'''<br />
| 86 m<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Height|Height]]'''<br />
| 45 m<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Length|Length]]'''<br />
| 209 m<br />
|}<br />
<br />
===Armaments===<br />
<br />
*'''[[Technical_Terms_and_Definitions#Turrets|Turrets]]'''<br />
{| border=1 cellpadding=4 style="border-collapse: collapse"<br />
|- align="center"<br />
| colspan=2 style="background:#351515;"| '''Inferno Release 1'''<br />
| colspan=2 style="background:#5F9EA0;"| '''Ancient-Shivan War'''<br />
|- align="center"<br />
| style="width:120px" |Turret Type<br />
| style="width:60px" |Amount<br />
| style="width:120px" |Turret Type<br />
| style="width:60px" |Amount<br />
|- align="center"<br />
| SABeam<br />
| 1<br />
| Ancient Light Turret<br />
| 3<br />
|- align="center"<br />
| Unknown AAA<br />
| 4<br />
| Pharnec<br />
| 4<br />
|- align="center"<br />
| Unknown Turret<br />
| 2<br />
| Wrath Missile<br />
| 4<br />
|- align="center"<br />
| Unknown Missile<br />
| 4<br />
| <br />
|<br />
|}<br />
<br />
<br />
{{comment|<br />
''At a glance, one may be fooled into thinking this is some kind of upgunned [[Aten]] clone. Be warned: It's not. While its weaponry may not be that spectacular, the Gordia has almost as many hitpoints as a [[GTCv Deimos|Deimos corvette]], making it a headache to take down without some heavier weaponry. For a cruiser, the amount of hitpoints it has allows it to do more damage with its light weaponry over a longer space of time.''}}<br />
<br />
==Related Links:==<br />
*[[Inferno: Release 1|Inferno Release 1]]:<br />
**[https://www.freespacemods.net/download_95.html Download | FreeSpaceMods.net]<br />
<br />
[[Category:Inferno Ships]]<br />
[[Category:User-made Ships]]<br />
[[Category:Ancient-Shivan War]]</div>PIehttps://wiki.hard-light.net/index.php?title=GTSD_Odin&diff=58548GTSD Odin2018-12-17T01:32:44Z<p>PIe: /* Download Link */</p>
<hr />
<div>{{Inferno_Ships}}<br />
<br />
<br />
{{shipimage|image=[[Image:Gtsdodin.jpg]]|caption=GTSD Odin}}<br />
<br />
The '''GTSD ''Odin''''' is a superdestroyer able to jump where no other ship can. It's yet to appear in a custom campaign as it took no part in INFR1.<br />
<br />
==Description:==<br />
<br />
===Inferno R1 Description===<br />
Dubbed 'The Great Experiment', the Odin superdestroyer was initially put into service to field-test a new type of subspace drive system for nodeless travel between star systems. Although a great deal was learned about subspace from the trials, the drive ultimately failed to live up to its mandate and was scrapped. Eight months after the ship was mothballed, scientists decided to install the same subspace coil technology for the purpose of testing Knossos technology which was destined for the Sol Gate. The result was startlingly successful - although the project was completed shortly after the Melia was completed, it worked perfectly - allowing the Odin to travel through weak or unstable jump nodes. The Odin is the heaviest warship in regular GTVA service, and the most powerful, aside from the Warlock carrier.<br />
<br />
===Inferno: Alliance Standalone Description===<br />
<br />
N/A<br />
<br />
===Inferno SCP Description===<br />
<br />
N/A<br />
<br />
===Developer Notes===<br />
None<br />
<br />
===Name origin===<br />
<br />
''Odin'' is the chief god of the Norse.<br />
<br />
<br />
==Performance:==<br />
===Statistics===<br />
{{Ship Stats|Superdestroyer|GTVA|N/A|15.0|N/A|N/A|750000|N/A|N/A}}<br />
<br />
===Armaments===<br />
<br />
*'''[[Technical_Terms_and_Definitions#Turrets|Turrets]]'''<br />
{| border=1 cellpadding=4 style="border-collapse: collapse"<br />
|- align="center"<br />
| colspan=2 style="background:#351515;"| '''Inferno R1'''<br />
| colspan=2 style="background:#300505;"| '''INFA SA'''<br />
| colspan=2 style="background:#300505;"| '''INF SCP'''<br />
|- align="center"<br />
| style="width:120px" |Turret Type<br />
| style="width:60px" |Amount<br />
| style="width:120px" |Turret Type<br />
| style="width:60px" |Amount<br />
| style="width:120px" |Turret Type<br />
| style="width:60px" |Amount<br />
|- align="center"<br />
| GTVA Rapid Laser<br />
| 5<br />
|<br />
|<br />
|<br />
|<br />
|- align="center"<br />
| Stinger<br />
| 6<br />
|<br />
|<br />
|<br />
|<br />
|- align="center"<br />
| [[FighterKiller]]<br />
| 2<br />
|<br />
|<br />
|<br />
|<br />
|- align="center"<br />
| BomberKiller<br />
| 6<br />
|<br />
|<br />
|<br />
|<br />
|- align="center"<br />
| [[Heavy Flak]]<br />
| 2<br />
|<br />
|<br />
|<br />
|<br />
|- align="center"<br />
| [[AAAf]]<br />
| 4<br />
|<br />
|<br />
|<br />
|<br />
|- align="center"<br />
| BFBlue<br />
| 3<br />
|<br />
|<br />
|<br />
|<br />
|- align="center"<br />
| HBlue<br />
| 8<br />
|<br />
|<br />
|<br />
|<br />
|- align="center"<br />
| TerSlashBlue<br />
| 4<br />
|<br />
|<br />
|<br />
|<br />
|}<br />
<br />
==Veteran Comments==<br />
{{comment|}}<br />
<br />
==Download Link==<br />
*https://www.freespacemods.net/download_95.html<br />
[[Category:Inferno Ships]]<br />
[[Category:User-made Ships]]</div>PIehttps://wiki.hard-light.net/index.php?title=Campaign_List&diff=58547Campaign List2018-12-17T01:26:52Z<p>PIe: /* The Babylon Project */</p>
<hr />
<div>User-made campaigns are continuations of the FreeSpace saga, whether as sequels, prequels, or occurring simultaneously with one of the games. The following is an (''incomplete'') list of completed user-made campaigns.<br />
<br />
'''''Note: Some campaigns featured here are part of a total conversion. More details on these major mods can be found on the [[Total conversions|Total Conversions]] page.'''''<br />
<br />
'''''Note: Campaigns which haven't been released can be found on the [[Unreleased Campaign List]].'''''<br />
<br />
== FreeSpace Universe ==<br />
<br />
=== Pre-Capella ===<br />
<br />
{| cellpadding = 5 style="margin: 0 0 1em 1em; background: #002; border: 2px #11A solid; border-collapse: collapse;" class=sortable<br />
!Campaign !!Release status !! Voiced !! Requirement !! Author(s) !! Special content !! Number of missions!! Story !! Link<br />
|-<br />
|- style= "border: 1px #22D solid;"<br />
| colspan=9 style="text-align: center; background: #108;"| <font size=4>'''Pre-Great War Era'''</font><br><font size=1>''Campaigns set before the events of [[FreeSpace 1]]''</font><br />
|-<br />
|''[[Ancient-Shivan War (campaign)|Ancient-Shivan War]]|| Released || No || FSO || Various || Complete mod || 7 for first release|| The demise of the Ancients, but not without a fight || [http://www.sectorgame.com/ASW/ Website]<br />
|-<br />
|''[[Cardinal Spear]]|| Released || Yes || FSP or FS1 || Adam "Ace" Rorabaugh || New weapons, new installations, new planet/sun textures || 2x4 || In 2331, a Vasudan fleet jump in Sol. This campaign cover the defense of Sol and the GTA counter-attack || [http://www.hard-light.net/forums/index.php/topic,47337.0.html Thread]<br />
|-<br />
|''[[Points of View]]|| Released || No || FSO & FSP || Three Niner || Vasudan side || 3||Unknown || [http://www.hard-light.net/forums/index.php/topic,62699.0.html Thread]<br />
|-<br />
|''[[The Unification War]]|| Released || No || FSO || Various || Complete mod || 29 || The year is 2313. Thanks to the development of intrasystem subspace jump drives and communications relays, Terrans have extended their reach throughout the solar system as never before || [http://tvwp.hard-light.net/website/ Website]<br />
|-<br />
|- style= "border: 1px #22D solid;"<br />
| colspan="9" style="text-align: center; background: #108;"| <font size=4>'''Great War Era'''</font><br><font size=1>''Campaigns set around the events of [[FreeSpace 1]]''</font><br />
|-<br />
|''[[Portal:FreeSpace 1|The Main FreeSpace Campaign]]|| Released|| Yes || FSP or FS1 || [[Volition]] || Official campaign || 29 || While Terrans and Vasudans has been fighting for 14 years, a new alien race confronts them ||[http://fsport.hard-light.net/website/ Website]<br />
|-<br />
|''[[Operation Templar]]|| Released|| Yes || FSP or FS2 || [[Volition]] || Official campaign || 4 || Operation Templar, a joint GTA-Vasudan endeavor, hunts down the last remnants of Hammer of Light. The rebels stage a desperate last stand, hijacking a Vasudan destroyer and taking hostages. ||[http://www.freespacemods.net/download.php?view.202 FreeSpaceMods]<br />
|-<br />
|''[[Silent Threat]]|| Released|| Yes || FSP or FS1 || [[Volition]] || Offical Campaign|| 12|| As the Great War goes on, the GTI tries to preserve the fragile alliance. || [http://fsport.hard-light.net/website/ Website]<br />
|-<br />
|''[[Alliance Fights Back]]||Released||No||FSO & FSP||[mailto:Mage14@hotmail.com Travis Brainard], macfie||None||8|| To break Shivan resistance after the Lucifer destruction, General Albert Ulysses comes up with a daring - and risky - plan. || [http://www.freespacemods.net/download.php?view.377 FreeSpaceMods]<br />
|-<br />
|''[[Awakenings]]|| Released|| Yes || FSP or FS1 || [[FreeSpace Campaign Restoration Project|FSCRP]]||None || 13|| Three years after the collapse of the Sol node, the Shivans are pushing back into reclaimed systems || [http://www.hard-light.net/forums/index.php?topic=58358.0.0.html Thread]<br />
|-<br />
|'' [[Battle for Altair]]||Released||No||FSP||[mailto:adamant@pacifier.com Adam N. Rorabaugh]||None||9||After the narrow destruction of the dreaded Lucifer, the alliance dwindles as the Hammer of light and rebel factions arise and fight amongst themselves. || [http://www.freespacemods.net/download.php?view.51 FreeSpaceMods]<br />
|-<br />
|''[[The Counterstrike]]||Released|| No||FS1||Derek McBurney|| None || 4|| Your a different pilot, doing a different mission, in the same war. This campaign takes place from 36 hours before the death of the Lucifer, to 8 hours after.||<br />
|-<br />
|''[[Crucible]]|| Released|| Yes || FSP or FS1 || [mailto:mguenthe@netcom.ca Matthew Guenther]|| Fully-branching || 7|| On the 29th of May 2335, the GTD Intrepid is ordered to penetrate enemy lines to buy time for the Alliance to regroup || [http://www.hard-light.net/forums/index.php?topic=58358.0 Thread]<br />
|-<br />
|''[[Dark Raji]]|| Released|| No || FSP or FS1 || Agentsmith@sprintmail.com|| None || 7|| After the Lucifer cut us from our home... and before the GTI's corruption was known the real threat to humanity was seen||<br />
|-<br />
|''[[The Destiny of Peace|Destiny of Peace]]|| Released|| Yes || FSP or FS1 || [mailto:justinm@thegrid.net Justin Mills]|| None || 7|| By October 2335, a rebel GTA faction of mercenaries emerges, and its aims are a mystery. ||[http://www.hard-light.net/forums/index.php?topic=58358.0 Thread]<br />
|-<br />
|''[[Duke Squad]]|| Released|| No || FSP or FS1 || Unknown|| None || 9|| You have been transfered to the GTD Delacroix, the secondary flagship of the Duke Squad, elite of the elite. As you begin your Tour of Duty with the elite of the elite, you are drawn into something far more complex than a normal Tour of Duty...||<br />
|-<br />
|''[[Hellwolf]]||Released||No||FSP||Unknown||None||5|| Chronicles of the Hellwolf clan of pirates. ||<br />
|-<br />
|''[[Infinite Dimension]]|| Released|| No || FSP or FS1 || Laser Ray|| None || 8|| None||<br />
|-<br />
|''[[Internal Conflicts]]|| Released|| No || FSP or FS1 || Unknown|| None || 12|| The Shivans are destroying the galaxy... but now we've got some new friends... or so we thought...||<br />
|-<br />
|''[[New Beginnings]]|| Released|| Yes || FSO & FSP || [mailto:Bussaca1@aol.com Bussaca1]|| None ||7|| After the destruction of the Lucifer, only a handful of jump nodes were left active. They are guarded fiercely by GTI and PVC forces - for instance the outpost Atlas. ||[http://www.freespacemods.net/download.php?view.23 FreeSpaceMods]<br />
|-<br />
|''[[Nubian Conflict]]|| Released|| Yes || FSP or FS1 || All American Flight Test Center || None || 4|| Pushed to the edge of destruction the Terrans, Vasudans & Shivans face new challenges in rebuilding their respective empires.||<br />
|-<br />
|''[[Phantoms]]|| Released|| Yes || FSO & FSP || [[User:Blaise Russel|Blaise Russel]] ||None || 3|| In early 2335, the GTD Amadeus moves to block the PVD Temperance from entering Antares, unaware of the imminent arrival of 'Phantom ships' ||[http://www.hard-light.net/forums/index.php?topic=58358.0 Thread]<br />
|-<br />
|''[[Second Vasudan War]]||Released||No||FS1||Unknown|| None|| 5|| The Vasudans can't be trusted as war breaks out again. ||<br />
|-<br />
|''[[Special Ops]]||Released||No||FS1||Unknown|| None|| 3|| Special Ops takes a superior pilot. Are you up to the Challenge? ||<br />
|-<br />
|''[[Start of the Terran-Vasudan War]]||Released||No||FS1||Unknown|| None|| 4||The start of the 14 year Terran & Vaudsan War. ||<br />
|-<br />
|''[[Tango]]||Released||Yes||FSO||Julian Egelstaff, [[FreeSpace Campaign Restoration Project|FSCRP]] || Minor mods||3||As Terran forces continue to fall back in the face of Shivan might, Lieutenant Rhygar, on a front line patrol discovers something there could turn the tide of the war, or seal his doom. ||[http://www.hard-light.net/forums/index.php?topic=58358.0 Thread]<br />
|-<br />
|''[[The McCarthy Campaign]]||Released||No||FSO||???|| None||20||As the 14-year war rages on, you have been asked by Lt. Alexander McCarthy to aid him in his rebellion. Is he defecting out of selfishness, or is there truly a dark threat, ready to destroy both the Terran and Vasudan races? ||<br />
|-<br />
|''[[The Road to Victory]]||Released||No||FS1||[mailto:borg4@hotmail.com Michael Cook]|| None|| 19|| The GTD Saratoga is trying to destroy once and for all the Hammer of Light ||[http://www.freespacemods.net/download.php?view.48 FreeSpaceMods]<br />
|-<br />
|''[[Vasudan Academy]]||Released||No||FS1||Laser Ray-IDS Productions|| None|| 3|| The Vasudan training missions || [http://freespacemods.net/download.php?view.430 FreeSpaceMods]<br />
|-<br />
|''[[War]]||Released||No||FS1||MadMax|| None|| 5|| More battles for FreeSpace...By MadMax||<br />
|-<br />
|''[[Wolfpack Legacy]]||Released||No||FS1||Alex Harris|| None|| 11|| The Wolf Pack Squadron is stationed on the aging GTD Omega and sent on low impact missions. Or so they thought. They are quickly drawn into a heated post-war conflict fueled by a dark conspiracy. If they survive, they will leave a legacy to be emulated by fighter squadrons for years to come.||<br />
|-<br />
|- style= "border: 1px #22D solid;"<br />
| colspan="9" style="text-align: center; background: #114;"| <font size=4>'''Silent Threat: Reborn'''</font><br><font size=1>''Campaigns set in the Silent Threat: Reborn continuity''</font><br />
|-<br />
|''[[Silent Threat: Reborn]]|| Released|| Yes || FSP || Various || Cutscenes, bonus content, promotional ARG || 18 || ''New version of Silent Threat official campaign || [http://fsport.hard-light.net/website/str/ Website]<br />
|-<br />
|''[[Deneb III (campaign)|Deneb III]]|| Released|| Yes || FSO & FSP || [[User:Goober5000|Goober5000]] || The last mission || 3|| Set during the height of the Battle of Deneb in 2335. As a Vasudan pilot assigned to the PVD Guardian, you must defend your systems against the Shivan advance at any cost. ||[http://www.hard-light.net/forums/index.php?topic=93950.0 Thread]<br />
|-<br />
|''[[Echo Gate]]|| Released|| Yes || FSO & FSP || [[User:Blaise Russel|Blaise Russel]] || Music files || 3|| Shortly after the destruction of the Lucifer, the GTD Minnow is dispatched to Beta Cygni to clear up a lingering Shivan presence || [http://www.hard-light.net/forums/index.php?topic=58358.0 Thread]<br />
|-<br />
|- style= "border: 1px #22D solid;"<br />
| colspan="9" style="text-align: center; background: #114;"| <font size=4>'''Memories of the Great War'''</font><br><font size=1>''Campaigns set in the user-made [[Memories of the Great War]] continuity''</font><br />
|-<br />
|''[[Hellgate Ikeya]]|| Released|| No|| FSO & FSP|| [http://wo.proxima-fleet.com/ Orph3u5] ||None||4|| On the 2nd of February 2335, the GTD Galatea is ordered to locate the Shivan entry node in Ikeya.|| [http://www.freespacemods.net/download.php?view.21 FreeSpaceMods]<br />
|-<br />
|''[[Light of Antares]]|| Released|| No || FSO & FSP || [http://wo.proxima-fleet.com/ Orph3u5] || None || 5|| On the 3rd of February 2335, the GTA Myrmidon is ordered to reinforce Ribos system, but the Hammer of Light tries to hamper it ||[http://www.freespacemods.net/download.php?view.8 FreeSpaceMods]<br />
|-<br />
|''[[Rain on Ribos 4]]|| Released|| No || FSO & FSP || [http://wo.proxima-fleet.com/ Orph3u5] || None|| 18|| The Tombaugh station is overseeing the capturing of the SC Taranis || [http://www.freespacemods.net/download.php?view.22 FreeSpaceMods]<br />
|-<br />
|- style= "border: 1px #22D solid;"<br />
| colspan="9" style="text-align: center; background: #108;"| <font size=4>'''Reconstruction Era'''</font><br><font size=1>''Campaigns set between the events of [[FreeSpace 1]] and [[FreeSpace 2]]''</font><br />
|-<br />
|''[[25th Year]]||Released||No||FS1||KolChak||None||3|| 25 years after the Great War, the Hammer of Light is a major power, at war with the Terran Vasudan Alliance. Now, it seeks to acquire a new Shivan weapon || [http://www.freespacemods.net/download.php?view.49 FreeSpaceMods]<br />
|-<br />
|''[[Mefistofele|BtA: Mefistofele]]||Released||No||FSO || Mjn.Mixael||Demo||2 || The day is August 3, 2335. Thirteen months have passed since the Lucifer was destroyed, mysteriously locking the Sol system away. It's barely been two months since the Hades superdestroyer was destroyed in orbit of Deneb, and the rogue GTI reduced to silence. There are many wounds to lick for the GTA, as the weakened fleet struggles to maintain order in its systems. Although the cease-fire treaty with their new Vasudan allies is still holding, the PVE is still busy dealing with the terrorist HoL faction. Now is our chance to get past them. We no longer need to so carefully hide. Now we can make our deal with the devil. || [http://www.hard-light.net/forums/index.php?board=226.0/ Website]<br />
|-<br />
|''[[Between the Ashes]]||Released||No||FSO || Mjn.Mixael||Complete mod||17 || The losses to the Shivans and the crippled state of the GTA from the Fourteen Year War has caused many to lose faith in a unified government. And the Hammer of Light has become a dangerous terrorist group, but to what end? || [http://www.hard-light.net/forums/index.php?board=226.0/ Website]<br />
|-<br />
|''[[Black Horizon]]||Released||No||FS1||Jason 'Rizbre' Wollenberg||New ships||2x10||100 years after the Great War, the Sol node is reopened (campaign was made before FS2 was published) || None<br />
|-<br />
|''[[Eagle Takes Flight]]||Released||No||FSO & FSP||Robert Carol, macfie||Several table hacks, retextures||4||Alpha 1 and his best buddy start their own security company|| [http://www.hard-light.net/forums/index.php?topic=58358.0 Thread]<br />
|-<br />
|''[[Enemies United]]||Released||No||FS2||Aki malinen||None||Unknown|| Terran-Vasudan Alliance tries to eliminate a new thread before it gets larger... or, has it already got large enough?|| [http://www.freespacemods.net/download.php?view.445 FreeSpaceMods]<br />
|-<br />
|''[[Homesick]] || Released || No|| FSO || [[User:Blaise Russel|Blaise Russel]] ||None||37||In 2355, during the Reconstruction era, a mercenary must protect trader from the ever-growing threat of piracy || [http://www.hard-light.net/forums/index.php/topic,19306.0.html Thread]<br />
|-<br />
|''[[Lost]] || Released || Partially || FSO || [[User:HLD_Prophecy|HLD_Prophecy]] || Fan-made/borrowed music, weapons, ships. Some assets hacked/edited by the mod author. ||6|| You awaken, lost in space. Find answers... or not. Fulfill an ancient destiny. Author was formerly known as PVD_Hope. || [http://www.hard-light.net/forums/index.php?topic=92823.0Release Thread]<br />
|-<br />
|''[[Marduk's Shroud]]||Released||No||FS1 & FSP||Unknown||None||4||A new Shivan technology must be destroyed by the GTVA || [http://www.freespacemods.net/download.php?view.344 FreeSpaceMods]<br />
|-<br />
|''[[Rogues!]]||Released||No||FreeSpace Open||[[User:TopAce|TopAce]]||Insubstantial||8||A story of three criminals that undertook a business that they should have avoided.|| [http://www.hard-light.net/forums/index.php?topic=74936.0;topicseen Thread]<br />
|-<br />
|''[[Shrouding The Light]]||Released||Yes||FSO & FSP||[[User:Blaise Russel|Blaise Russel]]||None||32||In the year 2336, as dissidents and splinter groups jeopardise the hopes of peace, you are transferred, from the safety of the 1st Battlegroup of Vasuda to the the troubled hotspot of Deneb... || [http://www.hard-light.net/forums/index.php/topic,26961.0.html Thread]<br />
|-<br />
|''[[Sol: A History]] || Being reworked || No || FSO, Inferno Release 1 || Blaise Russel, [[FreeSpace Campaign Restoration Project|FSCRP]] || Campaign using the Inferno mod|| 40+|| After the Sol node collapses, conflicts span from 2355 to 2372 in the Sol system || [http://www.freespacemods.net/download.php?view.108 FreeSpaceMods]<br />
|-<br />
|''[[Sync]] ||Released || No || FSO || Ransom Arceihn ||None|| Unknown || Two years after escaping death in an uncharted nebula, three mercenaries are hired to escort freighters to the Betelgeuse system. It quickly becomes clear that this is no ordinary mission || [http://www.hard-light.net/forums/index.php?topic=58358.0 Thread]<br />
|-<br />
|}<br />
<br />
=== Capella ===<br />
<br />
{| cellpadding = 5 style="margin: 0 0 1em 1em; background: #002; border: 2px #11A solid; border-collapse: collapse;" class=sortable<br />
!Campaign !!Release status !! Voiced !! Requirement !! Author(s) !! Special content !! Number of missions!! Story !! Link<br />
|- style= "border: 1px #22D solid;"<br />
| colspan="9" style="text-align: center; background: #108;"| <font size=4>'''Capella Era'''</font><br><font size=1>''Campaigns set around the events of [[FreeSpace 2]]''</font><br />
<br />
|-<br />
|''[[Portal:Freespace 2|The Main FreeSpace 2 Campaign]] || Released || Yes ||FSO or FS2|| [[Volition]] || Official Campaign|| 35|| In 2367, the GTVA is facing the NTF rebellion, but an older enemy is lurking<br />
|-<br />
|''[[The Aeos Affair]] || Released || No || FS2 || Derek "PickelHead" Pickering , [[FreeSpace Campaign Restoration Project|FSCRP]] ||Mines, new jump gates, reworked IA|| 10|| The isolated Aeos base has been set up to study an ancient outpost. But the Shivans are ready to throw everything they have to destroy it|| [http://www.hard-light.net/forums/index.php/topic,58354.0.html Thread]<br />
|-<br />
|''[[Alcibiades' Gamble]]|| Demo released || Unknown ||FSO || Various || None|| Unknown|| The combats of a GTVA pilot against the growing NTF rebellion||[http://ag.hard-light.net/FAQ.html Website]<br />
|-<br />
|''[[Crossing the Styx]] || Released || No || FSO ||[[User:SpaceFreak|FSF]]||New interface||11||Take part in an operation that will change the future of mankind.|| [http://freespacemods.net/download.php?view.564 FreeSpaceMods]<br />
|-<br />
|''[[Desperation|Desperation - Lost in the Fog ]]|| Released|| No|| FSO|| Singh|| None|| 7|| While the alliance is pulling out of Capella, a small GTVA Battle Group is stranded behind enemy lines || [http://www.freespacemods.net/download.php?view.61 FreeSpaceMods]<br />
|- <br />
|''[[Desperation|Desperation - Chapter 2]]|| Released|| No|| FSO|| Singh|| None|| 7|| While the alliance is pulling out of Capella, a distress call is send from the Nebula by isolated GTVA forces || [http://www.freespacemods.net/download.php?view.62 FreeSpaceMods]<br />
|-<br />
|''[[Fall of Epsilon Pegasi]]|| Released ||Yes || FSO || [[User:Blaise Russel|Blaise Russel]]|| None|| 10||While the Aquitane battles Shivans in the nebula beyond Gamma Draconis, the Epsilon Pegasi 6th Fleet must defend against the attacks of the Neo-Terran Front|| [http://www.hard-light.net/forums/index.php?topic=58358.0.html Thread]<br />
|- <br />
|''[[Flames of War - Chapter 1]] || Released || No || FSO || TrashMan, ET-1087, kv1at3485 ||New ships, new music|| 24|| In 2367, the GTD Delacroix is participating in the war effort against the NTF. After its destruction,a Fast Response Task Force is created and include its former pilots.||<br />
|- <br />
|''[[The Journey to Epsilon Pegasi|Journey to Epsilon Pegasi]]|| Released|| No ||FSO || [[User:TopAce|TopAce]]||None||10|| There are some rumors that some Shivan forces have entered Epsilon Pegasi. You're part of the task force that is about to find it out.<br />
|- style= "border: 1px #22D solid;"<br />
|-<br />
|''[[The Lightning Marshal|Lightning Marshal]] || Released ||Yes ||FS2 ||Various, updated by [[FreeSpace Campaign Restoration Project|FSCRP]]|| Music, maybe other || Unknown|| In 2366, the GTCv Actium is fighting the NTF|| [http://www.hard-light.net/forums/index.php?topic=58358.0.html Thread]<br />
|-<br />
|''[[Their Finest Hour]]||Released||No||FSO||Thadeus||None||1|| A diversionary force is sent to buy time for the Bastion to close the Epsilon Pegasi ||[http://www.hard-light.net/forums/index.php/topic,61153.0.html Thread]<br />
|-<br />
|''[[Operation Savior]]|| Released || Yes||FSO || [[User:Ngtm1r|Ngtm1r]] ||None|| 5|| At the beginning of the NTF rebellion, the GTVA attemps a rescue mission deep into the NTF-controlled Polaris system || [http://www.hard-light.net/forums/index.php?topic=58358.0.html Thread]<br />
|-<br />
|''[[Pandora's Box (campaign)|Pandora's Box]]|| Released || Yes||FSO ||Unknown, [[FreeSpace Campaign Restoration Project|FSCRP]] ||Branching||25||One year prior to the return of the Shivans, the NTF Civil War is at its peak. But the Vasuda system is secure... until the NTF makes a bold raid|| [http://www.hard-light.net/forums/index.php?topic=58358.0.html Thread]<br />
|-<br />
|''[[Rogue Intentions]]|| Part I Released || No ||FS2 || Nuclear1 || None||11 released|| In order to prevent the NTF from acquiring control of the Knossos portal and the nebula beyond,the GTCv Spinnaker, and her sister ship, the GTCv Methodus are called up to reinforce the jump node defenses || [http://www.hard-light.net/forums/index.php?topic=36062.0 Thread]<br />
|-<br />
|''[[Second Front]]|| Released || No ||FS2|| [[User:BlueFlames|BlueFlames]] ||New ships||7|| During the Second Great War, in Altair, an exploration convoy has returned after decades away. Oblivious to events elsewhere in the GTVA, the explorers do not understand why they must face continuous delays to be readmitted to alliance space and become evermore beligerant.<br />
|-<br />
|''[[Troubles at Home]]||Released||No||FSO||Petrarch of the VBB||Unknown||Unknown|| In Beta Aquilae, the GTVA is trying to weakenth support for the NTF|| [http://www.hard-light.net/forums/index.php/topic,39019.0.html Thread]<br />
|-<br />
|''[[Uncharted Territory]]||Released||No||FSO||ReeNoiP||Unknown||9|| You have recently been transferred to the GTtca Reuil and must now join the 33rd blackbirds in defending a science group from attack.|| [http://www.hard-light.net/forums/index.php?topic=67327.0 Thread]<br />
|-<br />
|''[[Vassago's Dirge]]||Released||No||FSO||[[User:Axem|Axem]]||New Ships, New Music||9|| Shortly after the Sathanas is destroyed, the GTVA begins an operation to take down a Ravana-class destroyer, the SD Vassago and its fleet. Meanwhile the Vassago begins an operation of its own.|| [http://www.hard-light.net/forums/index.php?topic=70568.0 Thread]<br />
|}<br />
<br />
=== Post-Capella ===<br />
<br />
{| cellpadding = 5 style="margin: 0 0 1em 1em; background: #002; border: 2px #11A solid; border-collapse: collapse;" class=sortable<br />
!Campaign !!Release status !! Voiced !! Requirement !! Author(s) !! Special content !! Number of missions!! Story !! Link<br />
|-<br />
| colspan="9" style="text-align: center; background: #108;"| <font size=4>'''Post-Capella Era'''</font><br><font size=1>''Campaigns set after the Capella supernova''</font><br />
|-<br />
||''[[All is Fair in Love and War - Chapter 1]]'' ||Released || No ||FSO|| adwight||None|| 5|| A mining operation by GTVA trggers a full-fledged rebellion || [http://www.hard-light.net/forums/index.php/topic,16058.0.html Thread] ''<br />
|-<br />
||''[[Apocalypse : Vega]]'' ||Released || No ||FSO (3.6.11 build)|| Shiv ||Polish version available|| Unknown||After Capella has been cut from GTVA, a new front open on Vega || [http://www.hard-light.net/forums/index.php/topic,64384.0.html Thread] ''<br />
|-<br />
||''[[Artifice]]'' ||Released || No ||FS2|| [[User:BlueFlames|BlueFlames]] ||New ships || 11|| Sequel to ''Second Front''<br />
|-<br />
<br />
|''[[Boomerang]] || Released||Yes||FSO ||Peter Drake, [[FreeSpace Campaign Restoration Project|FSCRP]] || None || 3|| A powerful new Shivan technology leads to trouble for the GTVA|| [http://www.hard-light.net/forums/index.php?topic=58358.0.html Thread] <br />
|-<br />
|''[[Casualties of War]]||Released (v2)||Partial||FSO||Various||New ships, weapons, backgrounds||9 (v2)+10||The SOC is sent to thwart a planetary coup d'etat || [http://www.hard-light.net/forums/index.php?topic=74695.new#new Thread]<br />
|-<br />
|''[[Cleaning Crew]] || Released || No || FSO || [[User:Ngtm1r|Ngtm1r]]||New ship, new weapons, new race||10|| Post-Capella mop-up with the 33rd Heavy Fighter Squadron.<br />
|-<br />
|''[[Deep Blood]]||Released||Yes||Unknown||Gai Daigoji||None||11|| The GTVA decides to give what lies beyond a ew jump node in Altair to the Capella refugees || [http://www.hard-light.net/forums/index.php?topic=58358.0.html Thread] <br />
|-<br />
|''[[Flames of War - Coming of the Storm]]||Released||NO||FSO||TrashMan||Various||26||Unknown|| [http://www.hard-light.net/forums/index.php/topic,58162.0.html Thread]<br />
|-<br />
|''[[Ghost Revenants]]||Released||No||FSO||griffon67||New ships, new weapons||40||The life of merchant is sometimes more boring that we could imagine. You found a way to live your life as you wanted, but the strange artifact you got recently is gonna put you in the worse situations.|| [http://www.hard-light.net/forums/index.php/topic,54854.0.html Thread]<br />
|-<br />
|''[[Luyten Civil War]]||Released||No||FSO||[[User:TopAce|TopAce]]||Some||13 + cutscenes||A pure, [[Silent Threat: Reborn]]-inspired military campaign with most emphasis on gameplay and quality mission design.''<br />
|-<br />
|''[[Relentless]]||Released || No||FSO||[[User:Nubbles|Nubbles]]||None||Unknown||As the 75th Blue Lions are travelling back home after the Capella supernova, they are ambushed by Vasudan forces||[http://www.hard-light.net/forums/index.php?topic=68750.0 Thread]<br />
|-<br />
|''[[Renegade Resurgence]]||Released||No||FSO||[[User:TopAce|TopAce]]||New ships|||About 30||The GTVA initiates a very ambitious project to learn more about Ancient civilization. Ships keep disappearing, however.||[http://www.hard-light.net/forums/index.php/topic,55043.0.html Thread]<br />
|-<br />
|''[[Revenge: Final Conflict]]||Released|| No||FSO||Florian Meyer||None||88||Eleven years after the seond Great War, in the year 2378. the shivan threat again reaches a dangerous magnitude. But the Events take a dramatic turn for more than 30.000 people, revealing revolutionary events hidden way back in the past.|| [http://www.freespacemods.net/download.php?view.399 FreeSpaceMods]<br />
|-<br />
|''[[Rise of the Corporate]] ||Released||No||FSO|| wistler ||None||6|| In order to stave of a new depression, the GTVA sells off its aging and mothballed ships to various trusted Corporate interests. || [http://www.hard-light.net/forums/index.php/topic,63451.0.html Thread]<br />
|-<br />
|''[[The Scroll of Atankharzim]] ||Part I released||Synthesized voice||FSO|| Sesquipedalian||New ships, new weapons||24 released, 49 total||In this Vasudan campaign, set in 2378, a new subspace node is discovered in Beta Cygni, leading to hope and peril. || [http://scroll.hard-light.net Website]<br />
|-<br />
|''[[Second Great War Part II]]||Released||No||FS2||C. "Sunil" Reddy||None||30||In 2379, Shivans launch a third assault on Terran and Vasudan systems<br />
|-<br />
|''[[Stand Against the Night]]||Demo||No||FSO|| mr WHO ||new faction and sounds||3 released|| GTVA is performing military exercices simulating a SHivan attack on Sol || [http://www.hard-light.net/forums/index.php/topic,61304.0.html Thread]<br />
|-<br />
|''[[Shadow Genesis]]||Released||No||FSO|| Shadow Genesis Team ||Complete Mod||47|| The GTVA must face the Cerberus Legacy - a dangerous terrorist organization. The goal of Cerberus is claiming mysterious, ancient artifacts from recently-colonized systems known as Wolf's Group.|| [http://www.hard-light.net/forums/index.php?topic=83942.0 Thread]<br />
|-<br />
|''[[Shadows of Kraken]]||Released||No||Unknown|| [User:Axem|Axem ||None||5|| A week after the Capella incident, GTVA attemps to salvage debris in the Adhara system<br />
|-<br />
|''[[The Enemies Return]]||Released||No||FSO||KappaWing||None||26|| 12 years after the Capella accident, there are still Shivan entry point to the T-V systems || [http://www.hard-light.net/forums/index.php/topic,38491.0.html Thread]<br />
|-<br />
|''[[The Procyon Insurgency]]||Released ||No||FSO||CP5670||Various||17|| A young Vasudian pilot assist the GTVA in crushing the Procyon Insurgency<br />
|-<br />
|''[[Tides of Darkness]]||Released||No||FSO||Droid803||Shivan ships played||12||The Sathanas fleet has been trapped in Gamma Draconis and Capella for years by the sudden collapse of the nebula node. As a anti-terran cult make its move, the exiled Terrans that joined the Shivans after fleeing to Gamma Draconis are pulled along into the conflict.|| [http://www.hard-light.net/forums/index.php/topic,60136.0.html Thread]<br />
|-<br />
|''[[Titan Rebellion]]||Released||Yes||FSO||FSCRP||Large Battles||16|| The Shivans are sealed away beyond Capella. The Alliance is at peace, for now. Lurking in the shadows is a clandestine organization: NeoIntel. Their mission is to preserve the peace at any cost. Terran or Vasudan. Soldier or civilian. None will be spared in NeoIntel's quest for peace! || [http://www.hard-light.net/forums/index.php?topic=58358.0.html Thread] <br />
|-<br />
|''[[Transcend]]||Released||No||FSO||Ransom Arceihn||Minor mods||44||Everyone has a limit...<br />
|-<br />
|''[[Twisted Infinities]]||Work-in-progress||Unknown||FSO|| Various||Complete mod, atmospheric combat||35|| By 2378, some pirate groups in former NTF systems have gained a technological edge over the GTVA itself - Features atmospheric combat <br />
|-<br />
|-|''[[Unification Prequel]] ||Released||No||FS2||Gai Dagoji||Unknown||9||The GTD Avenger has been assigned to the Hydra system, to protect the Capella refugees || [http://www.hard-light.net/forums/index.php/topic,28371.0.html Thread]<br />
|-<br />
|''[[Windmills]] ||Released||No||FSO||Ransom Arceihn||Proof-of-concept||4||A proof-of-concept aiming at showing that FS2 can be turned into a (somewhat) RTS || [http://www.hard-light.net/forums/index.php?topic=58358.0.html Thread] <br />
|-<br />
| colspan="9" style="text-align: center; background: #114;"| <font size=4>'''Blue Planet'''</font><br><font size=1>''Campaigns set in the user-made [[Blue Planet]] continuity''</font><br />
|-<br />
|''[[Blue Planet: Age of Aquarius|Age of Aquarius]]||Released||Yes||FSO||Darius||Complete mod||22||While trying to travel back to Sol for the first time, a GTVA fleet faces peculiar events<br />
|-<br />
|''[[Blue Planet: War in Heaven|War in Heaven]]||3 of 5 acts released||Not Planned||FSO||Darius||Complete mod||33 (Planned)||The war between Sol and the rest of its colonies in its final stage<br />
|-<br />
| colspan="9" style="text-align: center; background: #114;"| <font size=4>'''Cold Element'''</font><br><font size=1>''Campaigns set in the user-made [[Cold Element]] continuity''</font><br />
|-<br />
|''[[Derelict]] ||Released||Yes||FS2||Various||New ships, new jump node||45 + 1 Credits Mission|| 5 years after the collapse of Capella, a derelict Lucifer is found hovering in space || [http://www.hard-light.net/forums/index.php?topic=85745.0.html Thread] <br />
|-<br />
|''[[Aftermath_(CE)|Aftermath]]||Released||Yes||FS1/FSO/FSPort||Cold Element Team,[[FreeSpace Campaign Restoration Project|FSCRP]]||Music Files||4 Episodes 19 missions total||A plague errupts in Epsilon Pegasi, which the GTVA tries to quarantine || [http://www.hard-light.net/forums/index.php?topic=58358.0.html Thread] <br />
|-<br />
|''[[Blackwater Operations]]|| Demo||Yes||FSO||Various||Complete mod, branching campaign||Unknown||Unknown<br />
|-<br />
|''[[Twilight]]||Released||No ||FS2||Ace||Unknown ||6 || In 2372, the GTD Morgain is sent in Ikeya system to investigate the disappearance of several GTVA ships<br />
|-<br />
|''[[Warzone]] ||Released|| Yes ||FS2|| IceFire,[[FreeSpace Campaign Restoration Project|FSCRP]]||New ship ||19|| In the midst of another Shivan invasion of the GTVA home systems, a mystery begins to unravel itself|| [http://www.hard-light.net/forums/index.php?topic=58358.0.html Thread] <br />
|-<br />
| colspan="9" style="text-align: center; background: #112;"| <font size=3>'''Into the Halls of Valhalla'''</font><br><font size=1>''Campaigns set in the [[Into the Halls of Valhalla]] sub-continuity of the user-made [[Cold Element]] continuity''</font><br />
|-<br />
|''[[Into the Halls of Valhalla|Police Action(ITHOV)]]||Released||No||FSO||[User:TopAce|TopAce, Thor ||None||4||The 70th Blue Lions must escort the Representative Men'Su<br />
|-<br />
|''[[Into the Halls of Valhalla]]||Released||No||FSO||Various||New ship, new installation||Unknown||After being caught spying, Commander McCrae is reassigned in a border world<br />
|-<br />
| colspan="9" style="text-align: center; background: #112;"| <font size=3>'''Independent'''</font><br><font size=1>''Campaigns set independently in the user-made [[Cold Element]] continuity''</font><br />
|-<br />
|- style= "border: 1px #22D solid;"<br />
| colspan="9" style="text-align: center; background: #114;"| <font size=4>'''Exile'''</font><br><font size=1>''Campaigns set in the user-made Exile continuity''</font><br />
|-<br />
|''[[Into the Dark Waters]]||Released||No||FSO||Exile Team||Complete mod||27|| In 2367, the Shivan armada appeared in Sol system. Terran factions exhausted by long years of war, now must commence unusual operation to ensure survival of mankind.||[https://www.hard-light.net/forums/index.php?topic=91646.0 Thread]<br />
|-<br />
|- style= "border: 1px #22D solid;"<br />
| colspan="9" style="text-align: center; background: #114;"| <font size=4>'''End War'''</font><br><font size=1>''Campaigns set in the user-made End War continuity''</font><br />
|-<br />
|''[[Dawn of Sol]]||Released||No||FSO||ShadowGorrath, EW team||Complete mod||25|| Cold war simmers in the Sol system. Little do they know that they are on the threshold of revolution. The Dawn of Sol is coming.|| [http://www.hard-light.net/forums/index.php?topic=66994.0 Thread]<br />
|-<br />
| colspan="9" style="text-align: center; background: #114;"| <font size=4>'''Incursion'''</font><br><font size=1>''Campaigns set in the user-made [[Incursion]] continuity''</font><br />
|-<br />
|''[[Incursion]] ||Released||No||FS2||MAW||Unknown||26|| In 2676, the Shivans appear in greater forces than ever<br />
|- style= "border: 1px #22D solid;"<br />
|-<br />
|''[[Return to Sol]]||Released||No||FS2||MAW||New ships, maybe other||20|| In 2680, after the final defeat of the Shivan, the GTVA is about to travel back to Sol -- Sequel to Incursion<br />
|-<br />
|- style= "border: 1px #22D solid;"<br />
| colspan="9" style="text-align: center; background: #114;"| <font size=4>'''Inferno'''</font><br><font size=1>''Campaigns set in the user-made [[Inferno]] continuity''</font><br />
|-<br />
|''[[Inferno|Inferno: Alliance]]||Released||No||FSO||INFA Team||||20||15 years after the destruction of the Sol node, Sol is at war.<br />
|-<br />
|''[[Inferno|Inferno: Release 1]]||Released||No||INFR1, FS2||Inferno R1 Team||||14||The GTVA and the Earth Alliance are at war, while the Shivans are back<br />
|-<br />
|''[[Inferno|Inferno Nostos]]||Released||No||FSO||Inferno Team||||15||A war with old friends, the return of old enemies. But can either be stopped in time to save humanity?||[https://www.hard-light.net/forums/index.php?topic=94800.0 Thread]<br />
|-<br />
|''[[Solar Wars]]||Part 1 released||No||INFR1, FSO||Gai Daigoji||||13|| 48 hours after the surrender of the Earth Alliance, an EA is called into action again||[http://www.freewebs.com/neo-terra/downloads.htm Website]<br />
|-<br />
| colspan="9" style="text-align: center; background: #114;"| <font size=4>'''Seeds of Rebellion'''</font><br><font size=1>''Campaigns set in the user-made [[Seeds of Rebellion]] continuity''</font><br />
|-<br />
|- style= "border: 1px #22D solid;"<br />
| colspan="9" style="text-align: center; background: #114;"| <font size=4>'''Workings of the Warp'''</font><br><font size=1>''Campaigns set in the user-made [[Working of the Warp]] continuity''</font><br />
|-<br />
|''[[Faces of Treason]]||Released||No||FSO||[http://wo.proxima-fleet.com/ Orph3u5]||Branching campaign||Unknown||Unknown|| [http://wo.proxima-fleet.com/wotw/index.html Website]<br />
|-<br />
|''[[Workings of the Warp]]||Released||No||FSO||[http://wo.proxima-fleet.com/ Orph3u5]|| Various||Unknown||Commander Alexander Couter, Squadron Leader of 41st Squadron of the GTVA will take part in an epic struggle in a divided galaxy, once again battle against the Shivans and will uncover a mystery which even the powerful Shivans have to fear. || [http://wo.proxima-fleet.com/wotw/index.html Website]<br />
|}<br />
<br />
== Non-FreeSpace continuity ==<br />
<br />
{| cellpadding = 5 style="margin: 0 0 1em 1em; background: #002; border: 2px #11A solid; border-collapse: collapse;" class=sortable<br />
!Campaign !!Release status !! Voiced !! Requirement !! Author(s) !! Special content !! Number of missions!! Story !! Link<br />
|-<br />
|''[[Allied Worlds]]||Released||No||FSO||Alex Harris || New Textures, new weapons||6||The Allied Worlds are sending a last ressort attack against the Leedran || [http://www.freespacemods.net/download.php?view.59 FreeSpaceMods]<br />
|-<br />
|''[[The Great War - Independence]]||Demo||No||FSO||Alex Navarro|| New textures, music, sounds, weapons||5 dogfight missions||In year 2630, in a future distopia, human colonies claim their independence (Production Stalled) || [http://www.hard-light.net/forums/index.php?topic=66284.0 Thread]<br />
|-<br />
|''[[SHMUPSpace: Battle of Deneb]]||Demo v 1.2 ||No||FSO||[[User:AndrewofDoom | AndrewofDoom]] || Complete change in genre. ||1 (demo), 8-14 (planned)|| FreeSpace: The Shoot em up! Who needs a plot when you've got explosions! || [http://www.hard-light.net/forums/index.php?topic=81443.0 Thread]<br />
|-<br />
|''[[Civil War]]||Teaser Released||No||FSO & FSP||Tane Zezo Piper, macfie || None||7 for the teaser||In an alternate FreeSpace universe, Vasudans are traders and Shivans a mysterious warrior race|| [http://www.freespacemods.net/download.php?view.81 FreeSpaceMods]<br />
|-<br />
|''[[Merkar]]||Demo||No||FSO & FSP||Mustang19|| None||4(demo)|| The Merkar Campaign|| [http://www.hard-light.net/forums/index.php?topic=72885.0 Release Thread]<br />
|-<br />
|''[[Twist of Fate]]||Partial||No||FSO $ FSP||Woolie Wool and Various ||New ships, weapons, backgrounds, and music||4 (demo), 15 (Chapter 1), 48 (all chapters)||An alternate continuity where the Shivans died out and the Terna-Vasudan War rages on || [http://www.freespacemods.net/download.php?view.15 FreeSpaceMods]<br />
|-<br />
| colspan="9" style="text-align: center; background: #114;"| <font size=4>'''Shattered Stars'''</font><br><font size=1>''Campaigns set in the user-made [[Shattered Stars]] continuity''</font><br />
|-<br />
|''[[Shattered Stars: A Deepness Within|A Deepness Within]] || Work-in-progress || Not Planned || FSO || Bryan See || Complete mod || Unknown || Many years after the Second Great War, the Shivans are at war with a mysterious robotic race with the same capabilities as them. || [https://www.hard-light.net/forums/index.php?topic=94941 Thread]<br />
|-<br />
|- style= "border: 1px #22D solid;"<br />
| colspan="9" style="text-align: center; background: #114;"| <font size=4>'''Storm Front'''</font><br><font size=1>''Campaigns set in the user-made [[Storm Front]] continuity''</font><br />
|-<br />
|''[[What if - Another Great War]]||Released||No||FSO||SF-Junky||New ships, new weapons||30|| A reimagination of the Great War as it happened in the Storm Front Universe<br />
||[http://www.hard-light.net/forums/index.php/topic,56156.0.html Thread]<br />
|-<br />
|''[[StormFront I - Prophecy|Prophecy]] ||Released||No||FSO||SF-Junky||New ships||22||The GTVA confronts a newly flamed Hammer of Light rebellion in Laramis one year after the Capella incident<br />
||[http://www.hard-light.net/forums/index.php?topic=67097.0 Thread]<br />
|-<br />
|''[[StormFront II - Cthulhu|Cthulhu]] ||Released||No||FSO||SF-Junky||New ships||22|| Sequel to Stormfront I - Prophecy<br />
||[http://www.hard-light.net/forums/index.php?topic=67097.0 Thread]<br />
|-<br />
|''[[The Storm Chasers]] ||Released||No||FSO||SF-Junky|| || 4-6 each|| A series of minicampaigns that tell the stories of some pilots during and after the NTF war.<br />
||[http://www.hard-light.net/forums/index.php?topic=68872.0 Thread]<br />
|}<br />
<br />
== Parodies == <br />
<br />
{| cellpadding = 5 style="margin: 0 0 1em 1em; background: #002; border: 2px #11A solid; border-collapse: collapse;" class=sortable<br />
!Campaign !!Release status !! Voiced !! Requirement !! Author(s) !! Special content !! Number of missions!! Story !! Link<br />
|-<br />
|''[[Deus Ex Machina]] ||Released||No||FS2 ||Goober5000||None||5||As a member of the NTF 47th Red Shirts, you must protect Bosch Beer shipping lines<br />
|-<br />
|''[[Deus Ex Machina|Deus Ex Machina: Interlude]] ||Released||No||FS2 ||Goober5000||None||5||Mysterious things have been happening on the edge of NTF space. Unexplained appearances, strange plot holes...<br />
|-<br />
|''[[DW]] ||Released||Yes||FSPort ||TheAiler (Joacim Holst) and Zhapod (Robert Nilsson) ||None||2||A slow patrol becomes a fight for your life.<br />
|-<br />
|''[[Freespace 3 the search For bosch]] ||Released||No||FSO ||xX_LORD_ULTRA_DEATH_Xx||Music||5||A character-driven post-Capella epic that at last gives us answers about Bosch, the Shivans, and the nature of the universe.<br />
|-<br />
|''[[Just Another Day]] ||Released||No||FSO ||[[user:Axem|Axem]] ||Music||6|| You are Alpha One, the greatest pilot ever, facing your worst enemies : the FREDder and plotholes This campaign has one more level than Deus Ex Machina<br />
|-<br />
|''[[Just Another Day 2: Electric Boogaloo]] ||Released||No||FSO ||[[user:Axem|Axem]] ||Music||6|| You are still Alpha One, and being the best pilot and all, you must uncover what are the Shivans<br />
|-<br />
|''[[Just Another Day 3: Shivans on a Plane]]||Released||No|| FSO||[[user:Axem|Axem]]||Shivans on a Plane (supposedly), Music||8|| You are still Alpha One, and Shivans are trying to take over former human aero-transport.<br />
|-<br />
|''[[Just Another Day: Christmas Special]]||Released||No|| FSO||[[user:Axem|Axem]] ||Music||1|| You are still Alpha One, and it is Christmas somewhere<br />
|-<br />
|''[[Just Another Day 2.21: You Are (Not) Alpha 1]]||Released||No|| FSO||[[user:Axem|Axem]] ||Tons o' Stuff||9|| You are not Alpha 1, but that's okay. There's still lots of fun to be had.<br />
|-<br />
|''[[Just Another Day: eXtreme arcAde]]||Released||No|| FSO||[[user:Axem|Axem]] ||MegaTons o' Stuff||9|| eXtreme arcAde action!<br />
|-<br />
|''[[Ridiculous]]||Released||No|| FSO||[user:IronBeer|IronBeer ||Music, New Effects||9|| This mod is Ridiculous, and you should feel ridiculous while playing it.||[http://www.hard-light.net/forums/index.php?topic=72554.0 Thread]<br />
|} <br />
<br />
[[Category:User-made Campaigns|*]]<br />
<br />
== [[The Babylon Project]] ==<br />
<br />
{| cellpadding = 5 style="margin: 0 0 1em 1em; background: #002; border: 2px #11A solid; border-collapse: collapse;" class=sortable<br />
!Campaign !!Release status !! Voiced !! Author(s) !! Number of missions!! Features !! Story and notes !! Link<br />
|-<br />
|''[[Achen Schooling Flight]]||Released||Yes||Vidmaster|| 1|| ||TBP Tutorial Mission<br />
|-<br />
|''[[Dark Children]]||Released||Yes ||Vidmaster|| 5 || Bullet-time, in-system jumping || Campaign made to test new features<br />
|-<br />
|''[[Drums of War]]||Released||No||0rph3u5||5|| ||The year is 2262 and the Interstellar Alliance faces its first major crisis. And the NRS Vol'Toth uncovers a dark truth... <br />
|-<br />
|''[[Drums of War 2]]||Released||No||0rph3u5||5|| ||The drums are being played again. The song of war rises and you have the chance to join the pilots of the Narn Destroyer Vol'toth again...<br />
|-<br />
|''[[Earth Minbari War]]||Released||Yes|| The TBP team||Unknown|||| The demo campaign for the Babylon Project<br />
|-<br />
|''[[Emearon Incident]]||Released||No|| Ker.soth ||8||Multi possible|| Unknown || [https://www.hard-light.net/forums/index.php?topic=67320.0 Thread]<br />
|-<br />
|''[[Fortune Hunters - 2259]]||Released||No (planned)||Vidmaster|| 9|| ||Raiding defenseless convoys to make a living, the Fortune Hunters get pulled into events between powers that are destined to change the face of the galaxy forever. Alien races go to war with each other, trade routes are disrupted and terrors yet unseen lurk somewhere in the void. It is the year 2259, the year the Great War started. - REQUIRES [https://www.hard-light.net/forums/index.php?topic=85449.0 ZATHRAS].<br />
|-<br />
|''[[Fortune Hunters - 2260]]||Released||No (planned)||Vidmaster||13 || ||Alliances and balances are shifting. The Great War is upon the galaxy and the Hunters have to decide what their place will be in this new world - REQUIRES [https://www.hard-light.net/forums/index.php?topic=85449.0 ZATHRAS].<br />
|-<br />
|''[[Fortune Hunters - 2261]]||Released||No (planned)||Vidmaster||12 || ||The saga concludes, the Great War is in its final stage. Gods clash, worlds vanish and all hope is lost. This is it, your final moment, victory is impossible and survival doubtful. And even if you would make it through, what would you do afterwards? - REQUIRES [https://www.hard-light.net/forums/index.php?topic=85449.0 ZATHRAS].<br />
|-<br />
|''[[In the Name of the Emperor]]||Released||No||Skullar||3|| ||A training from the Centauri point of view || [https://www.hard-light.net/forums/index.php?topic=60914.0 Thread]<br />
|-<br />
|''[[Operations]]||Released||Yes||Vidmaster||6||Multiplayer campaign||<br />
|-<br />
|''[[Raider Wars]]||Released||Yes||The TBP team||17+cutscene||||Unknown<br />
|-<br />
|''[[Relic]]||Released||Unknown||Slasher||4||||Background from the 4th season<br />
|}<br />
<br />
== BattleStar Galactica ==<br />
<br />
{| cellpadding = 5 style="margin: 0 0 1em 1em; background: #002; border: 2px #11A solid; border-collapse: collapse;" class=sortable<br />
!Campaign !!Release status !! Voiced !! Author(s) !! Number of missions!! Features !! Story and notes !! Link<br />
|-<br />
|''[[Diaspora|Diaspora: Shattered Armistice]] || Released || Yes || Diaspora Team || 6+2 training || Semi-Newtonian Physics, Cockpits, Custom Music || A total conversion based on the Battlestar Galactica universe || [http://www.diaspora-game.com/ Link]<br />
|-<br />
|''[[Beyond the Red Line|BattleStar Galactica: Beyond the Red Line]]||Demo released||Yes||unknown||2+training||unknown||Beyond the Red Line is a standalone total conversion based on the popular new tv-show Battlestar Galactica (Re-imagined) - Main campaign||[http://www.game-warden.com/bsg/ Link]<br />
|-<br />
|''[[Battlecruiser Archangel]]||Demo released||No ||Shiv||Unknown || || The untold story of Geminion survivors || [http://www.hard-light.net/forums/index.php?topic=49205.0 Thread]<br />
|}<br />
<br />
== [[Portal:Wings of Dawn Universe| Wings of Dawn]] ==<br />
<br />
{| cellpadding = 5 style="margin: 0 0 1em 1em; background: #002; border: 2px #11A solid; border-collapse: collapse;" class=sortable<br />
!Campaign !!Release status !! Author(s) !! Number of missions!! Features !! Story and notes !! Link<br />
|-<br />
|''[[Wings of Dawn]]||Released|| Spoon||28 + 5||Main campaign|| WoD is a FreeSpace mod with a strong anime vibe, filled with custom content. || [http://www.hard-light.net/forums/index.php?topic=71092.0 Release Thread]<br />
|-<br />
|''[[A Nordera Day]]||Released|| Spoon ||2|| || A Nordera Day is a short addon for Wings of Dawn that describes the average life of a Nordera pilot. || [http://www.hard-light.net/forums/index.php?topic=72092.0 Release Thread]<br />
|-<br />
|''[[Stranded]]||Released|| Spoon ||8 + 4|| || After a freak incident involving a subspace drive malfunction, Johan Sturmritter finds himself stuck behind enemy lines. He must now fight his way back into friendly space! || [http://www.hard-light.net/forums/index.php?topic=82674.0 Release Thread]<br />
|}<br />
<br />
== Other universes ==<br />
{| cellpadding = 5 style="margin: 0 0 1em 1em; background: #002; border: 2px #11A solid; border-collapse: collapse;" class=sortable<br />
!Project !!Website !!Mod status !!Main campaign release status!! Description !!<br />
<br />
|- <br />
|''[[Dimensional Eclipse]]|| None || Released || Released || Anime themed mod featuring high speed, fast paced, high stakes gameplay. Oh, and lots of pettanko too.<br />
|- <br />
|''[[Wing Commander Saga]]||[http://www.wcsaga.com/ Link]||Released||Released||Wing Commander Saga (WCS) is a standalone total conversion based on the universe familiar from the Wing Commander games<br />
|}</div>PIehttps://wiki.hard-light.net/index.php?title=Campaign_List&diff=58546Campaign List2018-12-17T01:19:57Z<p>PIe: /* BattleStar Galactica */</p>
<hr />
<div>User-made campaigns are continuations of the FreeSpace saga, whether as sequels, prequels, or occurring simultaneously with one of the games. The following is an (''incomplete'') list of completed user-made campaigns.<br />
<br />
'''''Note: Some campaigns featured here are part of a total conversion. More details on these major mods can be found on the [[Total conversions|Total Conversions]] page.'''''<br />
<br />
'''''Note: Campaigns which haven't been released can be found on the [[Unreleased Campaign List]].'''''<br />
<br />
== FreeSpace Universe ==<br />
<br />
=== Pre-Capella ===<br />
<br />
{| cellpadding = 5 style="margin: 0 0 1em 1em; background: #002; border: 2px #11A solid; border-collapse: collapse;" class=sortable<br />
!Campaign !!Release status !! Voiced !! Requirement !! Author(s) !! Special content !! Number of missions!! Story !! Link<br />
|-<br />
|- style= "border: 1px #22D solid;"<br />
| colspan=9 style="text-align: center; background: #108;"| <font size=4>'''Pre-Great War Era'''</font><br><font size=1>''Campaigns set before the events of [[FreeSpace 1]]''</font><br />
|-<br />
|''[[Ancient-Shivan War (campaign)|Ancient-Shivan War]]|| Released || No || FSO || Various || Complete mod || 7 for first release|| The demise of the Ancients, but not without a fight || [http://www.sectorgame.com/ASW/ Website]<br />
|-<br />
|''[[Cardinal Spear]]|| Released || Yes || FSP or FS1 || Adam "Ace" Rorabaugh || New weapons, new installations, new planet/sun textures || 2x4 || In 2331, a Vasudan fleet jump in Sol. This campaign cover the defense of Sol and the GTA counter-attack || [http://www.hard-light.net/forums/index.php/topic,47337.0.html Thread]<br />
|-<br />
|''[[Points of View]]|| Released || No || FSO & FSP || Three Niner || Vasudan side || 3||Unknown || [http://www.hard-light.net/forums/index.php/topic,62699.0.html Thread]<br />
|-<br />
|''[[The Unification War]]|| Released || No || FSO || Various || Complete mod || 29 || The year is 2313. Thanks to the development of intrasystem subspace jump drives and communications relays, Terrans have extended their reach throughout the solar system as never before || [http://tvwp.hard-light.net/website/ Website]<br />
|-<br />
|- style= "border: 1px #22D solid;"<br />
| colspan="9" style="text-align: center; background: #108;"| <font size=4>'''Great War Era'''</font><br><font size=1>''Campaigns set around the events of [[FreeSpace 1]]''</font><br />
|-<br />
|''[[Portal:FreeSpace 1|The Main FreeSpace Campaign]]|| Released|| Yes || FSP or FS1 || [[Volition]] || Official campaign || 29 || While Terrans and Vasudans has been fighting for 14 years, a new alien race confronts them ||[http://fsport.hard-light.net/website/ Website]<br />
|-<br />
|''[[Operation Templar]]|| Released|| Yes || FSP or FS2 || [[Volition]] || Official campaign || 4 || Operation Templar, a joint GTA-Vasudan endeavor, hunts down the last remnants of Hammer of Light. The rebels stage a desperate last stand, hijacking a Vasudan destroyer and taking hostages. ||[http://www.freespacemods.net/download.php?view.202 FreeSpaceMods]<br />
|-<br />
|''[[Silent Threat]]|| Released|| Yes || FSP or FS1 || [[Volition]] || Offical Campaign|| 12|| As the Great War goes on, the GTI tries to preserve the fragile alliance. || [http://fsport.hard-light.net/website/ Website]<br />
|-<br />
|''[[Alliance Fights Back]]||Released||No||FSO & FSP||[mailto:Mage14@hotmail.com Travis Brainard], macfie||None||8|| To break Shivan resistance after the Lucifer destruction, General Albert Ulysses comes up with a daring - and risky - plan. || [http://www.freespacemods.net/download.php?view.377 FreeSpaceMods]<br />
|-<br />
|''[[Awakenings]]|| Released|| Yes || FSP or FS1 || [[FreeSpace Campaign Restoration Project|FSCRP]]||None || 13|| Three years after the collapse of the Sol node, the Shivans are pushing back into reclaimed systems || [http://www.hard-light.net/forums/index.php?topic=58358.0.0.html Thread]<br />
|-<br />
|'' [[Battle for Altair]]||Released||No||FSP||[mailto:adamant@pacifier.com Adam N. Rorabaugh]||None||9||After the narrow destruction of the dreaded Lucifer, the alliance dwindles as the Hammer of light and rebel factions arise and fight amongst themselves. || [http://www.freespacemods.net/download.php?view.51 FreeSpaceMods]<br />
|-<br />
|''[[The Counterstrike]]||Released|| No||FS1||Derek McBurney|| None || 4|| Your a different pilot, doing a different mission, in the same war. This campaign takes place from 36 hours before the death of the Lucifer, to 8 hours after.||<br />
|-<br />
|''[[Crucible]]|| Released|| Yes || FSP or FS1 || [mailto:mguenthe@netcom.ca Matthew Guenther]|| Fully-branching || 7|| On the 29th of May 2335, the GTD Intrepid is ordered to penetrate enemy lines to buy time for the Alliance to regroup || [http://www.hard-light.net/forums/index.php?topic=58358.0 Thread]<br />
|-<br />
|''[[Dark Raji]]|| Released|| No || FSP or FS1 || Agentsmith@sprintmail.com|| None || 7|| After the Lucifer cut us from our home... and before the GTI's corruption was known the real threat to humanity was seen||<br />
|-<br />
|''[[The Destiny of Peace|Destiny of Peace]]|| Released|| Yes || FSP or FS1 || [mailto:justinm@thegrid.net Justin Mills]|| None || 7|| By October 2335, a rebel GTA faction of mercenaries emerges, and its aims are a mystery. ||[http://www.hard-light.net/forums/index.php?topic=58358.0 Thread]<br />
|-<br />
|''[[Duke Squad]]|| Released|| No || FSP or FS1 || Unknown|| None || 9|| You have been transfered to the GTD Delacroix, the secondary flagship of the Duke Squad, elite of the elite. As you begin your Tour of Duty with the elite of the elite, you are drawn into something far more complex than a normal Tour of Duty...||<br />
|-<br />
|''[[Hellwolf]]||Released||No||FSP||Unknown||None||5|| Chronicles of the Hellwolf clan of pirates. ||<br />
|-<br />
|''[[Infinite Dimension]]|| Released|| No || FSP or FS1 || Laser Ray|| None || 8|| None||<br />
|-<br />
|''[[Internal Conflicts]]|| Released|| No || FSP or FS1 || Unknown|| None || 12|| The Shivans are destroying the galaxy... but now we've got some new friends... or so we thought...||<br />
|-<br />
|''[[New Beginnings]]|| Released|| Yes || FSO & FSP || [mailto:Bussaca1@aol.com Bussaca1]|| None ||7|| After the destruction of the Lucifer, only a handful of jump nodes were left active. They are guarded fiercely by GTI and PVC forces - for instance the outpost Atlas. ||[http://www.freespacemods.net/download.php?view.23 FreeSpaceMods]<br />
|-<br />
|''[[Nubian Conflict]]|| Released|| Yes || FSP or FS1 || All American Flight Test Center || None || 4|| Pushed to the edge of destruction the Terrans, Vasudans & Shivans face new challenges in rebuilding their respective empires.||<br />
|-<br />
|''[[Phantoms]]|| Released|| Yes || FSO & FSP || [[User:Blaise Russel|Blaise Russel]] ||None || 3|| In early 2335, the GTD Amadeus moves to block the PVD Temperance from entering Antares, unaware of the imminent arrival of 'Phantom ships' ||[http://www.hard-light.net/forums/index.php?topic=58358.0 Thread]<br />
|-<br />
|''[[Second Vasudan War]]||Released||No||FS1||Unknown|| None|| 5|| The Vasudans can't be trusted as war breaks out again. ||<br />
|-<br />
|''[[Special Ops]]||Released||No||FS1||Unknown|| None|| 3|| Special Ops takes a superior pilot. Are you up to the Challenge? ||<br />
|-<br />
|''[[Start of the Terran-Vasudan War]]||Released||No||FS1||Unknown|| None|| 4||The start of the 14 year Terran & Vaudsan War. ||<br />
|-<br />
|''[[Tango]]||Released||Yes||FSO||Julian Egelstaff, [[FreeSpace Campaign Restoration Project|FSCRP]] || Minor mods||3||As Terran forces continue to fall back in the face of Shivan might, Lieutenant Rhygar, on a front line patrol discovers something there could turn the tide of the war, or seal his doom. ||[http://www.hard-light.net/forums/index.php?topic=58358.0 Thread]<br />
|-<br />
|''[[The McCarthy Campaign]]||Released||No||FSO||???|| None||20||As the 14-year war rages on, you have been asked by Lt. Alexander McCarthy to aid him in his rebellion. Is he defecting out of selfishness, or is there truly a dark threat, ready to destroy both the Terran and Vasudan races? ||<br />
|-<br />
|''[[The Road to Victory]]||Released||No||FS1||[mailto:borg4@hotmail.com Michael Cook]|| None|| 19|| The GTD Saratoga is trying to destroy once and for all the Hammer of Light ||[http://www.freespacemods.net/download.php?view.48 FreeSpaceMods]<br />
|-<br />
|''[[Vasudan Academy]]||Released||No||FS1||Laser Ray-IDS Productions|| None|| 3|| The Vasudan training missions || [http://freespacemods.net/download.php?view.430 FreeSpaceMods]<br />
|-<br />
|''[[War]]||Released||No||FS1||MadMax|| None|| 5|| More battles for FreeSpace...By MadMax||<br />
|-<br />
|''[[Wolfpack Legacy]]||Released||No||FS1||Alex Harris|| None|| 11|| The Wolf Pack Squadron is stationed on the aging GTD Omega and sent on low impact missions. Or so they thought. They are quickly drawn into a heated post-war conflict fueled by a dark conspiracy. If they survive, they will leave a legacy to be emulated by fighter squadrons for years to come.||<br />
|-<br />
|- style= "border: 1px #22D solid;"<br />
| colspan="9" style="text-align: center; background: #114;"| <font size=4>'''Silent Threat: Reborn'''</font><br><font size=1>''Campaigns set in the Silent Threat: Reborn continuity''</font><br />
|-<br />
|''[[Silent Threat: Reborn]]|| Released|| Yes || FSP || Various || Cutscenes, bonus content, promotional ARG || 18 || ''New version of Silent Threat official campaign || [http://fsport.hard-light.net/website/str/ Website]<br />
|-<br />
|''[[Deneb III (campaign)|Deneb III]]|| Released|| Yes || FSO & FSP || [[User:Goober5000|Goober5000]] || The last mission || 3|| Set during the height of the Battle of Deneb in 2335. As a Vasudan pilot assigned to the PVD Guardian, you must defend your systems against the Shivan advance at any cost. ||[http://www.hard-light.net/forums/index.php?topic=93950.0 Thread]<br />
|-<br />
|''[[Echo Gate]]|| Released|| Yes || FSO & FSP || [[User:Blaise Russel|Blaise Russel]] || Music files || 3|| Shortly after the destruction of the Lucifer, the GTD Minnow is dispatched to Beta Cygni to clear up a lingering Shivan presence || [http://www.hard-light.net/forums/index.php?topic=58358.0 Thread]<br />
|-<br />
|- style= "border: 1px #22D solid;"<br />
| colspan="9" style="text-align: center; background: #114;"| <font size=4>'''Memories of the Great War'''</font><br><font size=1>''Campaigns set in the user-made [[Memories of the Great War]] continuity''</font><br />
|-<br />
|''[[Hellgate Ikeya]]|| Released|| No|| FSO & FSP|| [http://wo.proxima-fleet.com/ Orph3u5] ||None||4|| On the 2nd of February 2335, the GTD Galatea is ordered to locate the Shivan entry node in Ikeya.|| [http://www.freespacemods.net/download.php?view.21 FreeSpaceMods]<br />
|-<br />
|''[[Light of Antares]]|| Released|| No || FSO & FSP || [http://wo.proxima-fleet.com/ Orph3u5] || None || 5|| On the 3rd of February 2335, the GTA Myrmidon is ordered to reinforce Ribos system, but the Hammer of Light tries to hamper it ||[http://www.freespacemods.net/download.php?view.8 FreeSpaceMods]<br />
|-<br />
|''[[Rain on Ribos 4]]|| Released|| No || FSO & FSP || [http://wo.proxima-fleet.com/ Orph3u5] || None|| 18|| The Tombaugh station is overseeing the capturing of the SC Taranis || [http://www.freespacemods.net/download.php?view.22 FreeSpaceMods]<br />
|-<br />
|- style= "border: 1px #22D solid;"<br />
| colspan="9" style="text-align: center; background: #108;"| <font size=4>'''Reconstruction Era'''</font><br><font size=1>''Campaigns set between the events of [[FreeSpace 1]] and [[FreeSpace 2]]''</font><br />
|-<br />
|''[[25th Year]]||Released||No||FS1||KolChak||None||3|| 25 years after the Great War, the Hammer of Light is a major power, at war with the Terran Vasudan Alliance. Now, it seeks to acquire a new Shivan weapon || [http://www.freespacemods.net/download.php?view.49 FreeSpaceMods]<br />
|-<br />
|''[[Mefistofele|BtA: Mefistofele]]||Released||No||FSO || Mjn.Mixael||Demo||2 || The day is August 3, 2335. Thirteen months have passed since the Lucifer was destroyed, mysteriously locking the Sol system away. It's barely been two months since the Hades superdestroyer was destroyed in orbit of Deneb, and the rogue GTI reduced to silence. There are many wounds to lick for the GTA, as the weakened fleet struggles to maintain order in its systems. Although the cease-fire treaty with their new Vasudan allies is still holding, the PVE is still busy dealing with the terrorist HoL faction. Now is our chance to get past them. We no longer need to so carefully hide. Now we can make our deal with the devil. || [http://www.hard-light.net/forums/index.php?board=226.0/ Website]<br />
|-<br />
|''[[Between the Ashes]]||Released||No||FSO || Mjn.Mixael||Complete mod||17 || The losses to the Shivans and the crippled state of the GTA from the Fourteen Year War has caused many to lose faith in a unified government. And the Hammer of Light has become a dangerous terrorist group, but to what end? || [http://www.hard-light.net/forums/index.php?board=226.0/ Website]<br />
|-<br />
|''[[Black Horizon]]||Released||No||FS1||Jason 'Rizbre' Wollenberg||New ships||2x10||100 years after the Great War, the Sol node is reopened (campaign was made before FS2 was published) || None<br />
|-<br />
|''[[Eagle Takes Flight]]||Released||No||FSO & FSP||Robert Carol, macfie||Several table hacks, retextures||4||Alpha 1 and his best buddy start their own security company|| [http://www.hard-light.net/forums/index.php?topic=58358.0 Thread]<br />
|-<br />
|''[[Enemies United]]||Released||No||FS2||Aki malinen||None||Unknown|| Terran-Vasudan Alliance tries to eliminate a new thread before it gets larger... or, has it already got large enough?|| [http://www.freespacemods.net/download.php?view.445 FreeSpaceMods]<br />
|-<br />
|''[[Homesick]] || Released || No|| FSO || [[User:Blaise Russel|Blaise Russel]] ||None||37||In 2355, during the Reconstruction era, a mercenary must protect trader from the ever-growing threat of piracy || [http://www.hard-light.net/forums/index.php/topic,19306.0.html Thread]<br />
|-<br />
|''[[Lost]] || Released || Partially || FSO || [[User:HLD_Prophecy|HLD_Prophecy]] || Fan-made/borrowed music, weapons, ships. Some assets hacked/edited by the mod author. ||6|| You awaken, lost in space. Find answers... or not. Fulfill an ancient destiny. Author was formerly known as PVD_Hope. || [http://www.hard-light.net/forums/index.php?topic=92823.0Release Thread]<br />
|-<br />
|''[[Marduk's Shroud]]||Released||No||FS1 & FSP||Unknown||None||4||A new Shivan technology must be destroyed by the GTVA || [http://www.freespacemods.net/download.php?view.344 FreeSpaceMods]<br />
|-<br />
|''[[Rogues!]]||Released||No||FreeSpace Open||[[User:TopAce|TopAce]]||Insubstantial||8||A story of three criminals that undertook a business that they should have avoided.|| [http://www.hard-light.net/forums/index.php?topic=74936.0;topicseen Thread]<br />
|-<br />
|''[[Shrouding The Light]]||Released||Yes||FSO & FSP||[[User:Blaise Russel|Blaise Russel]]||None||32||In the year 2336, as dissidents and splinter groups jeopardise the hopes of peace, you are transferred, from the safety of the 1st Battlegroup of Vasuda to the the troubled hotspot of Deneb... || [http://www.hard-light.net/forums/index.php/topic,26961.0.html Thread]<br />
|-<br />
|''[[Sol: A History]] || Being reworked || No || FSO, Inferno Release 1 || Blaise Russel, [[FreeSpace Campaign Restoration Project|FSCRP]] || Campaign using the Inferno mod|| 40+|| After the Sol node collapses, conflicts span from 2355 to 2372 in the Sol system || [http://www.freespacemods.net/download.php?view.108 FreeSpaceMods]<br />
|-<br />
|''[[Sync]] ||Released || No || FSO || Ransom Arceihn ||None|| Unknown || Two years after escaping death in an uncharted nebula, three mercenaries are hired to escort freighters to the Betelgeuse system. It quickly becomes clear that this is no ordinary mission || [http://www.hard-light.net/forums/index.php?topic=58358.0 Thread]<br />
|-<br />
|}<br />
<br />
=== Capella ===<br />
<br />
{| cellpadding = 5 style="margin: 0 0 1em 1em; background: #002; border: 2px #11A solid; border-collapse: collapse;" class=sortable<br />
!Campaign !!Release status !! Voiced !! Requirement !! Author(s) !! Special content !! Number of missions!! Story !! Link<br />
|- style= "border: 1px #22D solid;"<br />
| colspan="9" style="text-align: center; background: #108;"| <font size=4>'''Capella Era'''</font><br><font size=1>''Campaigns set around the events of [[FreeSpace 2]]''</font><br />
<br />
|-<br />
|''[[Portal:Freespace 2|The Main FreeSpace 2 Campaign]] || Released || Yes ||FSO or FS2|| [[Volition]] || Official Campaign|| 35|| In 2367, the GTVA is facing the NTF rebellion, but an older enemy is lurking<br />
|-<br />
|''[[The Aeos Affair]] || Released || No || FS2 || Derek "PickelHead" Pickering , [[FreeSpace Campaign Restoration Project|FSCRP]] ||Mines, new jump gates, reworked IA|| 10|| The isolated Aeos base has been set up to study an ancient outpost. But the Shivans are ready to throw everything they have to destroy it|| [http://www.hard-light.net/forums/index.php/topic,58354.0.html Thread]<br />
|-<br />
|''[[Alcibiades' Gamble]]|| Demo released || Unknown ||FSO || Various || None|| Unknown|| The combats of a GTVA pilot against the growing NTF rebellion||[http://ag.hard-light.net/FAQ.html Website]<br />
|-<br />
|''[[Crossing the Styx]] || Released || No || FSO ||[[User:SpaceFreak|FSF]]||New interface||11||Take part in an operation that will change the future of mankind.|| [http://freespacemods.net/download.php?view.564 FreeSpaceMods]<br />
|-<br />
|''[[Desperation|Desperation - Lost in the Fog ]]|| Released|| No|| FSO|| Singh|| None|| 7|| While the alliance is pulling out of Capella, a small GTVA Battle Group is stranded behind enemy lines || [http://www.freespacemods.net/download.php?view.61 FreeSpaceMods]<br />
|- <br />
|''[[Desperation|Desperation - Chapter 2]]|| Released|| No|| FSO|| Singh|| None|| 7|| While the alliance is pulling out of Capella, a distress call is send from the Nebula by isolated GTVA forces || [http://www.freespacemods.net/download.php?view.62 FreeSpaceMods]<br />
|-<br />
|''[[Fall of Epsilon Pegasi]]|| Released ||Yes || FSO || [[User:Blaise Russel|Blaise Russel]]|| None|| 10||While the Aquitane battles Shivans in the nebula beyond Gamma Draconis, the Epsilon Pegasi 6th Fleet must defend against the attacks of the Neo-Terran Front|| [http://www.hard-light.net/forums/index.php?topic=58358.0.html Thread]<br />
|- <br />
|''[[Flames of War - Chapter 1]] || Released || No || FSO || TrashMan, ET-1087, kv1at3485 ||New ships, new music|| 24|| In 2367, the GTD Delacroix is participating in the war effort against the NTF. After its destruction,a Fast Response Task Force is created and include its former pilots.||<br />
|- <br />
|''[[The Journey to Epsilon Pegasi|Journey to Epsilon Pegasi]]|| Released|| No ||FSO || [[User:TopAce|TopAce]]||None||10|| There are some rumors that some Shivan forces have entered Epsilon Pegasi. You're part of the task force that is about to find it out.<br />
|- style= "border: 1px #22D solid;"<br />
|-<br />
|''[[The Lightning Marshal|Lightning Marshal]] || Released ||Yes ||FS2 ||Various, updated by [[FreeSpace Campaign Restoration Project|FSCRP]]|| Music, maybe other || Unknown|| In 2366, the GTCv Actium is fighting the NTF|| [http://www.hard-light.net/forums/index.php?topic=58358.0.html Thread]<br />
|-<br />
|''[[Their Finest Hour]]||Released||No||FSO||Thadeus||None||1|| A diversionary force is sent to buy time for the Bastion to close the Epsilon Pegasi ||[http://www.hard-light.net/forums/index.php/topic,61153.0.html Thread]<br />
|-<br />
|''[[Operation Savior]]|| Released || Yes||FSO || [[User:Ngtm1r|Ngtm1r]] ||None|| 5|| At the beginning of the NTF rebellion, the GTVA attemps a rescue mission deep into the NTF-controlled Polaris system || [http://www.hard-light.net/forums/index.php?topic=58358.0.html Thread]<br />
|-<br />
|''[[Pandora's Box (campaign)|Pandora's Box]]|| Released || Yes||FSO ||Unknown, [[FreeSpace Campaign Restoration Project|FSCRP]] ||Branching||25||One year prior to the return of the Shivans, the NTF Civil War is at its peak. But the Vasuda system is secure... until the NTF makes a bold raid|| [http://www.hard-light.net/forums/index.php?topic=58358.0.html Thread]<br />
|-<br />
|''[[Rogue Intentions]]|| Part I Released || No ||FS2 || Nuclear1 || None||11 released|| In order to prevent the NTF from acquiring control of the Knossos portal and the nebula beyond,the GTCv Spinnaker, and her sister ship, the GTCv Methodus are called up to reinforce the jump node defenses || [http://www.hard-light.net/forums/index.php?topic=36062.0 Thread]<br />
|-<br />
|''[[Second Front]]|| Released || No ||FS2|| [[User:BlueFlames|BlueFlames]] ||New ships||7|| During the Second Great War, in Altair, an exploration convoy has returned after decades away. Oblivious to events elsewhere in the GTVA, the explorers do not understand why they must face continuous delays to be readmitted to alliance space and become evermore beligerant.<br />
|-<br />
|''[[Troubles at Home]]||Released||No||FSO||Petrarch of the VBB||Unknown||Unknown|| In Beta Aquilae, the GTVA is trying to weakenth support for the NTF|| [http://www.hard-light.net/forums/index.php/topic,39019.0.html Thread]<br />
|-<br />
|''[[Uncharted Territory]]||Released||No||FSO||ReeNoiP||Unknown||9|| You have recently been transferred to the GTtca Reuil and must now join the 33rd blackbirds in defending a science group from attack.|| [http://www.hard-light.net/forums/index.php?topic=67327.0 Thread]<br />
|-<br />
|''[[Vassago's Dirge]]||Released||No||FSO||[[User:Axem|Axem]]||New Ships, New Music||9|| Shortly after the Sathanas is destroyed, the GTVA begins an operation to take down a Ravana-class destroyer, the SD Vassago and its fleet. Meanwhile the Vassago begins an operation of its own.|| [http://www.hard-light.net/forums/index.php?topic=70568.0 Thread]<br />
|}<br />
<br />
=== Post-Capella ===<br />
<br />
{| cellpadding = 5 style="margin: 0 0 1em 1em; background: #002; border: 2px #11A solid; border-collapse: collapse;" class=sortable<br />
!Campaign !!Release status !! Voiced !! Requirement !! Author(s) !! Special content !! Number of missions!! Story !! Link<br />
|-<br />
| colspan="9" style="text-align: center; background: #108;"| <font size=4>'''Post-Capella Era'''</font><br><font size=1>''Campaigns set after the Capella supernova''</font><br />
|-<br />
||''[[All is Fair in Love and War - Chapter 1]]'' ||Released || No ||FSO|| adwight||None|| 5|| A mining operation by GTVA trggers a full-fledged rebellion || [http://www.hard-light.net/forums/index.php/topic,16058.0.html Thread] ''<br />
|-<br />
||''[[Apocalypse : Vega]]'' ||Released || No ||FSO (3.6.11 build)|| Shiv ||Polish version available|| Unknown||After Capella has been cut from GTVA, a new front open on Vega || [http://www.hard-light.net/forums/index.php/topic,64384.0.html Thread] ''<br />
|-<br />
||''[[Artifice]]'' ||Released || No ||FS2|| [[User:BlueFlames|BlueFlames]] ||New ships || 11|| Sequel to ''Second Front''<br />
|-<br />
<br />
|''[[Boomerang]] || Released||Yes||FSO ||Peter Drake, [[FreeSpace Campaign Restoration Project|FSCRP]] || None || 3|| A powerful new Shivan technology leads to trouble for the GTVA|| [http://www.hard-light.net/forums/index.php?topic=58358.0.html Thread] <br />
|-<br />
|''[[Casualties of War]]||Released (v2)||Partial||FSO||Various||New ships, weapons, backgrounds||9 (v2)+10||The SOC is sent to thwart a planetary coup d'etat || [http://www.hard-light.net/forums/index.php?topic=74695.new#new Thread]<br />
|-<br />
|''[[Cleaning Crew]] || Released || No || FSO || [[User:Ngtm1r|Ngtm1r]]||New ship, new weapons, new race||10|| Post-Capella mop-up with the 33rd Heavy Fighter Squadron.<br />
|-<br />
|''[[Deep Blood]]||Released||Yes||Unknown||Gai Daigoji||None||11|| The GTVA decides to give what lies beyond a ew jump node in Altair to the Capella refugees || [http://www.hard-light.net/forums/index.php?topic=58358.0.html Thread] <br />
|-<br />
|''[[Flames of War - Coming of the Storm]]||Released||NO||FSO||TrashMan||Various||26||Unknown|| [http://www.hard-light.net/forums/index.php/topic,58162.0.html Thread]<br />
|-<br />
|''[[Ghost Revenants]]||Released||No||FSO||griffon67||New ships, new weapons||40||The life of merchant is sometimes more boring that we could imagine. You found a way to live your life as you wanted, but the strange artifact you got recently is gonna put you in the worse situations.|| [http://www.hard-light.net/forums/index.php/topic,54854.0.html Thread]<br />
|-<br />
|''[[Luyten Civil War]]||Released||No||FSO||[[User:TopAce|TopAce]]||Some||13 + cutscenes||A pure, [[Silent Threat: Reborn]]-inspired military campaign with most emphasis on gameplay and quality mission design.''<br />
|-<br />
|''[[Relentless]]||Released || No||FSO||[[User:Nubbles|Nubbles]]||None||Unknown||As the 75th Blue Lions are travelling back home after the Capella supernova, they are ambushed by Vasudan forces||[http://www.hard-light.net/forums/index.php?topic=68750.0 Thread]<br />
|-<br />
|''[[Renegade Resurgence]]||Released||No||FSO||[[User:TopAce|TopAce]]||New ships|||About 30||The GTVA initiates a very ambitious project to learn more about Ancient civilization. Ships keep disappearing, however.||[http://www.hard-light.net/forums/index.php/topic,55043.0.html Thread]<br />
|-<br />
|''[[Revenge: Final Conflict]]||Released|| No||FSO||Florian Meyer||None||88||Eleven years after the seond Great War, in the year 2378. the shivan threat again reaches a dangerous magnitude. But the Events take a dramatic turn for more than 30.000 people, revealing revolutionary events hidden way back in the past.|| [http://www.freespacemods.net/download.php?view.399 FreeSpaceMods]<br />
|-<br />
|''[[Rise of the Corporate]] ||Released||No||FSO|| wistler ||None||6|| In order to stave of a new depression, the GTVA sells off its aging and mothballed ships to various trusted Corporate interests. || [http://www.hard-light.net/forums/index.php/topic,63451.0.html Thread]<br />
|-<br />
|''[[The Scroll of Atankharzim]] ||Part I released||Synthesized voice||FSO|| Sesquipedalian||New ships, new weapons||24 released, 49 total||In this Vasudan campaign, set in 2378, a new subspace node is discovered in Beta Cygni, leading to hope and peril. || [http://scroll.hard-light.net Website]<br />
|-<br />
|''[[Second Great War Part II]]||Released||No||FS2||C. "Sunil" Reddy||None||30||In 2379, Shivans launch a third assault on Terran and Vasudan systems<br />
|-<br />
|''[[Stand Against the Night]]||Demo||No||FSO|| mr WHO ||new faction and sounds||3 released|| GTVA is performing military exercices simulating a SHivan attack on Sol || [http://www.hard-light.net/forums/index.php/topic,61304.0.html Thread]<br />
|-<br />
|''[[Shadow Genesis]]||Released||No||FSO|| Shadow Genesis Team ||Complete Mod||47|| The GTVA must face the Cerberus Legacy - a dangerous terrorist organization. The goal of Cerberus is claiming mysterious, ancient artifacts from recently-colonized systems known as Wolf's Group.|| [http://www.hard-light.net/forums/index.php?topic=83942.0 Thread]<br />
|-<br />
|''[[Shadows of Kraken]]||Released||No||Unknown|| [User:Axem|Axem ||None||5|| A week after the Capella incident, GTVA attemps to salvage debris in the Adhara system<br />
|-<br />
|''[[The Enemies Return]]||Released||No||FSO||KappaWing||None||26|| 12 years after the Capella accident, there are still Shivan entry point to the T-V systems || [http://www.hard-light.net/forums/index.php/topic,38491.0.html Thread]<br />
|-<br />
|''[[The Procyon Insurgency]]||Released ||No||FSO||CP5670||Various||17|| A young Vasudian pilot assist the GTVA in crushing the Procyon Insurgency<br />
|-<br />
|''[[Tides of Darkness]]||Released||No||FSO||Droid803||Shivan ships played||12||The Sathanas fleet has been trapped in Gamma Draconis and Capella for years by the sudden collapse of the nebula node. As a anti-terran cult make its move, the exiled Terrans that joined the Shivans after fleeing to Gamma Draconis are pulled along into the conflict.|| [http://www.hard-light.net/forums/index.php/topic,60136.0.html Thread]<br />
|-<br />
|''[[Titan Rebellion]]||Released||Yes||FSO||FSCRP||Large Battles||16|| The Shivans are sealed away beyond Capella. The Alliance is at peace, for now. Lurking in the shadows is a clandestine organization: NeoIntel. Their mission is to preserve the peace at any cost. Terran or Vasudan. Soldier or civilian. None will be spared in NeoIntel's quest for peace! || [http://www.hard-light.net/forums/index.php?topic=58358.0.html Thread] <br />
|-<br />
|''[[Transcend]]||Released||No||FSO||Ransom Arceihn||Minor mods||44||Everyone has a limit...<br />
|-<br />
|''[[Twisted Infinities]]||Work-in-progress||Unknown||FSO|| Various||Complete mod, atmospheric combat||35|| By 2378, some pirate groups in former NTF systems have gained a technological edge over the GTVA itself - Features atmospheric combat <br />
|-<br />
|-|''[[Unification Prequel]] ||Released||No||FS2||Gai Dagoji||Unknown||9||The GTD Avenger has been assigned to the Hydra system, to protect the Capella refugees || [http://www.hard-light.net/forums/index.php/topic,28371.0.html Thread]<br />
|-<br />
|''[[Windmills]] ||Released||No||FSO||Ransom Arceihn||Proof-of-concept||4||A proof-of-concept aiming at showing that FS2 can be turned into a (somewhat) RTS || [http://www.hard-light.net/forums/index.php?topic=58358.0.html Thread] <br />
|-<br />
| colspan="9" style="text-align: center; background: #114;"| <font size=4>'''Blue Planet'''</font><br><font size=1>''Campaigns set in the user-made [[Blue Planet]] continuity''</font><br />
|-<br />
|''[[Blue Planet: Age of Aquarius|Age of Aquarius]]||Released||Yes||FSO||Darius||Complete mod||22||While trying to travel back to Sol for the first time, a GTVA fleet faces peculiar events<br />
|-<br />
|''[[Blue Planet: War in Heaven|War in Heaven]]||3 of 5 acts released||Not Planned||FSO||Darius||Complete mod||33 (Planned)||The war between Sol and the rest of its colonies in its final stage<br />
|-<br />
| colspan="9" style="text-align: center; background: #114;"| <font size=4>'''Cold Element'''</font><br><font size=1>''Campaigns set in the user-made [[Cold Element]] continuity''</font><br />
|-<br />
|''[[Derelict]] ||Released||Yes||FS2||Various||New ships, new jump node||45 + 1 Credits Mission|| 5 years after the collapse of Capella, a derelict Lucifer is found hovering in space || [http://www.hard-light.net/forums/index.php?topic=85745.0.html Thread] <br />
|-<br />
|''[[Aftermath_(CE)|Aftermath]]||Released||Yes||FS1/FSO/FSPort||Cold Element Team,[[FreeSpace Campaign Restoration Project|FSCRP]]||Music Files||4 Episodes 19 missions total||A plague errupts in Epsilon Pegasi, which the GTVA tries to quarantine || [http://www.hard-light.net/forums/index.php?topic=58358.0.html Thread] <br />
|-<br />
|''[[Blackwater Operations]]|| Demo||Yes||FSO||Various||Complete mod, branching campaign||Unknown||Unknown<br />
|-<br />
|''[[Twilight]]||Released||No ||FS2||Ace||Unknown ||6 || In 2372, the GTD Morgain is sent in Ikeya system to investigate the disappearance of several GTVA ships<br />
|-<br />
|''[[Warzone]] ||Released|| Yes ||FS2|| IceFire,[[FreeSpace Campaign Restoration Project|FSCRP]]||New ship ||19|| In the midst of another Shivan invasion of the GTVA home systems, a mystery begins to unravel itself|| [http://www.hard-light.net/forums/index.php?topic=58358.0.html Thread] <br />
|-<br />
| colspan="9" style="text-align: center; background: #112;"| <font size=3>'''Into the Halls of Valhalla'''</font><br><font size=1>''Campaigns set in the [[Into the Halls of Valhalla]] sub-continuity of the user-made [[Cold Element]] continuity''</font><br />
|-<br />
|''[[Into the Halls of Valhalla|Police Action(ITHOV)]]||Released||No||FSO||[User:TopAce|TopAce, Thor ||None||4||The 70th Blue Lions must escort the Representative Men'Su<br />
|-<br />
|''[[Into the Halls of Valhalla]]||Released||No||FSO||Various||New ship, new installation||Unknown||After being caught spying, Commander McCrae is reassigned in a border world<br />
|-<br />
| colspan="9" style="text-align: center; background: #112;"| <font size=3>'''Independent'''</font><br><font size=1>''Campaigns set independently in the user-made [[Cold Element]] continuity''</font><br />
|-<br />
|- style= "border: 1px #22D solid;"<br />
| colspan="9" style="text-align: center; background: #114;"| <font size=4>'''Exile'''</font><br><font size=1>''Campaigns set in the user-made Exile continuity''</font><br />
|-<br />
|''[[Into the Dark Waters]]||Released||No||FSO||Exile Team||Complete mod||27|| In 2367, the Shivan armada appeared in Sol system. Terran factions exhausted by long years of war, now must commence unusual operation to ensure survival of mankind.||[https://www.hard-light.net/forums/index.php?topic=91646.0 Thread]<br />
|-<br />
|- style= "border: 1px #22D solid;"<br />
| colspan="9" style="text-align: center; background: #114;"| <font size=4>'''End War'''</font><br><font size=1>''Campaigns set in the user-made End War continuity''</font><br />
|-<br />
|''[[Dawn of Sol]]||Released||No||FSO||ShadowGorrath, EW team||Complete mod||25|| Cold war simmers in the Sol system. Little do they know that they are on the threshold of revolution. The Dawn of Sol is coming.|| [http://www.hard-light.net/forums/index.php?topic=66994.0 Thread]<br />
|-<br />
| colspan="9" style="text-align: center; background: #114;"| <font size=4>'''Incursion'''</font><br><font size=1>''Campaigns set in the user-made [[Incursion]] continuity''</font><br />
|-<br />
|''[[Incursion]] ||Released||No||FS2||MAW||Unknown||26|| In 2676, the Shivans appear in greater forces than ever<br />
|- style= "border: 1px #22D solid;"<br />
|-<br />
|''[[Return to Sol]]||Released||No||FS2||MAW||New ships, maybe other||20|| In 2680, after the final defeat of the Shivan, the GTVA is about to travel back to Sol -- Sequel to Incursion<br />
|-<br />
|- style= "border: 1px #22D solid;"<br />
| colspan="9" style="text-align: center; background: #114;"| <font size=4>'''Inferno'''</font><br><font size=1>''Campaigns set in the user-made [[Inferno]] continuity''</font><br />
|-<br />
|''[[Inferno|Inferno: Alliance]]||Released||No||FSO||INFA Team||||20||15 years after the destruction of the Sol node, Sol is at war.<br />
|-<br />
|''[[Inferno|Inferno: Release 1]]||Released||No||INFR1, FS2||Inferno R1 Team||||14||The GTVA and the Earth Alliance are at war, while the Shivans are back<br />
|-<br />
|''[[Inferno|Inferno Nostos]]||Released||No||FSO||Inferno Team||||15||A war with old friends, the return of old enemies. But can either be stopped in time to save humanity?||[https://www.hard-light.net/forums/index.php?topic=94800.0 Thread]<br />
|-<br />
|''[[Solar Wars]]||Part 1 released||No||INFR1, FSO||Gai Daigoji||||13|| 48 hours after the surrender of the Earth Alliance, an EA is called into action again||[http://www.freewebs.com/neo-terra/downloads.htm Website]<br />
|-<br />
| colspan="9" style="text-align: center; background: #114;"| <font size=4>'''Seeds of Rebellion'''</font><br><font size=1>''Campaigns set in the user-made [[Seeds of Rebellion]] continuity''</font><br />
|-<br />
|- style= "border: 1px #22D solid;"<br />
| colspan="9" style="text-align: center; background: #114;"| <font size=4>'''Workings of the Warp'''</font><br><font size=1>''Campaigns set in the user-made [[Working of the Warp]] continuity''</font><br />
|-<br />
|''[[Faces of Treason]]||Released||No||FSO||[http://wo.proxima-fleet.com/ Orph3u5]||Branching campaign||Unknown||Unknown|| [http://wo.proxima-fleet.com/wotw/index.html Website]<br />
|-<br />
|''[[Workings of the Warp]]||Released||No||FSO||[http://wo.proxima-fleet.com/ Orph3u5]|| Various||Unknown||Commander Alexander Couter, Squadron Leader of 41st Squadron of the GTVA will take part in an epic struggle in a divided galaxy, once again battle against the Shivans and will uncover a mystery which even the powerful Shivans have to fear. || [http://wo.proxima-fleet.com/wotw/index.html Website]<br />
|}<br />
<br />
== Non-FreeSpace continuity ==<br />
<br />
{| cellpadding = 5 style="margin: 0 0 1em 1em; background: #002; border: 2px #11A solid; border-collapse: collapse;" class=sortable<br />
!Campaign !!Release status !! Voiced !! Requirement !! Author(s) !! Special content !! Number of missions!! Story !! Link<br />
|-<br />
|''[[Allied Worlds]]||Released||No||FSO||Alex Harris || New Textures, new weapons||6||The Allied Worlds are sending a last ressort attack against the Leedran || [http://www.freespacemods.net/download.php?view.59 FreeSpaceMods]<br />
|-<br />
|''[[The Great War - Independence]]||Demo||No||FSO||Alex Navarro|| New textures, music, sounds, weapons||5 dogfight missions||In year 2630, in a future distopia, human colonies claim their independence (Production Stalled) || [http://www.hard-light.net/forums/index.php?topic=66284.0 Thread]<br />
|-<br />
|''[[SHMUPSpace: Battle of Deneb]]||Demo v 1.2 ||No||FSO||[[User:AndrewofDoom | AndrewofDoom]] || Complete change in genre. ||1 (demo), 8-14 (planned)|| FreeSpace: The Shoot em up! Who needs a plot when you've got explosions! || [http://www.hard-light.net/forums/index.php?topic=81443.0 Thread]<br />
|-<br />
|''[[Civil War]]||Teaser Released||No||FSO & FSP||Tane Zezo Piper, macfie || None||7 for the teaser||In an alternate FreeSpace universe, Vasudans are traders and Shivans a mysterious warrior race|| [http://www.freespacemods.net/download.php?view.81 FreeSpaceMods]<br />
|-<br />
|''[[Merkar]]||Demo||No||FSO & FSP||Mustang19|| None||4(demo)|| The Merkar Campaign|| [http://www.hard-light.net/forums/index.php?topic=72885.0 Release Thread]<br />
|-<br />
|''[[Twist of Fate]]||Partial||No||FSO $ FSP||Woolie Wool and Various ||New ships, weapons, backgrounds, and music||4 (demo), 15 (Chapter 1), 48 (all chapters)||An alternate continuity where the Shivans died out and the Terna-Vasudan War rages on || [http://www.freespacemods.net/download.php?view.15 FreeSpaceMods]<br />
|-<br />
| colspan="9" style="text-align: center; background: #114;"| <font size=4>'''Shattered Stars'''</font><br><font size=1>''Campaigns set in the user-made [[Shattered Stars]] continuity''</font><br />
|-<br />
|''[[Shattered Stars: A Deepness Within|A Deepness Within]] || Work-in-progress || Not Planned || FSO || Bryan See || Complete mod || Unknown || Many years after the Second Great War, the Shivans are at war with a mysterious robotic race with the same capabilities as them. || [https://www.hard-light.net/forums/index.php?topic=94941 Thread]<br />
|-<br />
|- style= "border: 1px #22D solid;"<br />
| colspan="9" style="text-align: center; background: #114;"| <font size=4>'''Storm Front'''</font><br><font size=1>''Campaigns set in the user-made [[Storm Front]] continuity''</font><br />
|-<br />
|''[[What if - Another Great War]]||Released||No||FSO||SF-Junky||New ships, new weapons||30|| A reimagination of the Great War as it happened in the Storm Front Universe<br />
||[http://www.hard-light.net/forums/index.php/topic,56156.0.html Thread]<br />
|-<br />
|''[[StormFront I - Prophecy|Prophecy]] ||Released||No||FSO||SF-Junky||New ships||22||The GTVA confronts a newly flamed Hammer of Light rebellion in Laramis one year after the Capella incident<br />
||[http://www.hard-light.net/forums/index.php?topic=67097.0 Thread]<br />
|-<br />
|''[[StormFront II - Cthulhu|Cthulhu]] ||Released||No||FSO||SF-Junky||New ships||22|| Sequel to Stormfront I - Prophecy<br />
||[http://www.hard-light.net/forums/index.php?topic=67097.0 Thread]<br />
|-<br />
|''[[The Storm Chasers]] ||Released||No||FSO||SF-Junky|| || 4-6 each|| A series of minicampaigns that tell the stories of some pilots during and after the NTF war.<br />
||[http://www.hard-light.net/forums/index.php?topic=68872.0 Thread]<br />
|}<br />
<br />
== Parodies == <br />
<br />
{| cellpadding = 5 style="margin: 0 0 1em 1em; background: #002; border: 2px #11A solid; border-collapse: collapse;" class=sortable<br />
!Campaign !!Release status !! Voiced !! Requirement !! Author(s) !! Special content !! Number of missions!! Story !! Link<br />
|-<br />
|''[[Deus Ex Machina]] ||Released||No||FS2 ||Goober5000||None||5||As a member of the NTF 47th Red Shirts, you must protect Bosch Beer shipping lines<br />
|-<br />
|''[[Deus Ex Machina|Deus Ex Machina: Interlude]] ||Released||No||FS2 ||Goober5000||None||5||Mysterious things have been happening on the edge of NTF space. Unexplained appearances, strange plot holes...<br />
|-<br />
|''[[DW]] ||Released||Yes||FSPort ||TheAiler (Joacim Holst) and Zhapod (Robert Nilsson) ||None||2||A slow patrol becomes a fight for your life.<br />
|-<br />
|''[[Freespace 3 the search For bosch]] ||Released||No||FSO ||xX_LORD_ULTRA_DEATH_Xx||Music||5||A character-driven post-Capella epic that at last gives us answers about Bosch, the Shivans, and the nature of the universe.<br />
|-<br />
|''[[Just Another Day]] ||Released||No||FSO ||[[user:Axem|Axem]] ||Music||6|| You are Alpha One, the greatest pilot ever, facing your worst enemies : the FREDder and plotholes This campaign has one more level than Deus Ex Machina<br />
|-<br />
|''[[Just Another Day 2: Electric Boogaloo]] ||Released||No||FSO ||[[user:Axem|Axem]] ||Music||6|| You are still Alpha One, and being the best pilot and all, you must uncover what are the Shivans<br />
|-<br />
|''[[Just Another Day 3: Shivans on a Plane]]||Released||No|| FSO||[[user:Axem|Axem]]||Shivans on a Plane (supposedly), Music||8|| You are still Alpha One, and Shivans are trying to take over former human aero-transport.<br />
|-<br />
|''[[Just Another Day: Christmas Special]]||Released||No|| FSO||[[user:Axem|Axem]] ||Music||1|| You are still Alpha One, and it is Christmas somewhere<br />
|-<br />
|''[[Just Another Day 2.21: You Are (Not) Alpha 1]]||Released||No|| FSO||[[user:Axem|Axem]] ||Tons o' Stuff||9|| You are not Alpha 1, but that's okay. There's still lots of fun to be had.<br />
|-<br />
|''[[Just Another Day: eXtreme arcAde]]||Released||No|| FSO||[[user:Axem|Axem]] ||MegaTons o' Stuff||9|| eXtreme arcAde action!<br />
|-<br />
|''[[Ridiculous]]||Released||No|| FSO||[user:IronBeer|IronBeer ||Music, New Effects||9|| This mod is Ridiculous, and you should feel ridiculous while playing it.||[http://www.hard-light.net/forums/index.php?topic=72554.0 Thread]<br />
|} <br />
<br />
[[Category:User-made Campaigns|*]]<br />
<br />
== [[The Babylon Project]] ==<br />
<br />
{| cellpadding = 5 style="margin: 0 0 1em 1em; background: #002; border: 2px #11A solid; border-collapse: collapse;" class=sortable<br />
!Campaign !!Release status !! Voiced !! Author(s) !! Number of missions!! Features !! Story and notes !! Link<br />
|-<br />
|''[[Earth Minbari War]]||Released||Yes|| The TBP team||Unknown|||| The demo campaign for the Babylon Project<br />
|-<br />
|''[[Emearon Incident]]||Released||No|| Ker.soth ||8||Multi possible|| Unknown || [http://www.hard-light.net/forums/index.php?topic=67320.0 Thread]<br />
|-<br />
|''[[Drums of War]]||Released||No||0rph3u5||5|| ||The year is 2262 and the Interstellar Alliance faces its first major crisis. And the NRS Vol'Toth uncovers a dark truth... <br />
|-<br />
|''[[Drums of War 2]]||Released||No||0rph3u5||5|| ||The drums are being played again. The song of war rises and you have the chance to join the pilots of the Narn Destroyer Vol'toth again...<br />
|-<br />
|''[[In the Name of the Emperor]]||Released||No||Skullar||3|| ||A training from the Centauri point of view || [http://www.hard-light.net/forums/index.php?topic=60914.0 Thread]<br />
|-<br />
|''[[Raider Wars]]||Released||Yes||Unknown||Unknown||||Unknown<br />
|-<br />
|''[[Relic]]||Released||Unknown||Slasher||4||||Background from the 4th season<br />
|-<br />
|''[[Dark Children]]||Released||Yes ||Vidmaster|| 5 || Bullet-time, in system-jumping || Campaign made to test new features<br />
|-<br />
|''[[Achen Schooling Flight]]||Released||Yes||Vidmaster|| 1|| ||TBP Tutorial Mission<br />
|-<br />
|''[[Operations]]||Released||Yes||Vidmaster||6||Multiplayer campaign||<br />
|-<br />
|''[[Fortune Hunters - 2259]]||Released||No (planned)||Vidmaster|| 9|| ||Raiding defenseless convoys to make a living, the Fortune Hunters get pulled into events between powers that are destined to change the face of the galaxy forever. Alien races go to war with each other, trade routes are disrupted and terrors yet unseen lurk somewhere in the void. It is the year 2259, the year the Great War started. - REQUIRES [https://www.hard-light.net/forums/index.php?topic=85449.0 ZATHRAS].<br />
|-<br />
|''[[Fortune Hunters - 2260]]||Released||No (planned)||Vidmaster||13 || ||Alliances and balances are shifting. The Great War is upon the galaxy and the Hunters have to decide what their place will be in this new world - REQUIRES [https://www.hard-light.net/forums/index.php?topic=85449.0 ZATHRAS].<br />
|-<br />
|''[[Fortune Hunters - 2261]]||Released||No (planned)||Vidmaster||12 || ||The saga concludes, the Great War is in its final stage. Gods clash, worlds vanish and all hope is lost. This is it, your final moment, victory is impossible and survival doubtful. And even if you would make it through, what would you do afterwards? - REQUIRES [https://www.hard-light.net/forums/index.php?topic=85449.0 ZATHRAS].<br />
|}<br />
<br />
== BattleStar Galactica ==<br />
<br />
{| cellpadding = 5 style="margin: 0 0 1em 1em; background: #002; border: 2px #11A solid; border-collapse: collapse;" class=sortable<br />
!Campaign !!Release status !! Voiced !! Author(s) !! Number of missions!! Features !! Story and notes !! Link<br />
|-<br />
|''[[Diaspora|Diaspora: Shattered Armistice]] || Released || Yes || Diaspora Team || 6+2 training || Semi-Newtonian Physics, Cockpits, Custom Music || A total conversion based on the Battlestar Galactica universe || [http://www.diaspora-game.com/ Link]<br />
|-<br />
|''[[Beyond the Red Line|BattleStar Galactica: Beyond the Red Line]]||Demo released||Yes||unknown||2+training||unknown||Beyond the Red Line is a standalone total conversion based on the popular new tv-show Battlestar Galactica (Re-imagined) - Main campaign||[http://www.game-warden.com/bsg/ Link]<br />
|-<br />
|''[[Battlecruiser Archangel]]||Demo released||No ||Shiv||Unknown || || The untold story of Geminion survivors || [http://www.hard-light.net/forums/index.php?topic=49205.0 Thread]<br />
|}<br />
<br />
== [[Portal:Wings of Dawn Universe| Wings of Dawn]] ==<br />
<br />
{| cellpadding = 5 style="margin: 0 0 1em 1em; background: #002; border: 2px #11A solid; border-collapse: collapse;" class=sortable<br />
!Campaign !!Release status !! Author(s) !! Number of missions!! Features !! Story and notes !! Link<br />
|-<br />
|''[[Wings of Dawn]]||Released|| Spoon||28 + 5||Main campaign|| WoD is a FreeSpace mod with a strong anime vibe, filled with custom content. || [http://www.hard-light.net/forums/index.php?topic=71092.0 Release Thread]<br />
|-<br />
|''[[A Nordera Day]]||Released|| Spoon ||2|| || A Nordera Day is a short addon for Wings of Dawn that describes the average life of a Nordera pilot. || [http://www.hard-light.net/forums/index.php?topic=72092.0 Release Thread]<br />
|-<br />
|''[[Stranded]]||Released|| Spoon ||8 + 4|| || After a freak incident involving a subspace drive malfunction, Johan Sturmritter finds himself stuck behind enemy lines. He must now fight his way back into friendly space! || [http://www.hard-light.net/forums/index.php?topic=82674.0 Release Thread]<br />
|}<br />
<br />
== Other universes ==<br />
{| cellpadding = 5 style="margin: 0 0 1em 1em; background: #002; border: 2px #11A solid; border-collapse: collapse;" class=sortable<br />
!Project !!Website !!Mod status !!Main campaign release status!! Description !!<br />
<br />
|- <br />
|''[[Dimensional Eclipse]]|| None || Released || Released || Anime themed mod featuring high speed, fast paced, high stakes gameplay. Oh, and lots of pettanko too.<br />
|- <br />
|''[[Wing Commander Saga]]||[http://www.wcsaga.com/ Link]||Released||Released||Wing Commander Saga (WCS) is a standalone total conversion based on the universe familiar from the Wing Commander games<br />
|}</div>PIehttps://wiki.hard-light.net/index.php?title=Screencap_Contest&diff=58545Screencap Contest2018-12-17T01:15:23Z<p>PIe: Add months since April</p>
<hr />
<div>[[File:Screencapcontest.png|center|link=Screencap_Contest]]<br />
<br />
==Contest==<br />
The contest, started by Axem and now judged by MjnMixael, is a part of the monthly HLP Newsletter. The whole idea is to capture the best of the best of what the FSO engine can do! Each month features a theme and entries must be based on that theme.<br />
<br />
By entering the contest, you are now putting your reputation on the line.. in the form of badges! The winner of the month gets this badge. [[Image:Silverbadge.png]]<br />
<br />
The badge is removed and placed on the winner of the following month. So... if you want to prove you are the best at getting screens, you need to keep that badge multiple months in a row! At the end of the year, the points are tallied up. Whoever won the most months gets this badge for a WHOLE YEAR!<br />
[[Image:Goldbadge.png]]<br />
<br />
Wow! So if you manage to keep that badge for multiple years.. you are most definitely the Screencap King. (Yes, this is a challenge.) But Mjn, you say, what if no one has won more than one month in a year? Well... then the best screenshot from all 12 winners will be chosen and that person crowned king with the Golden Badge of Screencap Glory. (That's the official name.)<br />
<br />
==Scoring==<br />
The points don't matter, so don't worry about them! However, these types of things tend to help your screencap get closer to winning.<br />
*'''Uniqueness of composition''' ''(Is it like every other screen out there, or is it something new?)''<br />
*'''Communicates''' ''(Does your image tell a story? Does it capture the mind of the viewer?)''<br />
*'''Wow-factor''' ''(How much does this image scream to be a desktop wallpaper?)''<br />
*'''Framing and Composition''' ''([http://www.digitalcameraworld.com/2012/04/12/10-rules-of-photo-composition-and-why-they-work/ 10 Rules of Photo Composition])''<br />
*'''?????''' ''(?????)''<br />
*'''Profit!''' ''($$$$$)''<br />
<br />
==Unbreakable Rules==<br />
These rules must be true of a screencap in order to be eligible to win.<br />
*Must be from the FSO engine<br />
*No HUDs<br />
*No Photoshop or any post procesing<br />
*Must fit the month's theme<br />
*Only 3 entries per person, per month<br />
<br />
==2013 Screencap Season==<br />
Year Winner - ssmit132<br />
<gallery heights=90px widths=150px perrow=6>><br />
File:RScreen0103.jpg|<center>January 2013 Winner<br/>By ssmit132<br/>Theme: '2012'<br />
File:RScreen0111.png|<center>February 2013 Winner<br/>By X3N0-Life-Form<br/>Theme: 'Blue'<br />
File:RScreen0110.jpg|<center>March 2013 Winner<br/>By FreeSpaceFreak<br/>Theme: 'Vasudans'<br />
File:RScreen0114.png|<center>April 2013 Winner<br/>By MjnMixael<br/>Theme: 'Outnumbered'<br />
File:RScreen0115.jpg|<center>May 2013 Winner<br/>By Belisarius<br/>Theme: 'Giant Beams'<br />
File:RScreen0116.jpg|<center>June 2013 Winner<br/>By MatthTheGeek<br/>Theme: 'The Quiet Life'<br />
File:RScreen0117.jpg|<center>July 2013 Winner<br/>By knossosfs2<br/>Theme: 'Turrets'<br />
File:RScreen0118.jpg|<center>August 2013 Winner<br/>By Betrayal<br/>Theme: 'Fleets'<br />
File:RScreen0119.png|<center>September 2013 Winner<br/>By Aesaar<br/>Theme: 'Explosions'<br />
File:RScreen0120.jpg|<center>October 2013 Winner<br/>By Axem<br/>Theme: 'Asteroids'<br />
File:RScreen0121.png|<center>November 2013 Winner<br/>By ssmit132<br/>Theme: '2013 Modelling Contest'<br />
File:RScreen0122.jpg|<center>December 2013 Winner<br/>By CKid<br/>Theme: 'Free-For-All'<br />
</gallery><br />
<br />
==2014 Screencap Season==<br />
Year Winner - MPez<br />
<gallery heights=90px widths=150px perrow=6>><br />
File:RScreen0123.jpg|<center>January 2014 Winner<br/>By CKid<br/>Theme: 'Rage'<br />
File:RScreen0127.jpg|<center>February 2014 Winner<br/>By Mpez<br/>Theme: 'Love'<br />
File:RScreen0128.jpg|<center>March 2014 Winner<br/>By Mpez<br/>Theme: 'Loneliness'<br />
File:RScreen0129.png|<center>April 2014 Winner<br/>By AndrewofDoom<br/>Theme: 'Satisfaction'<br />
File:RScreen0130.jpg|<center>May 2014 Winner<br/>By tnathan475<br/>Theme: 'Desolation'<br />
File:RScreen0131.png|<center>June 2014 Winner<br/>By TheHound<br/>Theme: 'Anticipation'<br />
File:RScreen0132.jpg|<center>July 2014 Winner<br>By CKid<br>Theme: 'Panic'<br />
File:RScreen0133.jpg|<center>August 2014 Winner<br>By MPez<br>Theme: 'Dread'<br />
File:RScreen0134.jpg|<center>September 2014 Winner<br>By Betrayal<br>Theme: 'Relief'<br />
File:RScreen0135.png|<center>October 2014 Winner<br>By AdmiralRalwood<br>Theme: 'Fear'<br />
File:RScreen0136.jpg|<center>November 2014 Screenshot Winner<br>By Betrayal<br>Theme: 'Wonder'<br />
File:RScreen0137.jpg|<center>December 2014 Screenshot Winner<br>By TheHound<br>Theme: 'Sorrow'<br />
</gallery><br />
<br />
==2015 Screencap Season==<br />
Year Winner - Tomimaki<br />
<gallery heights=90px widths=150px perrow=6>><br />
File:RScreen0138.jpg|<center>January 2015 Winner<br/>By LuisDias<br/>Theme: 'Anything Goes'<br />
File:RScreen0139.jpg|<center>February 2015 Winner<br/>By CKid<br/>Theme: 'Green'<br />
File:RScreen0140.png|<center>March 2015 Winner<br/>By Spoon<br/>Theme: 'Nebula'<br />
File:RScreen0141.png|<center>April 2015 Winner<br/>By Tomimaki<br/>Theme: 'Shivans'<br />
File:RScreen0142.jpg|<center>May 2015 Winner<br/>By CKid<br/>Theme: 'Runway Lights'<br />
File:RScreen0143.jpg|<center>June 2015 Winner<br/>By CKid<br/>Theme: 'Broadside'<br />
File:RScreen0144.jpg|<center>July 2015 Winner<br/>By Tomimaki<br/>Theme: 'Livin Large'<br />
File:RScreen0145.png|<center>August 2015 Winner<br/>By Spoon<br/>Theme: 'Missiles'<br />
File:RScreen0148.jpg|<center>September 2015 Winner<br/>By Darius<br/>Theme: 'Heat'<br />
File:RScreen0149.png|<center>October 2015 Winner<br/>By Tomimaki<br/>Theme: 'Wartime'<br />
File:RScreen0150.png|<center>November 2015 Winner<br/>By Tomimaki<br/>Theme: 'Shadow'<br />
File:RScreen0151.png|<center>December 2015 Winner<br/>By Tomimaki<br/>Theme: 'Close Call'<br />
</gallery><br />
<br />
==2016 Screencap Season==<br />
Year Winner - Darius<br />
<gallery heights=90px widths=150px perrow=6>><br />
File:RScreen0152.jpg|<center>January 2016 Winner<br/>By Betrayal<br/>Theme: 'Terrans'<br />
File:RScreen0153.png|<center>February 2016 Winner<br/>By Spoon<br/>Theme: 'Purple'<br />
File:RScreen0154.png|<center>March 2016 Winner<br/>By Spoon<br/>Theme: 'Trails'<br />
File:RScreen0155.jpg|<center>April 2016 Winner<br/>By Black Wolf<br/>Theme: 'Speed'<br />
File:RScreen0156.jpg|<center>May 2016 Winner<br/>By Erebus Alpha<br/>Theme: 'Beams'<br />
File:RScreen0157.jpg|<center>June 2016 Winner<br/>By Erebus Alpha<br/>Theme: 'Old Vs New'<br />
File:RScreen0158.jpg|<center>July 2016 Winner<br/>By Darius<br/>Theme: 'Blue'<br />
File:RScreen0159.png|<center>August 2016 Winner<br/>By Tomimaki<br/>Theme: 'Annihilation'<br />
File:RScreen0160.jpg|<center>September 2016 Winner<br/>By Darius<br/>Theme: 'Dogfights'<br />
File:RScreen0161.jpg|<center>October 2016 Winner<br/>By Niffiwan<br/>Theme: 'Preparing for War'<br />
File:RScreen0162.png|<center>November 2016 Winner<br/>By Black Wolf<br/>Theme: 'Vasudans'<br />
File:RScreen0163.jpg|<center>December 2016 Winner<br/>By Darius<br/>Theme: 'Anything Goes'<br />
</gallery><br />
<br />
==2017 Screencap Season==<br />
Year Winner - tomimaki<br />
<gallery heights=90px widths=150px perrow=6>><br />
File:RScreen0164.jpg|<center>January 2017 Winner<br/>By Darius<br/>Theme: 'Community Models'<br />
File:RScreen0165.png|<center>February 2017 Winner<br/>By niffiwan<br/>Theme: 'Mano e Mano'<br />
File:RScreen0166.jpg|<center>March 2017 Winner<br/>By tomimaki<br/>Theme: 'No Theme'<br />
File:RScreen0167.jpg|<center>April 2017 Winner<br/>By thisisaverylongusername<br/>Theme: 'It's a Trap'<br />
File:RScreen0168.jpg|<center>May 2017 Winner<br/>By Frikgfeek<br/>Theme: 'Sense of Scale'<br />
File:RScreen0169.jpg|<center>June 2017 Winner<br/>By Nyctaeus<br/>Theme: 'Evil'<br />
File:RScreen0170.jpg|<center>July 2017 Winner<br/>By DahBlount<br/>Theme: 'No Theme'<br />
File:RScreen0171.jpg|<center>August 2017 Winner<br/>By deathsnake<br/>Theme: 'A Slice of Space Life'<br />
File:RScreen0172.jpg|<center>September 2017 Winner<br/>By tomimaki<br/>Theme: 'Unity'<br />
File:RScreen0173.jpg|<center>October 2017 Winner<br/>By BlackWolf<br/>Theme: 'Spooky Scary'<br />
File:RScreen0174.png|<center>November 2017 Winner<br/>By Tomimaki<br/>Theme: 'Beams'<br />
File:RScreen0175.png|<center>December 2017 Winner<br/>By 0rph3us<br/>Theme: 'Freestyle'<br />
</gallery><br />
<br />
==2018 Screencap Season==<br />
Year Winner - ????<br />
<gallery heights=90px widths=150px perrow=6>><br />
File:RScreen0176.jpg|<center>January 2018 Winner<br/>By Niffiwan<br/>Theme: 'Warping'<br />
File:RScreen0177.jpg|<center>February 2018 Winner<br/>By Nightmare<br/>Theme: 'Red'<br />
File:RScreen0178.jpg|<center>March 2018 Winner<br/>By CKid<br/>Theme: 'Under Construction'<br />
File:RScreen0179.jpg|<center>April 2018 Winner<br/>By BTA<br/>Theme: 'Free Month'<br />
File:RScreen0180.jpg|<center>May 2018 Winner<br/>By CKid<br/>Theme: 'The Killing Blow'<br />
File:RScreen0181.png|<center>June 2018 Winner<br/>By Tomimaki<br/>Theme: 'The Calvary is here!'<br />
File:RScreen0182.png|<center>July 2018 Winner<br/>By Tomimaki<br/>Theme: 'Bombing Run'<br />
File:RScreen0183.jpg|<center>August 2018 Winner<br/>By BTA<br/>Theme: 'Free Month'<br />
File:RScreen0184.png|<center>September 2018 Winner<br/>By Tomimaki<br/>Theme: 'The Little Guys'<br />
File:RScreen0185.jpg|<center>October 2018 Winner<br/>By Tomimaki<br/>Theme: 'Evil Attacks!'<br />
File:RScreen0186.jpg|<center>November 2018 Winner<br/>By Tomimaki<br/>Theme: 'Chaos'<br />
</gallery></div>PIehttps://wiki.hard-light.net/index.php?title=File:RScreen0186.jpg&diff=58544File:RScreen0186.jpg2018-12-17T01:14:59Z<p>PIe: </p>
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<div></div>PIehttps://wiki.hard-light.net/index.php?title=File:RScreen0185.jpg&diff=58543File:RScreen0185.jpg2018-12-17T01:10:01Z<p>PIe: </p>
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<div></div>PIehttps://wiki.hard-light.net/index.php?title=File:RScreen0184.png&diff=58542File:RScreen0184.png2018-12-17T01:07:01Z<p>PIe: </p>
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<div></div>PIehttps://wiki.hard-light.net/index.php?title=File:RScreen0183.jpg&diff=58541File:RScreen0183.jpg2018-12-17T01:05:25Z<p>PIe: </p>
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<div></div>PIehttps://wiki.hard-light.net/index.php?title=File:RScreen0182.png&diff=58540File:RScreen0182.png2018-12-17T01:02:55Z<p>PIe: </p>
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<div></div>PIehttps://wiki.hard-light.net/index.php?title=File:RScreen0181.png&diff=58539File:RScreen0181.png2018-12-17T01:00:33Z<p>PIe: </p>
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<div></div>PIehttps://wiki.hard-light.net/index.php?title=File:RScreen0180.jpg&diff=58538File:RScreen0180.jpg2018-12-17T00:57:40Z<p>PIe: </p>
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<div></div>PIehttps://wiki.hard-light.net/index.php?title=Return_to_Sol&diff=58506Return to Sol2018-12-04T07:48:34Z<p>PIe: /* Download the Campaign */</p>
<hr />
<div>== '''General Info''' ==<br />
<br />
Released: February 2007<br />
<br />
Number of Missions: 20<br />
<br />
Designed for: FreeSpace 2 Retail<br />
<br />
'''This is the sequel to the [[Incursion]] campaign, also available on this website.'''<br />
<br />
== '''Description''' ==<br />
<br />
Forty-five years have passed since the sub-space path to Sol was severed during the Great War. After thirteen years of ground-breaking, diligent work, GTVA scientists have built a Terran Knossos in Delta Serpentis. This massive machine will once again allow subspace travel to Sol. Most rejoice at being able to see their homeworld again. Some, however, like things just the way they are. And others will take advantage of this reunification to foment war.<br />
<br />
''Now that the Shivans no longer pose a threat to the GTVA (see the [[Incursion]] campaign), the final chapter in the FreeSpace universe is completed with the Return to Sol campaign. ''<br />
<br />
''You can download a copy of the Return to Sol campaign. It is designed for FreeSpace 2 retail, so it does not require FS2 Open. However, it has been tested to work with FS2 Open 3.6.9. Please read and follow the instructions in the Readme.txt file for the campaign to work.''<br />
<br />
== '''Staff''' ==<br />
<br />
'''MAW:''' Writer, FREDder, tester, all-around only person involved in bringing this campaign to life. '''(incursionfc2@hotmail.com)'''<br />
<br />
I would like to acknowledge the work of those who developed the new ship models I used in this game:<br />
<br />
'''Warlock''' and '''Gryphon''' created by Aldo, '''Darkness (Thanatos)''' created by Alex "Thunder" Avery, '''Hyperion''' created by Clif "StratComm" Kerr, '''Nike''' created by Michael "PSYCHO" Rainey, '''Cairo (Omega Base)''' and '''Mercury (Olympia)''' created by Mike "Bobboau" Abegg, '''Raynor (Omega''') created by Stratcomm, LtNarol, CODEDOG ND, and mikhael, and '''TPG1''' created by Robert "Sparks" Delinsky.<br />
'''Cannon Pack''' sounds created by Redstar.<br />
<br />
== '''Download the Campaign''' ==<br />
<br />
Please visit this webpage to download the Return to Sol campaign:<br />
<br />
'''[http://www.ualberta.ca/~mwazny/homepage.html Return to Sol Campaign Homepage]'''<br />
<br />
'''[https://www.freespacemods.net/download_914.html Freespacemods.net Mirror]'''<br />
<br />
[[Category:User-made Campaigns]]</div>PIehttps://wiki.hard-light.net/index.php?title=Incursion&diff=58505Incursion2018-12-04T07:47:50Z<p>PIe: /* Download the Campaign */</p>
<hr />
<div>== '''General Info.''' ==<br />
<br />
Released: September 2006<br />
<br />
Number of Missions: 26<br />
<br />
Designed for: FreeSpace 2 Retail<br />
<br />
'''This is the precursor of the [[Return to Sol]] campaign, also available on this website.'''<br />
<br />
== '''Description''' ==<br />
<br />
Nine years after Capella is destroyed, the Shivan menace resurfaces. But where are they coming from? Even if the GTVA discovers the Shivans' source of origin, can they be stopped?<br />
<br />
''This campaign follows the missions of a new graduated GTVA fighter pilot, expecting little more than confronting pirates in his career. But when the Shivans appear in greater force than ever, the GTVA must throw everything they have at them to survive. Advances in technology and ships may help, but nothing is certain when dealing with the vast Shivan threat.'' <br />
<br />
''Some of the pressing questions about the Shivans and their purposes are finally answered in this campaign as well.''<br />
<br />
''You can download a copy of the Incursion campaign. It is designed for FreeSpace 2 retail, so it does not require FS2 Open. However, it has been tested to work with FS2 Open 3.6.9. Please read and follow the instructions in the Readme.txt file for the campaign to work. ''<br />
<br />
== '''Staff''' ==<br />
<br />
MAW: Writer, FREDder, tester, all-around only person involved in bringing this campaign to life<br />
<br />
<br />
== '''Download the Campaign''' ==<br />
<br />
Please visit this webpage to download the Incursion campaign:<br />
<br />
'''[http://www.ualberta.ca/~mwazny/homepage.html Incursion Campaign Homepage]'''<br />
<br />
'''[https://www.freespacemods.net/download_36.html Freespacemods.net Mirror]'''<br />
<br />
[[Category:User-made Campaigns]]</div>PIehttps://wiki.hard-light.net/index.php?title=Command-Line_Reference&diff=58492Command-Line Reference2018-11-11T16:44:19Z<p>PIe: Deprecate -old_collision</p>
<hr />
<div>{{TableVersionGit|2018-03-17|8b49ebf3}}<br />
<br />
Command-Line Flags (also called Command-Line Parameters) are optional flags passed to the FSO executable, and generally enables one or more features added to the FS2 Open engine. These flags are accessed conveniently through an [[FSO Launcher]]. To have FSO list all available flags, use any one of the following: [[Command-Line_Reference#-help|-help]], [[Command-Line_Reference#-help|--help]], [[Command-Line_Reference#-help|-h]], or [[Command-Line_Reference#-help|-?]].<br />
<br />
===Graphics===<br />
<br />
====-nospec====<br />
{{Table37|<br />
'''"Disable Specular"'''<br />
<br />
Disables support for specular mapping.<br />
}}<br />
<br />
====-noglow====<br />
{{Table37|<br />
'''"Disable glow maps"'''<br />
<br />
Disables support for glowmapping.<br />
}}<br />
<br />
====-noenv====<br />
{{Table37|<br />
'''"Disable environment maps"'''<br />
<br />
Disables support for environment mapping.<br />
}}<br />
<br />
====-nonormal====<br />
{{Table37|<br />
'''"Disable normal maps"'''<br />
<br />
Disables support for normal mapping.<br />
}}<br />
<br />
====-noheight====<br />
{{Table37|<br />
'''"Disable height maps"'''<br />
<br />
Disables support for height mapping.<br />
}}<br />
<br />
====-nomotiondebris====<br />
'''"Disable motion debris"'''<br />
<br />
====-noscalevid====<br />
"Disable scale-to-window for Movies"<br />
<br />
Disables fullscreen scaling of video clips.<br />
<br />
====-post_process====<br />
'''"Enable Post Processing"'''<br />
<br />
Enables the use (if present) of post-processing effects as defined by the post_process.tbl. Bloom usage has an additional cmdline option for setting its value, most post processing effects are achieved in mission per the mission designer or can be enabled globally in the table.<br />
<br />
====-soft_particles====<br />
'''"Enable soft particles"'''<br />
<br />
Applies a blending factor to particles depending on their proximity to geometry<br />
<br />
====-3dshockwave====<br />
'''"Enable 3D Shockwaves"'''<br />
<br />
This only has any effect when both a 2D and 3D shockwave effect are present, otherwise the only available effect is used (2D shockwave is defined by effects/shockwave01.eff or .ani, and 3D shockwave by models/shockwave.pof)<br />
<br />
Note that 3D shockwaves are usually flat discs that FSO scales up. The animated 2D billboards used by 2D shockwaves with the addition of [[Command-Line Reference#-soft_particles|soft particles]], may look better when intersecting with models (which shockwaves often do). Use at your discretion.<br />
<br />
====-fxaa====<br />
'''"Enable FXAA antialiasing"'''<br />
<br />
Enables the FXAA postprocessing stage. Further information can be found here: http://www.hard-light.net/forums/index.php?topic=76145.0<br />
<br />
====-nolightshafts====<br />
'''"Disable lightshafts"'''<br />
<br />
Disables Lightshafts even if a mission designer enables them via SEXP in a mission. This was previously documented as -flightshaftsoff but appears to have been changed to -nolightshafts for consistency before -flightshaftsoff was ever used in a released build.<br />
<br />
====-enable_shadows====<br />
{{table373|<br />
'''"Enable shadows"'''<br />
<br />
Enables shadows where supported by the OpenGL version provided by the user's GPU. -shadow_quality can be used to control the quality level.<br />
{{note|Currently doesn't support shadows for cockpits and show ship.}}<br />
}}<br />
<br />
====-shadow_quality====<br />
{{table373|<br />
'''"Set shadows quality"'''<br />
<br />
Valid ranges are 0 to 2 with 2 being the default. <br />
<br />
* 0 disables shadows (so there's no point in setting it!)<br />
* 1 uses 512x512 shadow maps (lower quality)<br />
* 2 uses 1024x1024 shadow maps (higher quality)<br />
<br />
Currently this requires -enable_shadows to be set, or it has no effect.<br />
}}<br />
{{table38|No longer requires -enable_shadows to be set.}}<br />
<br />
====-anisotropic_filter====<br />
{{table382|<br />
'''"Set anisotropic filtering level"'''<br />
Valid ranges are 1 to whatever maximum the GPU supports (which should be 16 for most currently available GPUs)<br />
By default, the GPUs' max supported level is used; set this to 1 if you want the minimum level available.}}<br />
<br />
====-fb_explosions====<br />
'''"Enable Framebuffer Shockwaves"'''<br />
<br />
Applies a framebuffer distortion effect to shockwaves<br />
<br />
====-fb_thrusters====<br />
'''"Enable Framebuffer Thrusters"'''<br />
<br />
Applies a framebuffer distortion effect to Thrusters. NOTE: Only "point" thrusters are affected by this; modelled thrusters (as used on most retail models) are not affected by this.<br />
<br />
===Game Speed===<br />
<br />
====-no_vsync====<br />
'''"Disable vertical sync"'''<br />
<br />
====-cache_bitmaps====<br />
'''"Cache bitmaps between missions"'''<br />
<br />
====-no_fps_capping====<br />
'''"Don't limit frames-per-second"'''<br />
<br />
===HUD===<br />
====-dualscanlines====<br />
'''"Another Pair of Scanning Lines"'''<br />
<br />
Adds a second pair of scanning lines to the target window when scanning an object.<br />
<br />
====-targetinfo====<br />
'''"Enable Info next to Target"'''<br />
<br />
Displays target info, such as name and class, beside the targeted object.<br />
<br />
====-orbradar====<br />
'''"Enables 3D radar"'''<br />
<br />
An Orb style 3D radar will replace the standard 2D version.<br />
<br />
====-rearm_timer====<br />
'''"Enable Rearm/Repair Completion Timer"'''<br />
<br />
Displays time remaining until rearm and repair from a support ship is complete.<br />
<br />
====-ballistic_gauge====<br />
'''"Enable the analog Ballistic Ammo gauge"'''<br />
<br />
Adds an ammo gauge to the HUD when armed with a ballistic weapon.<br />
<br />
<br />
===Gameplay===<br />
====-ship_choice_3d====<br />
'''"Use Models for Ship Selection"'''<br />
<br />
Uses ship models in ship selection window. It completely disables the standard ANI interface in this screen. <br><br />
If a mod does not supply the required interface art for a ship, this mode will be used instead.<br />
<br />
====-weapon_choice_3d====<br />
'''"Use Models for Weapon Selection"'''<br />
<br />
Uses weapon models in weapon loadout window for secondary weapons (missiles and bombs). It completely disables the standard ANI interface in this screen. <br><br />
If a mod does not supply the required interface art for a weapon, this mode will be used instead.<br />
<br />
====-3dwarp====<br />
'''"Enable 3D Warp"'''<br />
<br />
Use full geometry for the subspace warp effect.<br />
<br />
====-warp_flash====<br />
'''"Enable Flash upon Warp"'''<br />
<br />
Enable a flash at warp in and warp out.<br />
<br />
====-no_ap_interrupt====<br />
'''"Disable Interrupting of AutoPilot"'''<br />
<br />
Tells the game to not allow players to interrupt an autopilot already-in-progress.<br />
<br />
====-stretch_menu====<br />
'''"Stretch interface to fill screen"'''<br />
<br />
Scales the interface to fill the screen without preserving the aspect ratio. Omit this to keep the aspect ratio, adding black bars where appropriate.<br />
<br />
<br />
===Audio===<br />
<br />
====-nosound====<br />
'''"Disable Sound and Music"'''<br />
<br />
====-nomusic====<br />
'''"Disables Music"'''<br />
<br />
====-no_enhanced_sound<br />
'''"Disable enhanced sound"'''<br />
<br />
Disables the enhanced sound rendering functions enabled by OpenAL Soft.<br />
<br />
===Launcher===<br />
====-portable_mode====<br />
'''"Store config in portable location"'''<br />
<br />
Uses the root directory of FSO for storing pilot and config files. The current launcher does not have proper support for this yet so you need to manually copy the fs2_open.ini from the original config directory to your FreeSpace Root directory.<br />
<br />
===Multiplayer===<br />
====-standalone====<br />
'''"Run as Stand Alone Server"'''<br />
<br />
Creates a standalone multi-player server.<br />
<br />
====-startgame====<br />
'''"Skip Mainhall and Start Hosting"'''<br />
<br />
Once you launch and choose a pilot within the game, you will immediately have begun to host a game. This can be used in conjunction with several options to customize the game you create: -closed, -restricted, -password, -gamename, -allowabove, and -allowbelow. -startgame has no effect when -standalone is used.<br />
<br />
See related: [[Command-Line_Reference#-closed|-closed]] [[Command-Line_Reference#-restricted|-restricted]] [[Command-Line_Reference#-password|-password]] [[Command-Line_Reference#-gamename|-gamename]] [[Command-Line_Reference#-allowabove|-allowabove]] [[Command-Line_Reference#-allowbelow|-allowbelow]]<br />
<br />
====-closed====<br />
'''"Start Hosted Server as Closed"'''<br />
<br />
Hosts a new game in a closed state, where no one can join until the in-game "Close" button is cleared. This only works when used in conjunction with -startgame. Cannot be used in conjunction with -restricted or -password.<br />
<br />
See related: [[Command-Line_Reference#-startgame|-startgame]] [[Command-Line_Reference#-restricted|-restricted]] [[Command-Line_Reference#-password|-password]]<br />
<br />
====-restricted====<br />
'''"Host Confirms Join requests"'''<br />
<br />
Hosts a new game in a restricted state. The host is presented with option to accept or deny each client's request to join the game. This only works when used in conjunction with -startgame. Cannot be used in conjunction with -closed or -password.<br />
<br />
See related: [[Command-Line_Reference#-startgame|-startgame]] [[Command-Line_Reference#-closed|-closed]] [[Command-Line_Reference#-password|-password]]<br />
<br />
====-multilog====<br />
Creates a log file with a summary of packets sent and received in multiplayer games. The file is saved as \data\multi.log within the active mod folder&mdash;or with main data folder if no mod is active.<br />
<br />
====-clientdamage====<br />
{{Note| This feature is not available in current builds.}}<br />
<br />
====-mpnoreturn====<br />
'''"Disables Flight Deck option"'''<br />
<br />
Disables return to the flight deck screen after a mission completes.<br />
<br />
<br />
===Troubleshooting===<br />
<br />
====-no_set_gamma====<br />
'''"Disable Setting of Gamma"'''<br />
<br />
Disables the gamma settings in the options screen.<br />
<br />
====-nomovies====<br />
'''"Disable Video Playback"'''<br />
<br />
Disables all video playback.<br />
<br />
====-noparseerrors====<br />
'''"Disable Parsing Errors"'''<br />
<br />
Disables some parsing warnings and makes other parse errors non-fatal. Do not rely on this when creating new tables. The errors are there for a reason.<br />
<br />
====-parse_cmdline_only====<br />
'''"Parse Command Line Only"'''<br />
<br />
Parse only the application command line settings, and ignore any that may have been set in the on-disk data/cmdline_fso.cfg or per-user cmdline_fso.cfg (on Linux/Mac)<br />
<br />
====-query_speech====<br />
'''"Does this build have Speech?"'''<br />
<br />
Determines if the current build includes text-to-speech.<br />
<br />
====-novbo====<br />
'''"Disable OpenGL VBO"'''<br />
<br />
====-noibx====<br />
'''"Don't use cached index buffers (IBX)"'''<br />
<br />
Disables IBX caching of model geometry data. This will dramatically increase load times, but will help troubleshoot a model if one is working incorrectly.<br />
<br />
====-loadallweps====<br />
'''"Load all weapons, even those not used"'''<br />
<br />
====-disable_fbo====<br />
'''"Disable OpenGL RenderTargets"'''<br />
<br />
====-disable_pbo====<br />
'''"Disable OpenGL Pixel Buffer Objects"'''<br />
<br />
Disables the use of Pixel Buffer Objects (PBO) which may cause certain OpenGL operations to perform slower. Note PBO's were only used at three places in FSO anyway so it's *probably* not going to have a noticeable effect. <br />
<br />
May be required to workaround issues in certain versions of Linux's Mesa drivers for Intel integrated graphics cards where crashes occur in the mainhall (i.e. whenever a popup occurs). Distros that seem to have this problem presently include Ubuntu 13.10 and openSUSE 13.1.<br />
{{Table371|<br />
*This feature is present to work around a bug in Linux's Mesa drivers for Intel integrated graphics cards}}<br />
<br />
====-no_glsl====<br />
'''"Disable GLSL (shader) Support"'''<br />
<br />
Disables the use of GLSL rendering (OpenGL shaders). The game will revert to legacy fixed render pipeline. Please note that Normal and Height map effects will be unavailable.<br />
<br />
====-disable_glsl_model====<br />
'''"Don't use shaders for model rendering"'''<br />
<br />
====-ati_swap====<br />
'''"Fix Color issues on some ATI cards"'''<br />
<br />
[http://scp.indiegames.us/mantis/view.php?id=1669 Mantis #1669] is what led to this flag's creation.<br />
<br />
====-no_3d_sound====<br />
'''"Use only 2D/stereo for sound effects"'''<br />
<br />
====-disable_di_mouse====<br />
'''"Disables the DirectInput mouse code for FSO on windows."'''<br />
<br />
'''Windows Only''' Can make mouse movement smoother on certain machines.<br />
<br />
====-mipmap====<br />
'''"Enable mipmapping"'''<br />
<br />
Causes for non-mipmapped textures to have mipmaps generated within the GPU on certain kind of texture formats, (IIRC, DDS formatted textures with a power of 2 size in both width and height). <br><br />
Since the use of already mipmapped DDS textures has become common, it has become deprecated.<br />
The quality of the generated mipmaps depends on each GPU and used driver. It is normally used with [[Command-Line_Reference#-img2dds|-img2dds]] flag.<br />
<br />
====-use_gldrawelements====<br />
'''"Use glDrawElements instead of glDrawRangeElements"'''<br />
<br />
Introduced as a means of switching to the slower OpenGL call glDrawElements, instead of glDrawRangeElements.<br />
{{Table3614|<br />
*This feature may resolve certain rendering problems where parts of models are not drawn on Linux drivers}}<br />
<br />
====-keyboard_layout====<br />
'''"Manually sets a keyboard layout"'''<br />
<br />
A commandline parameter to set the keyboard layout as a string parameter.<br />
{{Table3614|<br />
*Currently the only valid string is "qwertz" (German) but French azerty may be added in future.}}<br />
<br />
====-gl_finish====<br />
'''"Fix input lag on AMD+Linux"'''<br />
{{Table371|<br />
This option adds a "glFinish()" call just prior to swapping buffers. It works around an issue with "recent" (HD 6000 & newer?) AMD cards using proprietary drivers on Linux. Be warned that enabling this may reduce framerate.<br />
}}<br />
<br />
Refer to [http://www.hard-light.net/forums/index.php?topic=88102.0 this thread] and [https://github.com/ValveSoftware/Source-1-Games/issues/765 Valve's bugtracker] for more details).<br />
<br />
====-no_geo_effects====<br />
'''"Disable geometry shader for effects"'''<br />
<br />
Particle rendering uses geometry shaders for high performance, this flag disables that behaviour.<br />
<br />
====-set_cpu_affinity====<br />
'''"Sets processor affinity to config value"'''<br />
<br />
Use this to force FSO to run on the specified core. CPU cores are numbered starting with 0 for the first core.<br />
<br />
====-nograb====<br />
Disables focus grabbing in a window.<br />
{{Note| This feature is not available on Windows.}}<br />
<br />
====-noshadercache====<br />
'''"Disables the shader cache"'''<br />
<br />
On GPUs with support for OpenGL 4 and higher, FSO caches the compiled shaders for increased performance.<br />
<br />
====-fix_registry====<br />
'''"Use a different registry path"''''<br />
<br />
===Experimental===<br />
====-ingame_join====<br />
'''"Allows Ingame Joining"'''<br />
<br />
Enables ingame joining in multiplayer. FIXME: Host option?<br />
<br />
====-voicer====<br />
'''"Voice Recognition"'''<br />
<br />
Windows-only. Enables voice-recognition for wingmen commands. Must be specifically compiled into a build in order for it to be available; 3.6.10 final includes the feature. See [[Voice Recognition]] for more details.<br />
<br />
===Development Tools===<br />
====-fps====<br />
'''"Show frames per second on HUD"'''<br />
<br />
Displays current frames per second.<br />
<br />
====-bmpmanusage====<br />
'''"Show how many BMPMAN slots are in use"'''<br />
<br />
Adds a BMPMAN slot usage display near where the FPS display is (or would be, if it's not enabled). Can be used by mod makers to see if they need to increase their [[Game_settings.tbl#$BMPMAN Slot Limit:|BMPMAN slot limit]].<br />
<br />
====-pos====<br />
'''"Show Position of Camera"'''<br />
<br />
Displays current position coordinates of camera.<br />
<br />
====-window====<br />
'''"Run in Window"'''<br />
<br />
Runs the game in a window. No check to make sure that resolution is no higher than your desktop resolution, so be careful.<br />
<br />
====-fullscreen_window====<br />
'''"Run in Fullscreen Window"'''<br />
<br />
Runs the game in a borderless window.<br />
<br />
====-stats====<br />
'''"Show Statistics"'''<br />
<br />
Shows total and free physical memory, virtual memory and system pagefile.<br />
<br />
====-coords====<br />
'''"Show Coordinates"'''<br />
<br />
Shows coordinates of the mouse cursor.<br />
<br />
====-pofspew====<br />
Reads all objects in the pof file of the selected mod, and creates an ibx cache file for each object in the data/cache folder for that mod. <br><br />
Details for each object are output to a pofspew.txt file created in the data folder. <br><br />
Otherwise, ibx files are created in game before each mission.<br />
<br />
====-tablecrcs====<br />
Is actually now (or should be) a typed reference rather than as a selection item. Takes 1 argument, usually a descriptive name.<br />
Example usage: "-table_crcs MediaVPs" will create a table_crcs.csv file in the running mod (name can be separate of the mod selected) that allows for the validation of the tables used by that mod while on-line. The descriptive parameter given helps "allocate" that .csv file to the mod in question, and as such should closely or exactly match that mods name if possible.<br />
<br />
====-missioncrcs====<br />
Is actually now (or should be) a typed reference rather than as a selection item. Takes 1 argument, usually a descriptive name.<br />
Example usage: "-mission_crcs MediaVPs" will create a mission_crcs.csv file in the running mod (name can be separate of the mod selected) that allows for the validation of the missions used by that mod while on-line. The descriptive parameter given helps "allocate" that .csv file to the mod in question, and as such should closely or exactly match that mods name if possible.<br />
<br />
====-dis_collisions====<br />
'''"Disable Collisions"'''<br />
<br />
Disables all collisions.<br />
<br />
====-dis_weapons====<br />
'''"Disable Weapon Rendering"'''<br />
<br />
Disables weapons rendering.<br />
<br />
====-output_sexps====<br />
This will make the FSO build spit out an html file that documents the supported SEXP's.<br />
<br />
Just double click on sexps.html and it should open in your default web browser.<br />
<br />
====-output_scripting====<br />
This will make the FSO build spit out an html file that documents the supported scripting hooks and LUA libraries.<br />
<br />
Just double click on scripting.html and it should open in your default web browser.<br />
<br />
====-save_render_target====<br />
'''"Save Render Targets to file"'''<br />
<br />
====-debug_window====<br />
'''"Display Debug Window"'''<br />
<br />
Lists the fs2_open.log in (nearly)real-time generation.<br />
<br />
====-verify_vps====<br />
'''"Spew VP crcs to vp_crcs.txt"'''<br />
<br />
Exports the CRC values of the VP files being loaded into a vp_crcs.txt file.<br />
<br />
====-reparse_mainhall====<br />
'''"Reparse mainhall.tbl when loading halls"'''<br />
<br />
Mainhall.tbl will be reparsed every time a mainhall is loaded, as opposed to just once at game startup.<br />
<br />
====-profile_frame_time====<br />
'''"Profile engine subsystems"'''<br />
<br />
Activates the frame profiling code. This presents a readout showing the current, minimum, maximum and average percentages of frametime a given section of code has taken up; this can be used to identify particular bottlenecks or measure the effectiveness of certain optimizations.<br />
<br />
====-profile_write_file====<br />
'''"Write profiling information to file"'''<br />
<br />
This will write the frame times of each gameplay frame to the file 'profiling.csv' where each line is ''<time>;<frametime>''. Both times are measured in microseconds. ''time'' is measured from an arbitrary time in the past. To get consistent results the first ''time'' value should be substracted from all ''time'' values. The first two frames are usually very long because the timer is set at engine startup so you might want to exclude those from your data.<br />
<br />
====-no_unfocused_pause====<br />
'''"Don't pause if the window isn't focused"'''<br />
<br />
When the FSO window looses focus it will not pause the game, useful for doing non-interactive test runs.<br />
<br />
====-benchmark_mode====<br />
'''"Puts the game into benchmark mode"'''<br />
See [[Benchmarking]] for more information.<br />
<br />
====-noninteractive====<br />
'''"Disables interactive dialogs"'''<br />
Disables all dialogs and chooses the default option when one would be displayed. Very useful for a standalone server on a headless system.<br />
<br />
====-json_pilot====<br />
'''"Dump pilot files in JSON format"'''<br />
<br />
Writes the information stored in savefiles to JSON files.<br />
<br />
====-json_profiling====<br />
'''"Generate JSON profiling output"'''<br />
<br />
Gathers information from the built-in profiling tools and writes them out to a .json file readable by the Google Chrome tracer or TraceCompass/SpaceCompass.<br />
NOTE: This will create fairly massive data sets (several hundred megabytes per minute of gameplay). The files will be written to the subdirectory "tracing" in the FreeSpace data folder; FreeSpace will not create that folder automatically, however.<br />
<br />
==Other==<br />
The following options are not available as checkboxes in the launcher. Many require parameters, which follow the flag separated by a space. The prototype for use in this case is "-option argument"<br />
<br />
===Lighting===<br />
These factors can dramatically alter the atmosphere of the game. [[Sample Lighting Settings|This page]] has some sample lighting settings with screenshots.<br />
<br />
====-ambient_factor====<br />
This must be entered into the "Custom flags" field. This is a multiplier applied to the intensity of ambient lighting. Ambient light is lighting applied to all parts of a ship. FS2's standard value is 120. Try 75 for a good and realistic looking value. However, that is relative.<br />
<br />
====-no_emissive_light====<br />
By default, all ships in FS2 have a light generated on their own, it is more or less similar to a minimal amount of -ambient_factor. This feature was implemented to help the player seeing the ships over a black background. This flag disables this feature. Use it with a low -ambient_factor value to obtain an ultra-realistic dark looking.<br />
<br />
====-spec_exp====<br />
*'''''This feature is now deprecated, it will have no effect on rendering.'''''<br />
This must be used with the -spec command line parameter and must be entered into the "Custom flags" field. Adjusts the size of the shiny spot on ships. Higher number mean smaller spots. Default is 16. However, 11 is recommended. This is a relative value.<br />
<br />
====-spec_point====<br />
This must be used with the -spec command line parameter and must be entered into the<br />
"Custom flags" field. Adjusts how much laser weapons contribute to specular highlights. Higher number mean greater contributions. Default is 1.0. However, 0.6 is recommended. This is a relative value.<br />
<br />
====-spec_static====<br />
This must be used with the -spec command line parameter and must be entered into the "Custom flags" field. Adjusts how much suns contribute to specular highlights. Higher numbers mean a greater contribution. Default is 1.0. However, is 0.8 recommended. This is a relative value.<br />
<br />
====-spec_tube====<br />
This must be used with the -spec command line parameter and must be entered into the "Custom flags" field. Adjusts how much Beam Weapons contribute to specular highlights. Higher numbers mean a greater contribution. Default is 1.0. However, 0.4 is recommended. This is a relative value.<br />
<br />
====-ogl_spec====<br />
*'''''This feature is now deprecated, it will have no effect on rendering.'''''<br />
Takes a numerical argument. This value changes the basic shininess of the specular light in OpenGL. A lower value reduces the overall intensity of the light making it broader and less powerful. A higher value makes it more focused and brighter. The default value is 80, and the usable range is 0 to 128 (clamped). The original default value was 60, but it was raised to behave more D3D like.<br />
<br />
<br />
===Graphics===<br />
====-bloom_intensity====<br />
Requires -post_processing ("Enable Post Processing") command.<br />
Default value is 75. Range is 0-200.<br />
<br />
====-clipdist====<br />
Changes the distance from the viewpoint for the near-clipping plane.<br />
<br />
Takes one argument decimal specifying the distance to the near-clipping plane.<br />
<br />
====-res====<br />
Allows you to specify a resolution if the desired one cannot be set in the Launcher. <br />
For example, -res 1920x1080 would run the game in 1920 x 1080 resolution. Since it requires an argument, it needs to be entered as a custom flag when using the Launcher. The "Run at specified resolution" option the Launcher gives is essentially this, but without being able to actually specify a resolution, it doesn't work.<br />
<br />
====-center_res====<br />
Specifies how much of the screen area should be utilized by menus, movies, the HUD, and various other 2D graphics. Intended for use with configurations with an extremely wide field of view, such as triple-monitor setups.<br />
<br />
By default, if the screen resolution's aspect ratio is wider than 7:2, most 2D elements utilize only the center 3/10 of the screen area. This setting allows users to override this behavior to make better use of the center monitor. (The reason for using 3/10 rather than 1/3 is that many triple-monitor setups use bezel correction, which reduces the fraction of the screen area that the center monitor displays.)<br />
<br />
For example, if the screen resolution is 6000x1080, then -center_res 1920x1080 will keep most 2D graphics in the center 1920x1080 area. This setting is automatically scaled to fit the screen resolution, so (assuming the resolution is still 6000x1080) -center_res 1280x720 is given, then that resolution is enlarged to 1920x1080.<br />
<br />
====-fxaa_preset====<br />
Requires both -post_processing and -fxaa. Can be used to adjust the FXAA quality and speed, 0 is fastest, 9 is highest quality. Default setting is 6.<br />
<br />
===Gameplay===<br />
====-start_mission====<br />
'''"Skip the mainhall in jump right into the specified mission"'''<br />
<br />
Jump into the mission specified by the filename. Only in effect on the first run. This will skip load of the mainhall and its other related things altogether.<br />
<br />
====-mod====<br />
Specifies in which folders inside FreeSpace 2 directory, the game looks for all the game data (models, missions, textures, tables, ...). Retail version only looks inside ''Freespace2/data/'' structure and ''Freespace2/vp archives''.<br />
<br />
This flag allows installing several different mods that modify retail behavior, and switching between them without needing to erase files or having undesired cross effects. Each mod should be installed in its own folder.<br />
<br />
It takes one argument string: the chain of names of the used directories. Comma (''',''') must be used as separator. In this way, '''-mod dir1,dir2,dir3,...,dirx''' causes the game to use the following directory precedence:<br />
<br />
#Freespace2/dir1/<br />
#Freespace2/dir2/<br />
#Freespace2/dir3/<br />
# ... (the rest of the typed directories) ...<br />
#Freespace2/dirx/<br />
#Freespace2/<br />
<br />
This flag can be indirectly set, (and it is normally set), through Launcher MOD tab and [[mod.ini]] file.<br />
<br />
Within the Launcher's MOD tab you can select one directory, (let's call it ''moddir''), so the flag is at least set to '''-mod moddir'''.<br />
If ''Freespace2/moddir/[[mod.ini]]'' exists it will be used to modify the -mod flag, too.<br />
<br />
For further details, see '''[[mod.ini]]'''<br />
<br />
'''Data precedence'''<br />
<br />
As already said, within the different directories, the data precedence is set by the specified order in the -mod flag. The lowest priority goes to the Freespace2 installation directory.<br />
<br />
Inside each directory, data precedence is the following:<br />
<br />
#Individual files located in ''Current_dir/data/'' subdir structure. See [[FS2_Data_Structure|FS2 Data Structure topic]] for deeper info about the different folders and contents this structure has.<br />
#Files located inside vp archives. (These vp archives are "similar" to zip archives. They just contain other files and folders. Moreover, files have to be stored using the same ''data/'' structure used outside it). <br>Vp archives are read in alphabetical order, so aaa.vp files have higher priority than aab.vp files and so on.<br />
<br />
The highest priority file overrides the rest of them. In this way, if you have a ''Mission.fs2'' inside ''Freespace2/Pri1/data/missions/'' it doesn't matter that this ''Mission.fs2'' is also inside ''Freespace2/Pri1/aaa.vp'', ''Freespace2/Pri1/aab.vp'', ... or ''Freespace2/data/missions/''. This data precedence allows the user to quickly replace old files by corrected or enhanced ones adding them in a higher priority place.<br />
<br />
<br />
'''Additional notes'''<br />
# As derived from the explanation, the exact names for directories or vp archives are actually irrelevant. It only matters the directory order inside -mod flag argument and the alphabetical order for vp archives inside each used directory.<br />
# This flag is also used by [[Portal:FRED|FRED]]. So if there is special mod info, (like backgrounds maps, ship models or whatever), it must be typed, (''Fred2_Open_r.exe -MOD whatever''), or FRED won't be able to use it. A special build of wxLauncher is able to configure FRED so that the -mod doesn't have to be done manually see [http://www.hard-light.net/forums/index.php?topic=67950.msg1387911#msg1387911 the forum post] for more details.<br />
{{Table3612|As of 3.6.12 FRED now loads cmdline_fso.cfg just like FS does so FRED will use the same settings as FS including the -mod settings}}<br />
# Be careful while typing the directory names in the flag argument or inside mod.ini files. The program doesn't check if the typed directories exist. If they do not exist, they are just ignored. No warnings, no errors, no messages at all.<br />
<br />
{{Warning| '''Priority and Texture Formats'''<br />
<br />
''Obsolete behavior - Until FS2_open v3.6.9.:''<br />
<br />
FS2_Open can use several file formats in textures: [http://en.wikipedia.org/wiki/PCX PCX], [http://en.wikipedia.org/wiki/DirectDraw_Surface DDS], [http://en.wikipedia.org/wiki/JPG JPG] and [http://en.wikipedia.org/wiki/TGA TGA]. Make sure you keep the format when you update your texture. For example if you update the old ''TextureOfMyFighter.tga'', do not save it as ''TextureOfMyFighter.dds'' in a higher priority place, because there is a chance of the game loading the old one despite of all.<br />
<br />
The reason to do this is that, loading process (including priorities) is applied firstly for a kind of textures (TGAs), then for another kind (JPGs), and so on. This behavior can lead to situation where your new, updated and higher priority placed texture is not read because the format of the older one.<br />
<br />
<br />
''New behavior - From FS2_open v3.6.10. (including previous beta testing releases):''<br />
<br />
The former issue has been fixed. Now texture format priority is only applied within the same location. In this ''strange'' situation it goes DDS -> TGA -> JPG -> PCX. Examples:<br />
* ''/Freespace2/MyVp.vp>>>data/maps/MyTexture.dds'' is loaded instead of ''/Freespace2/MyVp.vp>>>data/maps/MyTexture.tga''.<br />
* But your improved ''/Freespace2/data/maps/MyTexture.xxx'' will override them both despite of its format.<br />
In this way, when you update any texture, you don't have to pay attention to its original format. Just place it in a higher priority place.<br />
<br />
Nevertheless, global priority is kept between animated and static textures. Because of their management, animated textures (ANIs and EFFs) are looked for BEFORE static ones. In this way there's no way to update an animated texture with a static one (an obsolete ANI is always going to be loaded before the newer DDS version). The solution: use an updated EFF with just one frame.<br />
<br />
}}<br />
<br />
====-fov====<br />
This flag allows the player to specify the ''vertical'' Field of View (FoV) angle, in radians, for the player eyepoint. The angle is measured across the full height of the viewing cone. The FoV angle is technically known as the Angle of View (AoV)<br />
<br />
*Syntax: '''''float''''' Angle<br />
*Valid Values: 0 to 2*Pi radians<br />
*Default Value: 0.75 radians<br />
<br />
{{Note|For peculiar reasons, the actual FoV/AoV used by the game will be the supplied value multiplied by 1.39626348.}}<br />
<br />
<br />
The the FoV angle/AoV is what determines the relative zoom level of the main game camera. Smaller angles generally equal to higher zoom levels, while larger angles equal to lower zoom levels (down to the theoretical x0 magnification).<br />
<br />
<br />
However, too small of an angle will have a squashed look on the edges of your screen, and too high of an angle will greatly stretch edges. It is recommended to change the AoV, as FS2's default AoV has some perspective distortion at the screen edges (the default AoV is too high).<br />
<br />
<br />
A natural looking (as if you where physically in the cockpit) AoV depends on the distance the player's actual eyes are away from the screen: the further away from the screen, the smaller the AoV should be, and vice versa. "Ergonomic" distances generally yield a '''''diagonal''''' AoV of 0.523 radians (30 degrees), but you can easily find the natural AoV by the following formula:<br />
<br />
<br />
AoV (radians) = 2 * atan( H / ( 2*D ))<br />
<br />
where:<br />
<br />
Height of screen = H<br />
<br />
Distance between head/eye and the screen = D<br />
<br />
<br />
Generally, gamers like to increase the AoV in order to increase their peripheral vision on the screen, so as to gain a better situational awareness around their craft. An AoV of 0.39 radians seems to be a good start, but feel free to experiment and use whatever AoV you are most comfortable with.<br />
<br />
===Multiplayer===<br />
====-gamename====<br />
Specifies the name of the game to be created by the host. This only works when used in conjunction with -startgame. <br />
<br />
Takes one argument string, the name to be assigned to the game being created.<br />
<br />
This argument does nothing when used with -standalone. To set the name for a standalone server, see [[Multiplayer(Main)#Standalone Servers|Standalone Servers]].<br />
<br />
See related:&nbsp;&nbsp; [[Command-Line_Reference#-startgame|-startgame]]&nbsp;&nbsp; [[Multiplayer(Main)#Standalone Servers|Standalone Servers]]<br />
<br />
====-password====<br />
Specifies the password for a standalone server. This only works when used in conjunction with -startgame. Cannot be used in conjunction with -closed or -restricted.<br />
<br />
Takes one argument string, the required password for the game being created.<br />
<br />
See related: [[Command-Line_Reference#-startgame|-startgame]] [[Command-Line_Reference#-closed|-closed]] [[Command-Line_Reference#-restricted|-restricted]]<br />
<br />
====-allowabove====<br />
Specifies a player's minimum rank for joining a game. This only works when used in conjunction with -startgame.<br />
<br />
Takes one argument integer, the points ranking above which a player must be to enter the game.<br />
<br />
See related: [[Command-Line_Reference#-startgame|-startgame]]<br />
<br />
====-allowbelow====<br />
Specifies a player's maximum rank for joining a game on a standalone server. This only works when used in conjunction with -startgame.<br />
<br />
Takes one argument integer, the points ranking below which a player must be to enter the game.<br />
<br />
See related: [[Command-Line_Reference#-startgame|-startgame]]<br />
<br />
====-port====<br />
Specifies the port on which to host a game or serve a standalone game.<br />
<br />
Takes one argument integer, the port on which the host will listen for clients.<br />
<br />
====-connect====<br />
Automatically connect to multiplayer IP:PORT.<br />
<br />
Takes one string value, such as 192.168.0.1:<br />
<br />
====-timeout====<br />
Multiplayer network timeout (secs).<br />
<br />
Takes one integer argument, the timeout value in seconds. Default is 30.<br />
<br />
====-cap_object_update====<br />
Caps the maximum object update the server will respond to regardless of what the client has set. If the client is set to request high object updates but the server is capped to low, then that's all the client will get. <br />
<br />
Takes one argument integer (0 to 3) which corresponds to the object update cap (With 0 being low and 3 being LAN).<br />
<br />
===Help===<br />
====-help====<br />
Instructs FSO to print out all supported parameters. Some launchers can use these options to automatically populate the available command line options, even if the version of FSO is far newer than the launcher itself. NOTE: This option only works in Linux builds...<br />
<br />
====--help====<br />
See [[Command-Line_Reference#-help|-help]]<br />
<br />
====-h====<br />
See [[Command-Line_Reference#-help|-help]]<br />
<br />
====-?====<br />
See [[Command-Line_Reference#-help|-help]]<br />
<br />
===Deprecated Options===<br />
These options were present in the executable for some time, but have since been removed and deprecated. The engine will throw a non-fatal error when they are found in the commandline. Some of these functions have been removed entirely, others are now part of the standard operation of the engine.<br />
<br />
====-spec====<br />
<br />
====-env====<br />
<br />
====-glow====<br />
<br />
====-normal====<br />
<br />
====-height====<br />
<br />
====-missile_lighting====<br />
<br />
====-img2dds====<br />
<br />
====-snd_preload====<br />
<br />
====-nohtl====<br />
<br />
====-safeloading====<br />
<br />
====-timerbar====<br />
<br />
====-old_collision====<br />
<br />
===Completely Removed Options===<br />
Using one of these is the same as using a random string.<br />
<br />
====-show_mem_usage====<br />
<br />
[[Category:Lists]]<br />
[[Category:Source Code Project]]</div>PIehttps://wiki.hard-light.net/index.php?title=Ai_profiles.tbl&diff=58489Ai profiles.tbl2018-11-01T00:03:15Z<p>PIe: Last commit date</p>
<hr />
<div>{{SCP_table}}<br />
<br />
{{TableVersionGit|2018-10-02|23f9cfc}}<br />
<br />
The '''ai_profiles.tbl''' allows the creation and management of different patterns of AI behavior, called profiles. Profiles consist of various statistics and flags that provide some control over AI behavior. All options within a profile are optional; if an option is not specified it will follow the original FreeSpace 2 retail behavior. Different missions can specify different profiles.<br />
<br />
The default ai_profiles.tbl is hardcoded into the FSO executable, and defines the "FS2 RETAIL" AI profile. It's usually recommended not to modify this profile, but to create a new AI profile in a modular table instead, which will then inherit its defaults from the FS2 RETAIL profile.<br />
<br />
<br />
This table is one of the [[Modular Tables]] and can be extended with xxx-aip.tbm<br />
<br />
[[Tables|List of Tables]]<br />
<br />
==General Format==<br />
'''#AI Profiles'''<br />
<br />
'''$Default Profile:''' ''a profile name''<br />
<br />
''Up to 9 different AI profiles''<br />
<br />
'''#End'''<br />
<br />
<br />
==#AI Profiles==<br />
*Indicates to the parser that this is an ai_profiles table file.<br />
<br />
<br />
===$Default Profile:===<br />
*Defines the profile that each mission will use if no profile is specified in FRED. In addition, this profile will be selected automatically in FRED when you create a new mission. If this line is not specified, the default profile will be the FreeSpace 2 retail behavior.<br />
<br />
<br />
===$Profile Name:===<br />
*The name of the profile, naturally.<br />
<br />
<br />
----<br />
<br />
<br />
The following entries accept '''float list''' of five comma-separated values. One value for each of the difficulty levels (Very Easy, Easy, Medium, Hard, Insane).<br />
<br />
<br />
===$Player Afterburner Recharge Scale:===<br />
{{Table3610|<br />
*Sets the speed of afterburner recharge<br />
*Syntax: '''Float list'''<br />
**Default: 5, 3, 2, 1.5, 1}}<br />
<br />
<br />
===$Max Beam Friendly Fire Damage:===<br />
{{Table3610|<br />
*Defines the maximum damage inflicted by friendly beam fire<br />
*Syntax: '''Float list'''<br />
**Default: 0, 5, 10, 20, 30}}<br />
<br />
<br />
===$Player Countermeasure Life Scale:===<br />
{{Table3610|<br />
*Sets the factor applied to player launched countermeasure lifetime<br />
*Syntax: '''Float list'''<br />
**Default: 3, 2, 1.5, 1.25, 1}}<br />
<br />
<br />
===$AI Countermeasure Firing Chance:===<br />
{{Table3610|<br />
*Defines the chance a countermeasure will be fired by an AI-controlled ship (this is scaled by ai_class)<br />
*Syntax: '''Float list'''<br />
**Default: 0.2, 0.3, 0.5, 0.9, 1.1}}<br />
<br />
<br />
===$AI In Range Time:===<br />
{{Table3610|<br />
*The delay (in seconds) for the AI to fire its weapons after getting in range.<br />
*Syntax: '''Float list'''<br />
**Default: 2, 1.4, 0.75, 0, -1}}<br />
<br />
===$AI Always Links Ammo Weapons:===<br />
{{Table3610|<br />
*AI ships will link ballistic primaries if ammo levels are greater than these percents.<br />
*Syntax: '''Float list'''<br />
**Default: 95, 80, 60, 40, 20}}<br />
<br />
<br />
===$AI Maybe Links Ammo Weapons:===<br />
{{Table3610|<br />
*Defines the same as '''$AI Always Links Ammo Weapons:''' but in situations when its hull is below 33 % of maximum hitpoints.<br />
*Syntax: '''Float list'''<br />
**Default: 90, 60, 40, 20, 10}}<br />
<br />
<br />
===$Primary Ammo Burst Multiplier:===<br />
{{Table3611|<br />
*Allows the AI to fire primary weapons in bursts. How long the bursts are (and how much time between them) is a function of ammo remaining, distance to target, angle to target, and this multiplier. A value of 0 turns this feature off (AI fires normally, without bursts). A value < 1 will make for shorter bursts with larger gaps, and a value > 1 will give longer bursts with shorter gaps.<br />
*Syntax: '''Float list'''<br />
**Default: 0, 0, 0, 0, 0}}<br />
<br />
<br />
===$AI Always Links Energy Weapons:===<br />
{{Table3610|<br />
*AI ships will link energy primaries if energy levels are greater than these percents.<br />
*Syntax: '''Float list'''<br />
**Default: 100, 80, 60, 40, 20}}<br />
<br />
<br />
===$AI Maybe Links Energy Weapons:===<br />
{{Table3610|<br />
*Defines the same as '''$AI Always Links Energy Weapons:''' but in situations when its hull is below 33 % of maximum hitpoints.<br />
*Syntax: '''Float list'''<br />
**Default: 90, 60, 40, 20, 10}}<br />
<br />
<br />
===$Max Missiles Locked on Player:===<br />
{{Table3610|<br />
*Defines the maximum number of missiles allowed to be homing in on a player at any given time<br />
*Note: Single-player only, no restriction in multiplayer<br />
*Syntax: '''Float list'''<br />
**Default: 2, 3, 4, 7, 99}}<br />
<br />
<br />
===$Max Player Attackers:===<br />
{{Table3610|<br />
*Sets the maximum number of ships allowed to be attacking the player at any given time<br />
*Syntax: '''Float list'''<br />
**Default: 2, 3, 4, 5, 99}}<br />
<br />
<br />
===$Max Incoming Asteroids:===<br />
{{Table3610|<br />
*Sets the maximum number of active (i.e. "thrown") asteroids that can be heading toward a friendly ship at any given time<br />
*Syntax: '''Float list'''<br />
**Default: 3, 4, 5, 7, 10}}<br />
<br />
<br />
===$Player Damage Factor: or $AI Damage Reduction to Player Hull:===<br />
{{Table3610|<br />
*Defines the factor applied to damage suffered by the player<br />
*Syntax: '''Float list'''<br />
**Default: 0.25, 0.5, 0.65, 0.85, 1}}<br />
<br />
<br />
===$Player Subsys Damage Factor: or $AI Damage Reduction to Player Subsys:===<br />
{{Table3610|<br />
*Sets the factor applied to subsystem damage suffered by the player. This is in addition to the '''$Player Damage Factor:'''<br />
*Syntax: '''Float list'''<br />
**Default: 0.2, 0.4, 0.6, 0.8, 1}}<br />
<br />
<br />
===$Predict Position Delay:===<br />
{{Table3610|<br />
*Sets the measure of time (in F1_0 units) after which the AI will recalculate the position of its target. <br />
*It does not apply to the AI's aim, it only applies to things like avoiding collisions and maneuvering at close range. Generally, anything other than a 0 just allows the AI to do monumentally stupid things like try to turn to avoid ramming where it thought you were 2 seconds ago.<br />
*Syntax: '''Float list'''<br />
**Default: 2, 1.5, 1.333, 0.5, 0}}<br />
<br />
===$AI Shield Manage Delay:===<br />
{{Table3610|<br />
*Also '''$AI Shield Manage Delays:'''<br />
*Sets the time in seconds between each instance of an AI ship managing its shields<br />
*Syntax: '''Float list'''<br />
**Default: 5, 4, 2.5, 1.2, 0.1}}<br />
<br />
<br />
===$Friendly AI Fire Delay Scale:===<br />
{{Table3610|<br />
*Sets the factor applied to "fire wait" for friendly ships<br />
*Syntax: '''Float list'''<br />
**Default: 2, 1.4, 1.25, 1.1, 1}}<br />
<br />
<br />
===$Hostile AI Fire Delay Scale:===<br />
{{Table3610|<br />
*Sets the factor applied to "fire wait" for hostile ships<br />
*Syntax: '''Float list'''<br />
**Default: 4, 2.5, 1.75, 1.25, 1}}<br />
<br />
<br />
===$Friendly AI Secondary Fire Delay Scale:===<br />
{{Table3614|<br />
*Sets the factor applied to "fire wait" for friendly ships<br />
*Syntax: '''Float list'''<br />
**Default: 0.4, 0.6, 0.8, 1.0, 1.2}}<br />
<br />
<br />
===$Hostile AI Secondary Fire Delay Scale:===<br />
{{Table3614|<br />
*Sets the factor applied to "fire wait" for hostile ships<br />
*Syntax: '''Float list'''<br />
**Default: 1.4, 1.2, 1.0, 0.8, 0.6}}<br />
<br />
<br />
===$AI Turn Time Scale:===<br />
{{Table3610|<br />
*Defines the factor applied to time it takes for enemy ships to turn. A value of 1.0 means the ship turns at normal speed, 2.0 means half speed (takes twice as long), etc. Note that this value ONLY affects ships hostile to the player (always 1.0 for friendly ships). <br />
*Syntax: '''Float list'''<br />
**Default: 3, 2.2, 1.6, 1.3, 1}}<br />
<br />
<br />
===$Glide Attack Percent:===<br />
{{Table3611|<br />
*How often the AI will use the "glide attack" move when it has the opportunity. Glide attack means using glide to maintain course while aiming and firing at the current target. Only affects ships capable of glide.<br />
*Syntax: '''Float list'''<br />
**Default: 0, 0, 0, 0, 0}}<br />
<br />
<br />
===$Circle Strafe Percent:===<br />
{{Table3611|<br />
*How often the AI will use the "circle strafe" move when it has the opportunity. Circle strafe means that the ship will attempt "Descent-like" combat, trying to maintain distance while circling around the target using sidethrusters. Ships will only attempt this when sidethrust top speed is at least 2/3 of target's current velocity.<br />
*Syntax: '''Float list'''<br />
**Default: 0, 0, 0, 0, 0}}<br />
<br />
<br />
===$Glide Strafe Percent:===<br />
{{Table3611|<br />
*How often the AI will use the "glide strafe" move when it has the opportunity. Glide strafe means using glide to attack capships by flying past and shooting at them. Only affects ships capable of glide.<br />
*Syntax: '''Float list'''<br />
**Default: 0, 0, 0, 0, 0}}<br />
<br />
<br />
===$Random Sidethrust Percent:===<br />
{{Table3611|<br />
*Percentage of the time where AI ships will randomly sidethrust in a dogfight.<br />
*Syntax: '''Float list'''<br />
**Default: 0, 0, 0, 0, 0}}<br />
<br />
<br />
===$Stalemate Time Threshold:===<br />
{{Table3611|<br />
*The minimum amount of time required for the AI to detect a "stalemate" situation. If a ship and its target have been within a certain distance of each other (defined by ''$Stalemate Distance Threshold'') for this amount of time without either of them scoring a hit on the other, the AI will do something to break the stalemate. Only applies to small ships. If this value is 0 or less, no stalemate detection is performed.<br />
*Syntax: '''Float list'''<br />
**Default: 0, 0, 0, 0, 0}}<br />
<br />
<br />
===$Stalemate Distance Threshold:===<br />
{{Table3611|<br />
*The maximum distance that an AI ship must remain from its target for a "stalemate" to occur (see ''$Stalemate Time Threshold''). <br />
*Syntax: '''Float list'''<br />
**Default: 0, 0, 0, 0, 0}}<br />
<br />
<br />
===$Player Shield Recharge Scale:===<br />
{{Table3610|<br />
*Defines the factor applied to the speed at which the player's shields recharge<br />
*Syntax: '''Float list'''<br />
**Default: 4, 2, 1.5, 1.25, 1}}<br />
<br />
<br />
===$Player Weapon Recharge Scale:===<br />
{{Table3610|<br />
*Defines the factor applied to the speed at which the player's weapons recharge<br />
*Syntax: '''Float list'''<br />
**Default: 10, 4, 2.5, 2, 1.5}}<br />
<br />
<br />
===$Max Turret Target Ownage:===<br />
{{Table3610|<br />
*Sets the maximum number of turrets on a particular ship allowed to be attacking the same target at any given time<br />
*Syntax: '''Float list'''<br />
**Default: 3, 4, 7, 12, 19}}<br />
<br />
<br />
===$Max Turret Player Ownage:===<br />
{{Table3610|<br />
*Sets the maximum number of turrets on a particular ship allowed to be attacking the player at any given time<br />
*Syntax: '''Float list'''<br />
**Default: 3, 4, 7, 12, 19}}<br />
<br />
<br />
===$Percentage Required For Kill Scale:===<br />
{{Table3610|<br />
*Sets the minimum percentage of the total assessed damage a player must inflict in order to be awarded a kill (3.6.10 and on)<br />
*Syntax: '''Float list'''<br />
**Default: 0.30, 0.30, 0.30, 0.30, 0.30}}<br />
<br />
<br />
===$Percentage Required For Assist Scale:===<br />
{{Table3610|<br />
*Sets the minimum percentage of the total assessed damage a player must inflict in order to be awarded an assist (3.6.10 and on)<br />
*Syntax: '''Float list'''<br />
**Default: 0.15, 0.15, 0.15, 0.15, 0.15}}<br />
<br />
<br />
===$Percentage Awarded For Capship Assist:===<br />
{{Table3610|<br />
*In TvT and Coop missions all teammates will be granted this percentage of the capships score when someone scores a kill (3.6.10 and on)<br />
*Syntax: '''Float list'''<br />
**Default: 0.5, 0.5, 0.5, 0.5, 0.5}}<br />
<br />
<br />
===$Repair Penalty:===<br />
{{Table3611|<br />
*The amount to subtract from the player's score if they are repaired by a support ship<br />
*Syntax: '''Integer list'''<br />
**Default: 10, 20, 35, 50, 60}}<br />
<br />
<br />
===$Delay Before Allowing Bombs to Be Shot Down:===<br />
{{Table3611|<br />
*Time after bombs are fired during which the bombs are invulnerable to weapon hits<br />
*Syntax: '''Float list'''<br />
**Default: 1.5, 1.5, 1.5, 1.5, 1.5}}<br />
<br />
<br />
===$Chance AI Has to Fire Missiles at Player:===<br />
{{Table3611|<br />
*Chance - expressed in ('''value''' + 1) / 7 - of each AI turret within current 10 second segment to be allowed to shoot missiles at player ship.<br />
*Syntax: '''Float list'''<br />
**Default: 0, 1, 2, 3, 4}}<br />
<br />
<br />
===$Max Aim Update Delay:===<br />
{{Table3611|<br />
*Maximum amount of delay allowed before the AI will update its aim. Until the next update, the AI will project the target forward based on last checked position and velocity. Applies to small ships vs small ships (dogfights). The actual delay is randomly selected between 0 and the maximum (so setting a value of 2 will result in an average of 1 second delay).<br />
*Syntax: '''Float list'''<br />
**Default: 0, 0, 0, 0, 0}}<br />
<br />
<br />
===$Turret Max Aim Update Delay:===<br />
{{Table3611|<br />
*As $Max Aim Update Delay, but affecting turrets instead<br />
*Syntax: '''Float list'''<br />
**Default: 0, 0, 0, 0, 0}}<br />
<br />
===$Player Autoaim FOV:===<br />
{{Table3613|<br />
*Gives the player autoaim within the specified number of degrees from the target (FOV). <br />
*Unlike the ships.tbl settings for autoaim, this only affects the player (and, of course, only if there is a nonzero value for the difficulty level.)<br />
*Syntax: '''Float list'''<br />
**Default: 0, 0, 0, 0, 0}}<br />
<br />
===$Detail Distance Multiplier:===<br />
{{Table3613|<br />
*Affects how the "model detail level" setting in Options switches between LOD levels. <br />
*This number acts as a multiplier on the LOD distances specified in ships.tbl.<br />
*NOTE THAT THIS IS PER DETAIL LEVEL, NOT PER DIFFICULTY LEVEL.<br />
*Syntax: '''Float list'''<br />
**Default: 0.125, 0.25, 1.0, 4.0, 8.0}}<br />
----<br />
<br />
<br />
The following entries are boolean flags. They can be set to ''YES'' or ''NO'', ''TRUE'' or ''FALSE'', ''OUI'' or ''NON'', ''HIja&prime;'' or ''ghobe&prime;'', etc. The default is ''NO''.<br />
<br />
===$big ships can attack beam turrets on untargeted ships:===<br />
{{Table3610|<br />
*If set, big ships can attack a beam turret that's firing on them from a ship that they don't currently have targeted.}}<br />
<br />
===$smart primary weapon selection:===<br />
{{Table3610|<br />
*If set, enables the new primary weapon selection method}}<br />
<br />
===$smart secondary weapon selection:===<br />
{{Table3610|<br />
*If set, enables the new secondary weapon selection method (including proper use of bomber+ missiles)}}<br />
<br />
===$smart shield management:===<br />
{{Table3610|<br />
*If set, shields will devote all their charging energy to the weakest quadrant(s) and not waste energy on fully-charged quadrants (previously was -smart_shields on the command line)}}<br />
<br />
===$smart afterburner management:===<br />
{{Table3610|<br />
*If set, the AI will properly use brief pulses of afterburner power instead of afterburning until fuel is exhausted}}<br />
<br />
===$free afterburner use:===<br />
{{Table382|<br />
*If set, the AI will use afterburners in more situations.}}<br />
<br />
===$allow rapid secondary dumbfire:===<br />
{{Table3610|<br />
*If set, allows an AI ship to switch to rapid fire for dumbfire missiles}}<br />
<br />
===$huge turret weapons ignore bombs:===<br />
{{Table3610|<br />
*If set, causes huge turret weapons (including anti-capship beams) to not target bombs}}<br />
<br />
===$don't insert random turret fire delay:===<br />
{{Table3610|<br />
*If set, removes the random turret fire delay (from .1 to .9 seconds) inserted in addition to AI Fire Delay Scale}}<br />
<br />
===$hack improve non-homing swarm turret fire accuracy:===<br />
{{Table3610|<br />
*If set, triggers a hack to improves the accuracy of non-homing swarm missiles by firing them along the turret's last fire direction rather than the direction it currently faces<br />
*Also disables swarm weapons ability to fire only on the 'turrets barrel line'.}}<br />
<br />
===$shockwaves damage small ship subsystems:===<br />
{{Table3610|<br />
*If set, shockwaves will cause damage to small ship subsystems (like in FS1)}}<br />
<br />
===$navigation subsystem governs warpout capability:===<br />
{{Table3610|<br />
*If set, ships will not be able to warp out if their navigation subsystem is destroyed or low in strength}}<br />
<br />
===$ignore lower bound for minimum speed of docked ship:===<br />
{{Table3610|<br />
*If set, there will be no lower bound for the speed at which docked ships move (like in FS1).<br />
*When a ship is towing another ship or ships, the towing ship will be slowed down to a degree depending on the total mass of all docked ships. In FS1, the ships could slow down to an arbitrarily slow speed, even a fraction of a m/s above zero. In FS2, there is a lower bound on this behavior so that all ships are guaranteed to move at a minimum docked speed. When set, this flag removes the lower bound and restores FS1 behavior.}}<br />
<br />
===$disable linked fire penalty:===<br />
{{Table3610|<br />
*If set, there will be no penalty for linking primaries. Normally, the rate of fire is *1 for a single bank, *0.66 for two banks and *0.5 for three banks (the fire delay is increased according to the formula 1+([nb of banks]-1)*0.5 ).}}<br />
<br />
===$disable weapon damage scaling:===<br />
{{Table3610|<br />
*If set, weapons will do the same damage to a ship regardless of "big damage", "supercap", etc. ship types.}}<br />
<br />
===$use additive weapon velocity:===<br />
{{Table3610|<br />
*If set, weapons will inherit their firing ship's velocity. A ship traveling quickly will fire weapons faster than a ship traveling slowly. This also improves the accuracy of weapons fired while gliding.}}<br />
<br />
===$use newtonian dampening:===<br />
{{Table3610|<br />
*Newtonian Dampening changes turning and acceleration behavior. By default, there's quite a bit of slide when you turn, and when combined with high damp values (such as in BtRL), you can actually push your speed up beyond the max. Newtonian Dampening is the more realistic turns, where too much turning will lower your speed. Forward momentum is also affected. Backslash can explain it in more detail. [http://www.hard-light.net/forums/index.php/topic,50870.msg1029741.html#msg1029741] }}<br />
<br />
===$include beams for kills and assists:===<br />
{{Table3610|<br />
*If set, beam damage is counted when calculating kills and assists.}}<br />
<br />
===$score kills based on damage caused:===<br />
{{Table3610|<br />
*If set, kills gain score based on the percentage damage the killer inflicted on the dead ship.}}<br />
<br />
===$score assists based on damage caused:===<br />
{{Table3610|<br />
*If set, kills gain score based on the percentage damage the player gaining the assist inflicted on the dead ship.}}<br />
<br />
===$allow event and goal scoring in multiplayer:===<br />
{{Table3610|<br />
*If set, players (rather than just their team) can gain score from events in multiplayer.}}<br />
<br />
===$fix linked primary weapon decision bug:===<br />
{{Table3610|<br />
*If set, the AI will properly link primaries according to specified percentages of energy levels instead of retail behavior where it mistakenly linked according to absolute energy levels.}}<br />
<br />
===$prevent turrets targeting too distant bombs:===<br />
{{Table3610|<br />
*If set, prevents turrets from targeting bombs beyond maximum range of the weapons of the turret.}}<br />
<br />
===$smart subsystem targeting for turrets:===<br />
{{Table3610|<br />
*If set, prevents turrets from trying to target subsystems beyond their fov limits, also keeps the turret subsystem targeting preference order intact regardless of the angle to the target.}}<br />
<br />
===$fix heat seekers homing on stealth ships bug:===<br />
{{Table3610|<br />
*If set, heat-seeking missiles will not home in on stealth ships (this mirrors the established behavior where heat-seeking missiles do not home in on ships that are hidden from sensors).}}<br />
<br />
===$multi allow empty primaries:===<br />
{{Table3610|<br />
*If set, allows a player to commit into a multiplayer game without primaries.}}<br />
<br />
===$multi allow empty secondaries:===<br />
{{Table3610|<br />
*If set, allows a player to commit into a multiplayer game without secondaries.}}<br />
<br />
===$allow turrets target weapons freely:===<br />
{{Table3611|<br />
*If set, allows turrets to target any weapons instead of just targeting bombs, to be used in conjunction with target priorities setup.}}<br />
<br />
===$use only single fov for turrets:===<br />
{{Table3611|<br />
*If set, allows turrets to fire outside some hardcoded FOV set for certain missile types limits, and rely only on the user defined FOV.}}<br />
<br />
===$allow vertical dodge:===<br />
{{Table3611|<br />
*If set, allows ships to dodge weapons fire vertically as well as horizontally.}}<br />
<br />
===$force beam turrets to use normal fov:===<br />
{{Table3611|<br />
*If set makes beam turrets use same FOV rules as other weapons do. Prevents beam from a turret from following the target beyond the turret's FOV}}<br />
<br />
===$fix AI class bug:===<br />
{{Table3611|<br />
*Fixes a bug where AI class attributes are not set properly on ships if the AI class is set in the mission to something other than the default for the ship type. Set this to YES if you want attributes in [[Ai.tbl]] to mean anything at all.}}<br />
<br />
===$turrets ignore targets radius in range checks:===<br />
{{Table3611|<br />
*TBD.}}<br />
<br />
===$no extra collision avoidance vs player:===<br />
{{Table3611|<br />
*Disables the extra collision avoidance that AI normally uses against the player. Makes the AI more aggressive vs the player at close range (same treatment as vs other AI), although ship-ship collisions are slightly more likely.}}<br />
<br />
===$perform fewer checks for death screams:===<br />
{{Table3614|<br />
*If set, the game will check if the dying ship is a player's wingman, before making it give a death scream.<br />
Prior to revision 9119, this was "$perform fewer checks for death screams:", but the old version will still parse correctly.}}<br />
<br />
===$advanced turret fov edge checks:===<br />
{{Table3614|<br />
*TBD.}}<br />
<br />
===$require turrets to have target in fov:===<br />
{{Table3614|<br />
*TBD.}}<br />
<br />
===$all ships manage shields:===<br />
{{Table3613|<br />
*Allows AI to manage shields on big ships}}<br />
<br />
===$ai aims from ship center:===<br />
{{Table3613|<br />
*AI aims weapons using the center of the ship instead of the first gunpoint. If a convergence offset is specified for this ship in ships.tbl, AI aims using that as a reference point.}}<br />
<br />
===$allow primary link at mission start:===<br />
{{Table37|<br />
*When set, no ships will link primaries for the first 30 seconds of a mission. In addition, ships will randomly not link for the first two minutes of a mission. Set this to NO to get rid of this often-problematic retail behavior. (Prior to revision 9119, this was called $allow primary link delay and defaulted to YES. The old method is still supported for compatibility.)}}<br />
<br />
===$allow beams to damage bombs:===<br />
{{Table3613|<br />
*When set, beam weapons will be able to effectively intercept bombs. In addition, bombs flying through a beam path will get damaged and destroyed. Default: NO.}}<br />
<br />
===$disable weapon damage scaling for player:===<br />
{{Table3613|<br />
*When set, Player weapon damage will no longer be scaled down when firing a non-huge primary against a ship with the "big damage" flag. Use with caution, as this may severely impact mission balance.}}<br />
<br />
===$countermeasures affect aspect seekers:===<br />
{{Table3613|<br />
*TBD.}}<br />
<br />
===$ai guards specific ship in wing:===<br />
{{Table3615|<br />
*If ordered to guard a ship in a wing (of which it is not a member), the AI will guard that specific ship instead of the entire wing (resulting in guarding the wing leader).}}<br />
<br />
===$ai path mode:===<br />
{{Table3613|<br />
*Possible options are "normal" and "alt1". The alt1 mode differs from the normal behaviour in the following ways:<br />
**1. No path shortcutting. Normal pathing AI will skip forward along a path to the furthest point it can reach. This is sometimes desirable, but makes it a lot harder to predict how the AI is going to behave at various points along a path. Turning this off also allows us to force the AI to straighten out, by giving it several waypoints in a more-or-less straight line. This is useful for such things as lining up a landing. <br />
**2. No sliding when following paths. Docking still works, but there is some code that causes the AI to go full retard if it just misses a point: it turns towards the point in big, looping circles. This is apparently caused by passing a slide_vec value into ai_turn_towards_vector, which doesn't even seem to do what you'd expect it to do. Passing a null value instead turns off the stupid. (The behavior is fixed in alt1).<br />
**3. Momentum taken into account when following paths. Path points will trigger sooner, proportional to the ship's speed and momentum. This prevents the AI from massively overshooting a waypoint, especially with high-damp ships.<br />
**4. AI tries to follow the line between waypoints. Instead of just pointing at the next waypoint, the AI will fly a bit towards the line. This helps keep the AI actually on the path it claims to be following. See picture:[[Image:Altpaths.png]]<br />
Blue is what happens with regular pathing. Red is the modified pathing: as you can see, it actively moves back towards the line.<br />
**5. AI will respect "cap-waypoint-speed" when following paths (such as when docking or departing via bay).}}<br />
<br />
===$default weapon select effect:===<br />
{{Table3613|<br />
*This specifies which effect to use for weapon select animations when no .ani can be found, or the -weapon_choice_3d commandline flag is active. This will default to the FS2 effect.<br />
*Possible options are "FS1" and "off"}}<br />
{{Table3615|<br />
*This flag has been moved to [[Game_settings.tbl]]}}<br />
<br />
===$default ship select effect:===<br />
{{Table3613|<br />
*This specifies which effect to use for ship select animations when no .ani can be found, or the -ship_choice_3d commandline flag is active. This will default to the FS2 effect.<br />
*Possible options are "FS1" and "off"}}<br />
{{Table3615|<br />
*This flag has been moved to [[Game_settings.tbl]]}}<br />
<br />
===$no warp camera:===<br />
{{Table3615|<br />
*When set, prevents the view from switching to the external camera when the player warps out.<br />
*Note: this flag is deprecated and may get moved to another table without further notice.}}<br />
<br />
===$fix ai path order bug:===<br />
{{Table3615|<br />
*When set, ship will follow its own waypoint path unless the wingleader has the same waypoint path and order.<br />
*Off by default.<br />
*Syntax: '''''Boolean'''''}}<br />
<br />
===$aspect bomb invulnerability fix:===<br />
{{Table373|<br />
*When set, the code that makes bombs invulnerable for the first 1.5 seconds of life will use the correct lifetime calculation for aspect bombs. Without this fix, the invulnerability time will be extended by 20% of the total lifetime of the bomb.<br />
*Off by default.<br />
*Syntax: '''''Boolean'''''}}<br />
<br />
===$glide decay requires thrust:===<br />
{{Table373|<br />
*When set, gliding ships will maintain their current speed without decay as long as they aren't actively thrusting.<br />
*Off by default.<br />
*Syntax: '''''Boolean'''''}}<br />
<br />
===$ai can slow down when attacking big ships:===<br />
{{Table38|<br />
*When set, fighters attacking big ships will slow down depending on how long they've been attacking (80% speed after 5 seconds, 60% after 8 seconds, 40% after 10 seconds, and 20% after 15 seconds), how long it's been since they were last shot (full throttle if it was within the past 6 seconds), and how close they are (full throttle if the target is more than 1200 meters away).<br />
*Off by default.<br />
*Syntax: '''''Boolean'''''}}<br />
<br />
===$use actual primary range:===<br />
{{Table382|<br />
*When set, fighters will no longer fire primary weapons at targets outside their range just because weapon travel time would be sufficiently short.<br />
*Off by default.<br />
*Syntax: '''''Boolean'''''}}<br />
<br />
===$bay arrive speed multiplier:===<br />
{{Table373|<br />
*Causes all AI ships arriving from fighterbays (following a fighterbay path) to gradually accelerate, instead of immediately attempting to attain maximum speed. This can be used to prevent fighters from overshooting the fighterbay paths. The initial target speed is the maximum speed multiplied by the given value, with the multiplier gradually approaching 1.0 as the distance to the end of the path decreases.<br />
**Syntax: '''''Float''''' (defaults to 1.0)<br />
{{Note|Will be overridden by path-specific multipliers, see [[Ships.tbl#.2Barrive_speed_multiplier:]].}}<br />
}}<br />
<br />
===$bay depart speed multiplier:===<br />
{{Table373|<br />
*Same as above, except for departures into fighterbays. The initial target speed is the maximum speed, with the target speed gradually approaching maximum speed multiplied by the given value as the distance to the fighterbay decreases.<br />
**Syntax: '''''Float''''' (defaults to 1.0)<br />
{{Note|Will be overridden by path-specific multipliers, see [[Ships.tbl#.2Bdepart_speed_multiplier:]].}}<br />
}}<br />
<br />
<br />
==Sample Entry==<br />
*Retail FS2 behaviour<br />
<br />
<pre><br />
#AI Profiles<br />
<br />
$Default Profile: FS2 RETAIL<br />
<br />
$Profile Name: FS2 RETAIL<br />
<br />
$Player Afterburner Recharge Scale: 5, 3, 2, 1.5, 1<br />
$Max Beam Friendly Fire Damage: 0, 5, 10, 20, 30<br />
$Player Countermeasure Life Scale: 3, 2, 1.5, 1.25, 1<br />
$AI Countermeasure Firing Chance: 0.2, 0.3, 0.5, 0.9, 1.1<br />
$AI In Range Time: 2, 1.4, 0.75, 0, -1<br />
$AI Always Links Ammo Weapons: 95, 80, 60, 40, 20<br />
$AI Maybe Links Ammo Weapons: 90, 60, 40, 20, 10<br />
$Primary Ammo Burst Multiplier: 0, 0, 0, 0, 0<br />
$AI Always Links Energy Weapons: 100, 80, 60, 40, 20<br />
$AI Maybe Links Energy Weapons: 90, 60, 40, 20, 10<br />
$Max Missiles Locked on Player: 2, 3, 4, 7, 99<br />
$Max Player Attackers: 2, 3, 4, 5, 99<br />
$Max Incoming Asteroids: 3, 4, 5, 7, 10<br />
$Player Damage Factor: 0.25, 0.5, 0.65, 0.85, 1<br />
$Player Subsys Damage Factor: 0.2, 0.4, 0.6, 0.8, 1<br />
$Predict Position Delay: 2, 1.5, 1.333,0.5, 0<br />
$AI Shield Manage Delay: 5, 4, 2.5, 1.2, 0.1<br />
$Friendly AI Fire Delay Scale: 2, 1.4, 1.25, 1.1, 1<br />
$Hostile AI Fire Delay Scale: 4, 2.5, 1.75, 1.25, 1<br />
$Friendly AI Secondary Fire Delay Scale: 0.4, 0.6, 0.8, 1.0, 1.2<br />
$Hostile AI Secondary Fire Delay Scale: 1.4, 1.2, 1.0, 0.8, 0.6<br />
$AI Turn Time Scale: 3, 2.2, 1.6, 1.3, 1<br />
$Glide Attack Percent: 0, 0, 0, 0, 0<br />
$Circle Strafe Percent: 0, 0, 0, 0, 0<br />
$Glide Strafe Percent: 0, 0, 0, 0, 0<br />
$Random Sidethrust Percent: 0, 0, 0, 0, 0<br />
$Stalemate Time Threshold: 0, 0, 0, 0, 0<br />
$Stalemate Distance Threshold: 0, 0, 0, 0, 0<br />
$Player Shield Recharge Scale: 4, 2, 1.5, 1.25, 1<br />
$Player Weapon Recharge Scale: 10, 4, 2.5, 2, 1.5<br />
$Max Turret Target Ownage: 3, 4, 7, 12, 19<br />
$Max Turret Player Ownage: 3, 4, 7, 12, 19<br />
$Percentage Required For Kill Scale: 0.30, 0.30, 0.30, 0.30, 0.30<br />
$Percentage Required For Assist Scale: 0.15, 0.15, 0.15, 0.15, 0.15<br />
$Percentage Awarded For Capship Assist: 0.1, 0.2, 0.35, 0.5, 0.6<br />
$Repair Penalty: 10, 20, 35, 50, 60<br />
$Delay Before Allowing Bombs to Be Shot Down: 1.5, 1.5, 1.5, 1.5, 1.5<br />
$Chance AI Has to Fire Missiles at Player: 0, 1, 2, 3, 4<br />
$Max Aim Update Delay: 0, 0, 0, 0, 0<br />
$Turret Max Aim Update Delay: 0, 0, 0, 0, 0<br />
$Player Autoaim FOV: 0, 0, 0, 0, 0<br />
$Detail Distance Multiplier: 0.125,0.25, 1.0, 4.0, 8.0<br />
<br />
$big ships can attack beam turrets on untargeted ships: NO<br />
$smart primary weapon selection: NO<br />
$smart secondary weapon selection: NO<br />
$smart shield management: NO<br />
$smart afterburner management: NO<br />
$allow rapid secondary dumbfire: NO<br />
$huge turret weapons ignore bombs: NO<br />
$don't insert random turret fire delay: NO<br />
$hack improve non-homing swarm turret fire accuracy: NO<br />
$shockwaves damage small ship subsystems: NO<br />
$navigation subsystem governs warpout capability: NO<br />
$ignore lower bound for minimum speed of docked ship: NO<br />
$disable linked fire penalty: NO<br />
$disable weapon damage scaling: NO<br />
$use additive weapon velocity: NO<br />
$use newtonian dampening: NO<br />
$include beams for kills and assists: NO<br />
$score kills based on damage caused: NO<br />
$score assists based on damage caused: NO<br />
$allow event and goal scoring in multiplayer: NO<br />
$fix linked primary weapon decision bug: NO<br />
$prevent turrets targeting too distant bombs: NO<br />
$smart subsystem targeting for turrets: NO<br />
$fix heat seekers homing on stealth ships bug: NO<br />
$multi allow empty primaries: NO<br />
$multi allow empty secondaries: NO<br />
$allow turrets target weapons freely: NO<br />
$use only single fov for turrets: NO<br />
$allow vertical dodge: NO<br />
$force beam turrets to use normal fov: NO<br />
$fix AI class bug: NO<br />
$turrets ignore targets radius in range checks: NO<br />
$no extra collision avoidance vs player: NO<br />
$perform fewer checks for death screams: NO<br />
$advanced turret fov edge checks: NO<br />
$require turrets to have target in fov: NO<br />
$all ships manage shields: NO<br />
$ai aims from ship center: NO<br />
$allow primary link at mission start: NO<br />
$allow beams to damage bombs: NO<br />
$disable weapon damage scaling for player: NO<br />
$countermeasures affect aspect seekers: NO<br />
$ai path mode: normal<br />
$no warp camera: NO<br />
<br />
#End<br />
</pre><br />
<br />
== References ==<br />
# "[http://www.hard-light.net/forums/index.php/topic,50870.msg1029741.html#msg1029741 Re: New difficulty? - Feature request!]", ''Hard Light Productions Forums'', Hard Light Productions, 2007-12-15. Retrieved on [[December_27]], [[2007]].<br />
<br />
[[Category:Tables]]</div>PIehttps://wiki.hard-light.net/index.php?title=Ai_profiles.tbl&diff=58475Ai profiles.tbl2018-10-12T17:16:58Z<p>PIe: Add free afterburner use flag</p>
<hr />
<div>{{SCP_table}}<br />
<br />
{{TableVersionGit|2018-06-29|9d907c9}}<br />
<br />
The '''ai_profiles.tbl''' allows the creation and management of different patterns of AI behavior, called profiles. Profiles consist of various statistics and flags that provide some control over AI behavior. All options within a profile are optional; if an option is not specified it will follow the original FreeSpace 2 retail behavior. Different missions can specify different profiles.<br />
<br />
The default ai_profiles.tbl is hardcoded into the FSO executable, and defines the "FS2 RETAIL" AI profile. It's usually recommended not to modify this profile, but to create a new AI profile in a modular table instead, which will then inherit its defaults from the FS2 RETAIL profile.<br />
<br />
<br />
This table is one of the [[Modular Tables]] and can be extended with xxx-aip.tbm<br />
<br />
[[Tables|List of Tables]]<br />
<br />
==General Format==<br />
'''#AI Profiles'''<br />
<br />
'''$Default Profile:''' ''a profile name''<br />
<br />
''Up to 9 different AI profiles''<br />
<br />
'''#End'''<br />
<br />
<br />
==#AI Profiles==<br />
*Indicates to the parser that this is an ai_profiles table file.<br />
<br />
<br />
===$Default Profile:===<br />
*Defines the profile that each mission will use if no profile is specified in FRED. In addition, this profile will be selected automatically in FRED when you create a new mission. If this line is not specified, the default profile will be the FreeSpace 2 retail behavior.<br />
<br />
<br />
===$Profile Name:===<br />
*The name of the profile, naturally.<br />
<br />
<br />
----<br />
<br />
<br />
The following entries accept '''float list''' of five comma-separated values. One value for each of the difficulty levels (Very Easy, Easy, Medium, Hard, Insane).<br />
<br />
<br />
===$Player Afterburner Recharge Scale:===<br />
{{Table3610|<br />
*Sets the speed of afterburner recharge<br />
*Syntax: '''Float list'''<br />
**Default: 5, 3, 2, 1.5, 1}}<br />
<br />
<br />
===$Max Beam Friendly Fire Damage:===<br />
{{Table3610|<br />
*Defines the maximum damage inflicted by friendly beam fire<br />
*Syntax: '''Float list'''<br />
**Default: 0, 5, 10, 20, 30}}<br />
<br />
<br />
===$Player Countermeasure Life Scale:===<br />
{{Table3610|<br />
*Sets the factor applied to player launched countermeasure lifetime<br />
*Syntax: '''Float list'''<br />
**Default: 3, 2, 1.5, 1.25, 1}}<br />
<br />
<br />
===$AI Countermeasure Firing Chance:===<br />
{{Table3610|<br />
*Defines the chance a countermeasure will be fired by an AI-controlled ship (this is scaled by ai_class)<br />
*Syntax: '''Float list'''<br />
**Default: 0.2, 0.3, 0.5, 0.9, 1.1}}<br />
<br />
<br />
===$AI In Range Time:===<br />
{{Table3610|<br />
*The delay (in seconds) for the AI to fire its weapons after getting in range.<br />
*Syntax: '''Float list'''<br />
**Default: 2, 1.4, 0.75, 0, -1}}<br />
<br />
===$AI Always Links Ammo Weapons:===<br />
{{Table3610|<br />
*AI ships will link ballistic primaries if ammo levels are greater than these percents.<br />
*Syntax: '''Float list'''<br />
**Default: 95, 80, 60, 40, 20}}<br />
<br />
<br />
===$AI Maybe Links Ammo Weapons:===<br />
{{Table3610|<br />
*Defines the same as '''$AI Always Links Ammo Weapons:''' but in situations when its hull is below 33 % of maximum hitpoints.<br />
*Syntax: '''Float list'''<br />
**Default: 90, 60, 40, 20, 10}}<br />
<br />
<br />
===$Primary Ammo Burst Multiplier:===<br />
{{Table3611|<br />
*Allows the AI to fire primary weapons in bursts. How long the bursts are (and how much time between them) is a function of ammo remaining, distance to target, angle to target, and this multiplier. A value of 0 turns this feature off (AI fires normally, without bursts). A value < 1 will make for shorter bursts with larger gaps, and a value > 1 will give longer bursts with shorter gaps.<br />
*Syntax: '''Float list'''<br />
**Default: 0, 0, 0, 0, 0}}<br />
<br />
<br />
===$AI Always Links Energy Weapons:===<br />
{{Table3610|<br />
*AI ships will link energy primaries if energy levels are greater than these percents.<br />
*Syntax: '''Float list'''<br />
**Default: 100, 80, 60, 40, 20}}<br />
<br />
<br />
===$AI Maybe Links Energy Weapons:===<br />
{{Table3610|<br />
*Defines the same as '''$AI Always Links Energy Weapons:''' but in situations when its hull is below 33 % of maximum hitpoints.<br />
*Syntax: '''Float list'''<br />
**Default: 90, 60, 40, 20, 10}}<br />
<br />
<br />
===$Max Missiles Locked on Player:===<br />
{{Table3610|<br />
*Defines the maximum number of missiles allowed to be homing in on a player at any given time<br />
*Note: Single-player only, no restriction in multiplayer<br />
*Syntax: '''Float list'''<br />
**Default: 2, 3, 4, 7, 99}}<br />
<br />
<br />
===$Max Player Attackers:===<br />
{{Table3610|<br />
*Sets the maximum number of ships allowed to be attacking the player at any given time<br />
*Syntax: '''Float list'''<br />
**Default: 2, 3, 4, 5, 99}}<br />
<br />
<br />
===$Max Incoming Asteroids:===<br />
{{Table3610|<br />
*Sets the maximum number of active (i.e. "thrown") asteroids that can be heading toward a friendly ship at any given time<br />
*Syntax: '''Float list'''<br />
**Default: 3, 4, 5, 7, 10}}<br />
<br />
<br />
===$Player Damage Factor: or $AI Damage Reduction to Player Hull:===<br />
{{Table3610|<br />
*Defines the factor applied to damage suffered by the player<br />
*Syntax: '''Float list'''<br />
**Default: 0.25, 0.5, 0.65, 0.85, 1}}<br />
<br />
<br />
===$Player Subsys Damage Factor: or $AI Damage Reduction to Player Subsys:===<br />
{{Table3610|<br />
*Sets the factor applied to subsystem damage suffered by the player. This is in addition to the '''$Player Damage Factor:'''<br />
*Syntax: '''Float list'''<br />
**Default: 0.2, 0.4, 0.6, 0.8, 1}}<br />
<br />
<br />
===$Predict Position Delay:===<br />
{{Table3610|<br />
*Sets the measure of time (in F1_0 units) after which the AI will recalculate the position of its target. <br />
*It does not apply to the AI's aim, it only applies to things like avoiding collisions and maneuvering at close range. Generally, anything other than a 0 just allows the AI to do monumentally stupid things like try to turn to avoid ramming where it thought you were 2 seconds ago.<br />
*Syntax: '''Float list'''<br />
**Default: 2, 1.5, 1.333, 0.5, 0}}<br />
<br />
===$AI Shield Manage Delay:===<br />
{{Table3610|<br />
*Also '''$AI Shield Manage Delays:'''<br />
*Sets the time in seconds between each instance of an AI ship managing its shields<br />
*Syntax: '''Float list'''<br />
**Default: 5, 4, 2.5, 1.2, 0.1}}<br />
<br />
<br />
===$Friendly AI Fire Delay Scale:===<br />
{{Table3610|<br />
*Sets the factor applied to "fire wait" for friendly ships<br />
*Syntax: '''Float list'''<br />
**Default: 2, 1.4, 1.25, 1.1, 1}}<br />
<br />
<br />
===$Hostile AI Fire Delay Scale:===<br />
{{Table3610|<br />
*Sets the factor applied to "fire wait" for hostile ships<br />
*Syntax: '''Float list'''<br />
**Default: 4, 2.5, 1.75, 1.25, 1}}<br />
<br />
<br />
===$Friendly AI Secondary Fire Delay Scale:===<br />
{{Table3614|<br />
*Sets the factor applied to "fire wait" for friendly ships<br />
*Syntax: '''Float list'''<br />
**Default: 0.4, 0.6, 0.8, 1.0, 1.2}}<br />
<br />
<br />
===$Hostile AI Secondary Fire Delay Scale:===<br />
{{Table3614|<br />
*Sets the factor applied to "fire wait" for hostile ships<br />
*Syntax: '''Float list'''<br />
**Default: 1.4, 1.2, 1.0, 0.8, 0.6}}<br />
<br />
<br />
===$AI Turn Time Scale:===<br />
{{Table3610|<br />
*Defines the factor applied to time it takes for enemy ships to turn. A value of 1.0 means the ship turns at normal speed, 2.0 means half speed (takes twice as long), etc. Note that this value ONLY affects ships hostile to the player (always 1.0 for friendly ships). <br />
*Syntax: '''Float list'''<br />
**Default: 3, 2.2, 1.6, 1.3, 1}}<br />
<br />
<br />
===$Glide Attack Percent:===<br />
{{Table3611|<br />
*How often the AI will use the "glide attack" move when it has the opportunity. Glide attack means using glide to maintain course while aiming and firing at the current target. Only affects ships capable of glide.<br />
*Syntax: '''Float list'''<br />
**Default: 0, 0, 0, 0, 0}}<br />
<br />
<br />
===$Circle Strafe Percent:===<br />
{{Table3611|<br />
*How often the AI will use the "circle strafe" move when it has the opportunity. Circle strafe means that the ship will attempt "Descent-like" combat, trying to maintain distance while circling around the target using sidethrusters. Ships will only attempt this when sidethrust top speed is at least 2/3 of target's current velocity.<br />
*Syntax: '''Float list'''<br />
**Default: 0, 0, 0, 0, 0}}<br />
<br />
<br />
===$Glide Strafe Percent:===<br />
{{Table3611|<br />
*How often the AI will use the "glide strafe" move when it has the opportunity. Glide strafe means using glide to attack capships by flying past and shooting at them. Only affects ships capable of glide.<br />
*Syntax: '''Float list'''<br />
**Default: 0, 0, 0, 0, 0}}<br />
<br />
<br />
===$Random Sidethrust Percent:===<br />
{{Table3611|<br />
*Percentage of the time where AI ships will randomly sidethrust in a dogfight.<br />
*Syntax: '''Float list'''<br />
**Default: 0, 0, 0, 0, 0}}<br />
<br />
<br />
===$Stalemate Time Threshold:===<br />
{{Table3611|<br />
*The minimum amount of time required for the AI to detect a "stalemate" situation. If a ship and its target have been within a certain distance of each other (defined by ''$Stalemate Distance Threshold'') for this amount of time without either of them scoring a hit on the other, the AI will do something to break the stalemate. Only applies to small ships. If this value is 0 or less, no stalemate detection is performed.<br />
*Syntax: '''Float list'''<br />
**Default: 0, 0, 0, 0, 0}}<br />
<br />
<br />
===$Stalemate Distance Threshold:===<br />
{{Table3611|<br />
*The maximum distance that an AI ship must remain from its target for a "stalemate" to occur (see ''$Stalemate Time Threshold''). <br />
*Syntax: '''Float list'''<br />
**Default: 0, 0, 0, 0, 0}}<br />
<br />
<br />
===$Player Shield Recharge Scale:===<br />
{{Table3610|<br />
*Defines the factor applied to the speed at which the player's shields recharge<br />
*Syntax: '''Float list'''<br />
**Default: 4, 2, 1.5, 1.25, 1}}<br />
<br />
<br />
===$Player Weapon Recharge Scale:===<br />
{{Table3610|<br />
*Defines the factor applied to the speed at which the player's weapons recharge<br />
*Syntax: '''Float list'''<br />
**Default: 10, 4, 2.5, 2, 1.5}}<br />
<br />
<br />
===$Max Turret Target Ownage:===<br />
{{Table3610|<br />
*Sets the maximum number of turrets on a particular ship allowed to be attacking the same target at any given time<br />
*Syntax: '''Float list'''<br />
**Default: 3, 4, 7, 12, 19}}<br />
<br />
<br />
===$Max Turret Player Ownage:===<br />
{{Table3610|<br />
*Sets the maximum number of turrets on a particular ship allowed to be attacking the player at any given time<br />
*Syntax: '''Float list'''<br />
**Default: 3, 4, 7, 12, 19}}<br />
<br />
<br />
===$Percentage Required For Kill Scale:===<br />
{{Table3610|<br />
*Sets the minimum percentage of the total assessed damage a player must inflict in order to be awarded a kill (3.6.10 and on)<br />
*Syntax: '''Float list'''<br />
**Default: 0.30, 0.30, 0.30, 0.30, 0.30}}<br />
<br />
<br />
===$Percentage Required For Assist Scale:===<br />
{{Table3610|<br />
*Sets the minimum percentage of the total assessed damage a player must inflict in order to be awarded an assist (3.6.10 and on)<br />
*Syntax: '''Float list'''<br />
**Default: 0.15, 0.15, 0.15, 0.15, 0.15}}<br />
<br />
<br />
===$Percentage Awarded For Capship Assist:===<br />
{{Table3610|<br />
*In TvT and Coop missions all teammates will be granted this percentage of the capships score when someone scores a kill (3.6.10 and on)<br />
*Syntax: '''Float list'''<br />
**Default: 0.5, 0.5, 0.5, 0.5, 0.5}}<br />
<br />
<br />
===$Repair Penalty:===<br />
{{Table3611|<br />
*The amount to subtract from the player's score if they are repaired by a support ship<br />
*Syntax: '''Integer list'''<br />
**Default: 10, 20, 35, 50, 60}}<br />
<br />
<br />
===$Delay Before Allowing Bombs to Be Shot Down:===<br />
{{Table3611|<br />
*Time after bombs are fired during which the bombs are invulnerable to weapon hits<br />
*Syntax: '''Float list'''<br />
**Default: 1.5, 1.5, 1.5, 1.5, 1.5}}<br />
<br />
<br />
===$Chance AI Has to Fire Missiles at Player:===<br />
{{Table3611|<br />
*Chance - expressed in ('''value''' + 1) / 7 - of each AI turret within current 10 second segment to be allowed to shoot missiles at player ship.<br />
*Syntax: '''Float list'''<br />
**Default: 0, 1, 2, 3, 4}}<br />
<br />
<br />
===$Max Aim Update Delay:===<br />
{{Table3611|<br />
*Maximum amount of delay allowed before the AI will update its aim. Until the next update, the AI will project the target forward based on last checked position and velocity. Applies to small ships vs small ships (dogfights). The actual delay is randomly selected between 0 and the maximum (so setting a value of 2 will result in an average of 1 second delay).<br />
*Syntax: '''Float list'''<br />
**Default: 0, 0, 0, 0, 0}}<br />
<br />
<br />
===$Turret Max Aim Update Delay:===<br />
{{Table3611|<br />
*As $Max Aim Update Delay, but affecting turrets instead<br />
*Syntax: '''Float list'''<br />
**Default: 0, 0, 0, 0, 0}}<br />
<br />
===$Player Autoaim FOV:===<br />
{{Table3613|<br />
*Gives the player autoaim within the specified number of degrees from the target (FOV). <br />
*Unlike the ships.tbl settings for autoaim, this only affects the player (and, of course, only if there is a nonzero value for the difficulty level.)<br />
*Syntax: '''Float list'''<br />
**Default: 0, 0, 0, 0, 0}}<br />
<br />
===$Detail Distance Multiplier:===<br />
{{Table3613|<br />
*Affects how the "model detail level" setting in Options switches between LOD levels. <br />
*This number acts as a multiplier on the LOD distances specified in ships.tbl.<br />
*NOTE THAT THIS IS PER DETAIL LEVEL, NOT PER DIFFICULTY LEVEL.<br />
*Syntax: '''Float list'''<br />
**Default: 0.125, 0.25, 1.0, 4.0, 8.0}}<br />
----<br />
<br />
<br />
The following entries are boolean flags. They can be set to ''YES'' or ''NO'', ''TRUE'' or ''FALSE'', ''OUI'' or ''NON'', ''HIja&prime;'' or ''ghobe&prime;'', etc. The default is ''NO''.<br />
<br />
===$big ships can attack beam turrets on untargeted ships:===<br />
{{Table3610|<br />
*If set, big ships can attack a beam turret that's firing on them from a ship that they don't currently have targeted.}}<br />
<br />
===$smart primary weapon selection:===<br />
{{Table3610|<br />
*If set, enables the new primary weapon selection method}}<br />
<br />
===$smart secondary weapon selection:===<br />
{{Table3610|<br />
*If set, enables the new secondary weapon selection method (including proper use of bomber+ missiles)}}<br />
<br />
===$smart shield management:===<br />
{{Table3610|<br />
*If set, shields will devote all their charging energy to the weakest quadrant(s) and not waste energy on fully-charged quadrants (previously was -smart_shields on the command line)}}<br />
<br />
===$smart afterburner management:===<br />
{{Table3610|<br />
*If set, the AI will properly use brief pulses of afterburner power instead of afterburning until fuel is exhausted}}<br />
<br />
===$free afterburner use:===<br />
{{Table382|<br />
*If set, the AI will use afterburners in more situations.}}<br />
<br />
===$allow rapid secondary dumbfire:===<br />
{{Table3610|<br />
*If set, allows an AI ship to switch to rapid fire for dumbfire missiles}}<br />
<br />
===$huge turret weapons ignore bombs:===<br />
{{Table3610|<br />
*If set, causes huge turret weapons (including anti-capship beams) to not target bombs}}<br />
<br />
===$don't insert random turret fire delay:===<br />
{{Table3610|<br />
*If set, removes the random turret fire delay (from .1 to .9 seconds) inserted in addition to AI Fire Delay Scale}}<br />
<br />
===$hack improve non-homing swarm turret fire accuracy:===<br />
{{Table3610|<br />
*If set, triggers a hack to improves the accuracy of non-homing swarm missiles by firing them along the turret's last fire direction rather than the direction it currently faces<br />
*Also disables swarm weapons ability to fire only on the 'turrets barrel line'.}}<br />
<br />
===$shockwaves damage small ship subsystems:===<br />
{{Table3610|<br />
*If set, shockwaves will cause damage to small ship subsystems (like in FS1)}}<br />
<br />
===$navigation subsystem governs warpout capability:===<br />
{{Table3610|<br />
*If set, ships will not be able to warp out if their navigation subsystem is destroyed or low in strength}}<br />
<br />
===$ignore lower bound for minimum speed of docked ship:===<br />
{{Table3610|<br />
*If set, there will be no lower bound for the speed at which docked ships move (like in FS1).<br />
*When a ship is towing another ship or ships, the towing ship will be slowed down to a degree depending on the total mass of all docked ships. In FS1, the ships could slow down to an arbitrarily slow speed, even a fraction of a m/s above zero. In FS2, there is a lower bound on this behavior so that all ships are guaranteed to move at a minimum docked speed. When set, this flag removes the lower bound and restores FS1 behavior.}}<br />
<br />
===$disable linked fire penalty:===<br />
{{Table3610|<br />
*If set, there will be no penalty for linking primaries. Normally, the rate of fire is *1 for a single bank, *0.66 for two banks and *0.5 for three banks (the fire delay is increased according to the formula 1+([nb of banks]-1)*0.5 ).}}<br />
<br />
===$disable weapon damage scaling:===<br />
{{Table3610|<br />
*If set, weapons will do the same damage to a ship regardless of "big damage", "supercap", etc. ship types.}}<br />
<br />
===$use additive weapon velocity:===<br />
{{Table3610|<br />
*If set, weapons will inherit their firing ship's velocity. A ship traveling quickly will fire weapons faster than a ship traveling slowly. This also improves the accuracy of weapons fired while gliding.}}<br />
<br />
===$use newtonian dampening:===<br />
{{Table3610|<br />
*Newtonian Dampening changes turning and acceleration behavior. By default, there's quite a bit of slide when you turn, and when combined with high damp values (such as in BtRL), you can actually push your speed up beyond the max. Newtonian Dampening is the more realistic turns, where too much turning will lower your speed. Forward momentum is also affected. Backslash can explain it in more detail. [http://www.hard-light.net/forums/index.php/topic,50870.msg1029741.html#msg1029741] }}<br />
<br />
===$include beams for kills and assists:===<br />
{{Table3610|<br />
*If set, beam damage is counted when calculating kills and assists.}}<br />
<br />
===$score kills based on damage caused:===<br />
{{Table3610|<br />
*If set, kills gain score based on the percentage damage the killer inflicted on the dead ship.}}<br />
<br />
===$score assists based on damage caused:===<br />
{{Table3610|<br />
*If set, kills gain score based on the percentage damage the player gaining the assist inflicted on the dead ship.}}<br />
<br />
===$allow event and goal scoring in multiplayer:===<br />
{{Table3610|<br />
*If set, players (rather than just their team) can gain score from events in multiplayer.}}<br />
<br />
===$fix linked primary weapon decision bug:===<br />
{{Table3610|<br />
*If set, the AI will properly link primaries according to specified percentages of energy levels instead of retail behavior where it mistakenly linked according to absolute energy levels.}}<br />
<br />
===$prevent turrets targeting too distant bombs:===<br />
{{Table3610|<br />
*If set, prevents turrets from targeting bombs beyond maximum range of the weapons of the turret.}}<br />
<br />
===$smart subsystem targeting for turrets:===<br />
{{Table3610|<br />
*If set, prevents turrets from trying to target subsystems beyond their fov limits, also keeps the turret subsystem targeting preference order intact regardless of the angle to the target.}}<br />
<br />
===$fix heat seekers homing on stealth ships bug:===<br />
{{Table3610|<br />
*If set, heat-seeking missiles will not home in on stealth ships (this mirrors the established behavior where heat-seeking missiles do not home in on ships that are hidden from sensors).}}<br />
<br />
===$multi allow empty primaries:===<br />
{{Table3610|<br />
*If set, allows a player to commit into a multiplayer game without primaries.}}<br />
<br />
===$multi allow empty secondaries:===<br />
{{Table3610|<br />
*If set, allows a player to commit into a multiplayer game without secondaries.}}<br />
<br />
===$allow turrets target weapons freely:===<br />
{{Table3611|<br />
*If set, allows turrets to target any weapons instead of just targeting bombs, to be used in conjunction with target priorities setup.}}<br />
<br />
===$use only single fov for turrets:===<br />
{{Table3611|<br />
*If set, allows turrets to fire outside some hardcoded FOV set for certain missile types limits, and rely only on the user defined FOV.}}<br />
<br />
===$allow vertical dodge:===<br />
{{Table3611|<br />
*If set, allows ships to dodge weapons fire vertically as well as horizontally.}}<br />
<br />
===$force beam turrets to use normal fov:===<br />
{{Table3611|<br />
*If set makes beam turrets use same FOV rules as other weapons do. Prevents beam from a turret from following the target beyond the turret's FOV}}<br />
<br />
===$fix AI class bug:===<br />
{{Table3611|<br />
*Fixes a bug where AI class attributes are not set properly on ships if the AI class is set in the mission to something other than the default for the ship type. Set this to YES if you want attributes in [[Ai.tbl]] to mean anything at all.}}<br />
<br />
===$turrets ignore targets radius in range checks:===<br />
{{Table3611|<br />
*TBD.}}<br />
<br />
===$no extra collision avoidance vs player:===<br />
{{Table3611|<br />
*Disables the extra collision avoidance that AI normally uses against the player. Makes the AI more aggressive vs the player at close range (same treatment as vs other AI), although ship-ship collisions are slightly more likely.}}<br />
<br />
===$perform fewer checks for death screams:===<br />
{{Table3614|<br />
*If set, the game will check if the dying ship is a player's wingman, before making it give a death scream.<br />
Prior to revision 9119, this was "$perform fewer checks for death screams:", but the old version will still parse correctly.}}<br />
<br />
===$advanced turret fov edge checks:===<br />
{{Table3614|<br />
*TBD.}}<br />
<br />
===$require turrets to have target in fov:===<br />
{{Table3614|<br />
*TBD.}}<br />
<br />
===$all ships manage shields:===<br />
{{Table3613|<br />
*Allows AI to manage shields on big ships}}<br />
<br />
===$ai aims from ship center:===<br />
{{Table3613|<br />
*AI aims weapons using the center of the ship instead of the first gunpoint. If a convergence offset is specified for this ship in ships.tbl, AI aims using that as a reference point.}}<br />
<br />
===$allow primary link at mission start:===<br />
{{Table37|<br />
*When set, no ships will link primaries for the first 30 seconds of a mission. In addition, ships will randomly not link for the first two minutes of a mission. Set this to NO to get rid of this often-problematic retail behavior. (Prior to revision 9119, this was called $allow primary link delay and defaulted to YES. The old method is still supported for compatibility.)}}<br />
<br />
===$allow beams to damage bombs:===<br />
{{Table3613|<br />
*When set, beam weapons will be able to effectively intercept bombs. In addition, bombs flying through a beam path will get damaged and destroyed. Default: NO.}}<br />
<br />
===$disable weapon damage scaling for player:===<br />
{{Table3613|<br />
*When set, Player weapon damage will no longer be scaled down when firing a non-huge primary against a ship with the "big damage" flag. Use with caution, as this may severely impact mission balance.}}<br />
<br />
===$countermeasures affect aspect seekers:===<br />
{{Table3613|<br />
*TBD.}}<br />
<br />
===$ai guards specific ship in wing:===<br />
{{Table3615|<br />
*If ordered to guard a ship in a wing (of which it is not a member), the AI will guard that specific ship instead of the entire wing (resulting in guarding the wing leader).}}<br />
<br />
===$ai path mode:===<br />
{{Table3613|<br />
*Possible options are "normal" and "alt1". The alt1 mode differs from the normal behaviour in the following ways:<br />
**1. No path shortcutting. Normal pathing AI will skip forward along a path to the furthest point it can reach. This is sometimes desirable, but makes it a lot harder to predict how the AI is going to behave at various points along a path. Turning this off also allows us to force the AI to straighten out, by giving it several waypoints in a more-or-less straight line. This is useful for such things as lining up a landing. <br />
**2. No sliding when following paths. Docking still works, but there is some code that causes the AI to go full retard if it just misses a point: it turns towards the point in big, looping circles. This is apparently caused by passing a slide_vec value into ai_turn_towards_vector, which doesn't even seem to do what you'd expect it to do. Passing a null value instead turns off the stupid. (The behavior is fixed in alt1).<br />
**3. Momentum taken into account when following paths. Path points will trigger sooner, proportional to the ship's speed and momentum. This prevents the AI from massively overshooting a waypoint, especially with high-damp ships.<br />
**4. AI tries to follow the line between waypoints. Instead of just pointing at the next waypoint, the AI will fly a bit towards the line. This helps keep the AI actually on the path it claims to be following. See picture:[[Image:Altpaths.png]]<br />
Blue is what happens with regular pathing. Red is the modified pathing: as you can see, it actively moves back towards the line.<br />
**5. AI will respect "cap-waypoint-speed" when following paths (such as when docking or departing via bay).}}<br />
<br />
===$default weapon select effect:===<br />
{{Table3613|<br />
*This specifies which effect to use for weapon select animations when no .ani can be found, or the -weapon_choice_3d commandline flag is active. This will default to the FS2 effect.<br />
*Possible options are "FS1" and "off"}}<br />
{{Table3615|<br />
*This flag has been moved to [[Game_settings.tbl]]}}<br />
<br />
===$default ship select effect:===<br />
{{Table3613|<br />
*This specifies which effect to use for ship select animations when no .ani can be found, or the -ship_choice_3d commandline flag is active. This will default to the FS2 effect.<br />
*Possible options are "FS1" and "off"}}<br />
{{Table3615|<br />
*This flag has been moved to [[Game_settings.tbl]]}}<br />
<br />
===$no warp camera:===<br />
{{Table3615|<br />
*When set, prevents the view from switching to the external camera when the player warps out.<br />
*Note: this flag is deprecated and may get moved to another table without further notice.}}<br />
<br />
===$fix ai path order bug:===<br />
{{Table3615|<br />
*When set, ship will follow its own waypoint path unless the wingleader has the same waypoint path and order.<br />
*Off by default.<br />
*Syntax: '''''Boolean'''''}}<br />
<br />
===$aspect bomb invulnerability fix:===<br />
{{Table373|<br />
*When set, the code that makes bombs invulnerable for the first 1.5 seconds of life will use the correct lifetime calculation for aspect bombs. Without this fix, the invulnerability time will be extended by 20% of the total lifetime of the bomb.<br />
*Off by default.<br />
*Syntax: '''''Boolean'''''}}<br />
<br />
===$glide decay requires thrust:===<br />
{{Table373|<br />
*When set, gliding ships will maintain their current speed without decay as long as they aren't actively thrusting.<br />
*Off by default.<br />
*Syntax: '''''Boolean'''''}}<br />
<br />
===$ai can slow down when attacking big ships:===<br />
{{Table38|<br />
*When set, fighters attacking big ships will slow down depending on how long they've been attacking (80% speed after 5 seconds, 60% after 8 seconds, 40% after 10 seconds, and 20% after 15 seconds), how long it's been since they were last shot (full throttle if it was within the past 6 seconds), and how close they are (full throttle if the target is more than 1200 meters away).<br />
*Off by default.<br />
*Syntax: '''''Boolean'''''}}<br />
<br />
===$use actual primary range:===<br />
{{Table382|<br />
*When set, fighters will no longer fire primary weapons at targets outside their range just because weapon travel time would be sufficiently short.<br />
*Off by default.<br />
*Syntax: '''''Boolean'''''}}<br />
<br />
===$bay arrive speed multiplier:===<br />
{{Table373|<br />
*Causes all AI ships arriving from fighterbays (following a fighterbay path) to gradually accelerate, instead of immediately attempting to attain maximum speed. This can be used to prevent fighters from overshooting the fighterbay paths. The initial target speed is the maximum speed multiplied by the given value, with the multiplier gradually approaching 1.0 as the distance to the end of the path decreases.<br />
**Syntax: '''''Float''''' (defaults to 1.0)<br />
{{Note|Will be overridden by path-specific multipliers, see [[Ships.tbl#.2Barrive_speed_multiplier:]].}}<br />
}}<br />
<br />
===$bay depart speed multiplier:===<br />
{{Table373|<br />
*Same as above, except for departures into fighterbays. The initial target speed is the maximum speed, with the target speed gradually approaching maximum speed multiplied by the given value as the distance to the fighterbay decreases.<br />
**Syntax: '''''Float''''' (defaults to 1.0)<br />
{{Note|Will be overridden by path-specific multipliers, see [[Ships.tbl#.2Bdepart_speed_multiplier:]].}}<br />
}}<br />
<br />
<br />
==Sample Entry==<br />
*Retail FS2 behaviour<br />
<br />
<pre><br />
#AI Profiles<br />
<br />
$Default Profile: FS2 RETAIL<br />
<br />
$Profile Name: FS2 RETAIL<br />
<br />
$Player Afterburner Recharge Scale: 5, 3, 2, 1.5, 1<br />
$Max Beam Friendly Fire Damage: 0, 5, 10, 20, 30<br />
$Player Countermeasure Life Scale: 3, 2, 1.5, 1.25, 1<br />
$AI Countermeasure Firing Chance: 0.2, 0.3, 0.5, 0.9, 1.1<br />
$AI In Range Time: 2, 1.4, 0.75, 0, -1<br />
$AI Always Links Ammo Weapons: 95, 80, 60, 40, 20<br />
$AI Maybe Links Ammo Weapons: 90, 60, 40, 20, 10<br />
$Primary Ammo Burst Multiplier: 0, 0, 0, 0, 0<br />
$AI Always Links Energy Weapons: 100, 80, 60, 40, 20<br />
$AI Maybe Links Energy Weapons: 90, 60, 40, 20, 10<br />
$Max Missiles Locked on Player: 2, 3, 4, 7, 99<br />
$Max Player Attackers: 2, 3, 4, 5, 99<br />
$Max Incoming Asteroids: 3, 4, 5, 7, 10<br />
$Player Damage Factor: 0.25, 0.5, 0.65, 0.85, 1<br />
$Player Subsys Damage Factor: 0.2, 0.4, 0.6, 0.8, 1<br />
$Predict Position Delay: 2, 1.5, 1.333,0.5, 0<br />
$AI Shield Manage Delay: 5, 4, 2.5, 1.2, 0.1<br />
$Friendly AI Fire Delay Scale: 2, 1.4, 1.25, 1.1, 1<br />
$Hostile AI Fire Delay Scale: 4, 2.5, 1.75, 1.25, 1<br />
$Friendly AI Secondary Fire Delay Scale: 0.4, 0.6, 0.8, 1.0, 1.2<br />
$Hostile AI Secondary Fire Delay Scale: 1.4, 1.2, 1.0, 0.8, 0.6<br />
$AI Turn Time Scale: 3, 2.2, 1.6, 1.3, 1<br />
$Glide Attack Percent: 0, 0, 0, 0, 0<br />
$Circle Strafe Percent: 0, 0, 0, 0, 0<br />
$Glide Strafe Percent: 0, 0, 0, 0, 0<br />
$Random Sidethrust Percent: 0, 0, 0, 0, 0<br />
$Stalemate Time Threshold: 0, 0, 0, 0, 0<br />
$Stalemate Distance Threshold: 0, 0, 0, 0, 0<br />
$Player Shield Recharge Scale: 4, 2, 1.5, 1.25, 1<br />
$Player Weapon Recharge Scale: 10, 4, 2.5, 2, 1.5<br />
$Max Turret Target Ownage: 3, 4, 7, 12, 19<br />
$Max Turret Player Ownage: 3, 4, 7, 12, 19<br />
$Percentage Required For Kill Scale: 0.30, 0.30, 0.30, 0.30, 0.30<br />
$Percentage Required For Assist Scale: 0.15, 0.15, 0.15, 0.15, 0.15<br />
$Percentage Awarded For Capship Assist: 0.1, 0.2, 0.35, 0.5, 0.6<br />
$Repair Penalty: 10, 20, 35, 50, 60<br />
$Delay Before Allowing Bombs to Be Shot Down: 1.5, 1.5, 1.5, 1.5, 1.5<br />
$Chance AI Has to Fire Missiles at Player: 0, 1, 2, 3, 4<br />
$Max Aim Update Delay: 0, 0, 0, 0, 0<br />
$Turret Max Aim Update Delay: 0, 0, 0, 0, 0<br />
$Player Autoaim FOV: 0, 0, 0, 0, 0<br />
$Detail Distance Multiplier: 0.125,0.25, 1.0, 4.0, 8.0<br />
<br />
$big ships can attack beam turrets on untargeted ships: NO<br />
$smart primary weapon selection: NO<br />
$smart secondary weapon selection: NO<br />
$smart shield management: NO<br />
$smart afterburner management: NO<br />
$allow rapid secondary dumbfire: NO<br />
$huge turret weapons ignore bombs: NO<br />
$don't insert random turret fire delay: NO<br />
$hack improve non-homing swarm turret fire accuracy: NO<br />
$shockwaves damage small ship subsystems: NO<br />
$navigation subsystem governs warpout capability: NO<br />
$ignore lower bound for minimum speed of docked ship: NO<br />
$disable linked fire penalty: NO<br />
$disable weapon damage scaling: NO<br />
$use additive weapon velocity: NO<br />
$use newtonian dampening: NO<br />
$include beams for kills and assists: NO<br />
$score kills based on damage caused: NO<br />
$score assists based on damage caused: NO<br />
$allow event and goal scoring in multiplayer: NO<br />
$fix linked primary weapon decision bug: NO<br />
$prevent turrets targeting too distant bombs: NO<br />
$smart subsystem targeting for turrets: NO<br />
$fix heat seekers homing on stealth ships bug: NO<br />
$multi allow empty primaries: NO<br />
$multi allow empty secondaries: NO<br />
$allow turrets target weapons freely: NO<br />
$use only single fov for turrets: NO<br />
$allow vertical dodge: NO<br />
$force beam turrets to use normal fov: NO<br />
$fix AI class bug: NO<br />
$turrets ignore targets radius in range checks: NO<br />
$no extra collision avoidance vs player: NO<br />
$perform fewer checks for death screams: NO<br />
$advanced turret fov edge checks: NO<br />
$require turrets to have target in fov: NO<br />
$all ships manage shields: NO<br />
$ai aims from ship center: NO<br />
$allow primary link at mission start: NO<br />
$allow beams to damage bombs: NO<br />
$disable weapon damage scaling for player: NO<br />
$countermeasures affect aspect seekers: NO<br />
$ai path mode: normal<br />
$no warp camera: NO<br />
<br />
#End<br />
</pre><br />
<br />
== References ==<br />
# "[http://www.hard-light.net/forums/index.php/topic,50870.msg1029741.html#msg1029741 Re: New difficulty? - Feature request!]", ''Hard Light Productions Forums'', Hard Light Productions, 2007-12-15. Retrieved on [[December_27]], [[2007]].<br />
<br />
[[Category:Tables]]</div>PIehttps://wiki.hard-light.net/index.php?title=Command-Line_Reference&diff=58473Command-Line Reference2018-09-26T23:36:56Z<p>PIe: Move -show_mem_usage to new "Removed" section</p>
<hr />
<div>{{TableVersionGit|2018-03-17|8b49ebf3}}<br />
<br />
Command-Line Flags (also called Command-Line Parameters) are optional flags passed to the FSO executable, and generally enables one or more features added to the FS2 Open engine. These flags are accessed conveniently through an [[FSO Launcher]]. To have FSO list all available flags, use any one of the following: [[Command-Line_Reference#-help|-help]], [[Command-Line_Reference#-help|--help]], [[Command-Line_Reference#-help|-h]], or [[Command-Line_Reference#-help|-?]].<br />
<br />
===Graphics===<br />
<br />
====-nospec====<br />
{{Table37|<br />
'''"Disable Specular"'''<br />
<br />
Disables support for specular mapping.<br />
}}<br />
<br />
====-noglow====<br />
{{Table37|<br />
'''"Disable glow maps"'''<br />
<br />
Disables support for glowmapping.<br />
}}<br />
<br />
====-noenv====<br />
{{Table37|<br />
'''"Disable environment maps"'''<br />
<br />
Disables support for environment mapping.<br />
}}<br />
<br />
====-nonormal====<br />
{{Table37|<br />
'''"Disable normal maps"'''<br />
<br />
Disables support for normal mapping.<br />
}}<br />
<br />
====-noheight====<br />
{{Table37|<br />
'''"Disable height maps"'''<br />
<br />
Disables support for height mapping.<br />
}}<br />
<br />
====-nomotiondebris====<br />
'''"Disable motion debris"'''<br />
<br />
====-noscalevid====<br />
"Disable scale-to-window for Movies"<br />
<br />
Disables fullscreen scaling of video clips.<br />
<br />
====-post_process====<br />
'''"Enable Post Processing"'''<br />
<br />
Enables the use (if present) of post-processing effects as defined by the post_process.tbl. Bloom usage has an additional cmdline option for setting its value, most post processing effects are achieved in mission per the mission designer or can be enabled globally in the table.<br />
<br />
====-soft_particles====<br />
'''"Enable soft particles"'''<br />
<br />
Applies a blending factor to particles depending on their proximity to geometry<br />
<br />
====-3dshockwave====<br />
'''"Enable 3D Shockwaves"'''<br />
<br />
This only has any effect when both a 2D and 3D shockwave effect are present, otherwise the only available effect is used (2D shockwave is defined by effects/shockwave01.eff or .ani, and 3D shockwave by models/shockwave.pof)<br />
<br />
Note that 3D shockwaves are usually flat discs that FSO scales up. The animated 2D billboards used by 2D shockwaves with the addition of [[Command-Line Reference#-soft_particles|soft particles]], may look better when intersecting with models (which shockwaves often do). Use at your discretion.<br />
<br />
====-fxaa====<br />
'''"Enable FXAA antialiasing"'''<br />
<br />
Enables the FXAA postprocessing stage. Further information can be found here: http://www.hard-light.net/forums/index.php?topic=76145.0<br />
<br />
====-nolightshafts====<br />
'''"Disable lightshafts"'''<br />
<br />
Disables Lightshafts even if a mission designer enables them via SEXP in a mission. This was previously documented as -flightshaftsoff but appears to have been changed to -nolightshafts for consistency before -flightshaftsoff was ever used in a released build.<br />
<br />
====-enable_shadows====<br />
{{table373|<br />
'''"Enable shadows"'''<br />
<br />
Enables shadows where supported by the OpenGL version provided by the user's GPU. -shadow_quality can be used to control the quality level.<br />
{{note|Currently doesn't support shadows for cockpits and show ship.}}<br />
}}<br />
<br />
====-shadow_quality====<br />
{{table373|<br />
'''"Set shadows quality"'''<br />
<br />
Valid ranges are 0 to 2 with 2 being the default. <br />
<br />
* 0 disables shadows (so there's no point in setting it!)<br />
* 1 uses 512x512 shadow maps (lower quality)<br />
* 2 uses 1024x1024 shadow maps (higher quality)<br />
<br />
Currently this requires -enable_shadows to be set, or it has no effect.<br />
}}<br />
{{table38|No longer requires -enable_shadows to be set.}}<br />
<br />
====-anisotropic_filter====<br />
{{table382|<br />
'''"Set anisotropic filtering level"'''<br />
Valid ranges are 1 to whatever maximum the GPU supports (which should be 16 for most currently available GPUs)<br />
By default, the GPUs' max supported level is used; set this to 1 if you want the minimum level available.}}<br />
<br />
====-fb_explosions====<br />
'''"Enable Framebuffer Shockwaves"'''<br />
<br />
Applies a framebuffer distortion effect to shockwaves<br />
<br />
====-fb_thrusters====<br />
'''"Enable Framebuffer Thrusters"'''<br />
<br />
Applies a framebuffer distortion effect to Thrusters. NOTE: Only "point" thrusters are affected by this; modelled thrusters (as used on most retail models) are not affected by this.<br />
<br />
===Game Speed===<br />
<br />
====-no_vsync====<br />
'''"Disable vertical sync"'''<br />
<br />
====-cache_bitmaps====<br />
'''"Cache bitmaps between missions"'''<br />
<br />
====-no_fps_capping====<br />
'''"Don't limit frames-per-second"'''<br />
<br />
===HUD===<br />
====-dualscanlines====<br />
'''"Another Pair of Scanning Lines"'''<br />
<br />
Adds a second pair of scanning lines to the target window when scanning an object.<br />
<br />
====-targetinfo====<br />
'''"Enable Info next to Target"'''<br />
<br />
Displays target info, such as name and class, beside the targeted object.<br />
<br />
====-orbradar====<br />
'''"Enables 3D radar"'''<br />
<br />
An Orb style 3D radar will replace the standard 2D version.<br />
<br />
====-rearm_timer====<br />
'''"Enable Rearm/Repair Completion Timer"'''<br />
<br />
Displays time remaining until rearm and repair from a support ship is complete.<br />
<br />
====-ballistic_gauge====<br />
'''"Enable the analog Ballistic Ammo gauge"'''<br />
<br />
Adds an ammo gauge to the HUD when armed with a ballistic weapon.<br />
<br />
<br />
===Gameplay===<br />
====-ship_choice_3d====<br />
'''"Use Models for Ship Selection"'''<br />
<br />
Uses ship models in ship selection window. It completely disables the standard ANI interface in this screen. <br><br />
If a mod does not supply the required interface art for a ship, this mode will be used instead.<br />
<br />
====-weapon_choice_3d====<br />
'''"Use Models for Weapon Selection"'''<br />
<br />
Uses weapon models in weapon loadout window for secondary weapons (missiles and bombs). It completely disables the standard ANI interface in this screen. <br><br />
If a mod does not supply the required interface art for a weapon, this mode will be used instead.<br />
<br />
====-3dwarp====<br />
'''"Enable 3D Warp"'''<br />
<br />
Use full geometry for the subspace warp effect.<br />
<br />
====-warp_flash====<br />
'''"Enable Flash upon Warp"'''<br />
<br />
Enable a flash at warp in and warp out.<br />
<br />
====-no_ap_interrupt====<br />
'''"Disable Interrupting of AutoPilot"'''<br />
<br />
Tells the game to not allow players to interrupt an autopilot already-in-progress.<br />
<br />
====-stretch_menu====<br />
'''"Stretch interface to fill screen"'''<br />
<br />
Scales the interface to fill the screen without preserving the aspect ratio. Omit this to keep the aspect ratio, adding black bars where appropriate.<br />
<br />
<br />
===Audio===<br />
<br />
====-nosound====<br />
'''"Disable Sound and Music"'''<br />
<br />
====-nomusic====<br />
'''"Disables Music"'''<br />
<br />
====-no_enhanced_sound<br />
'''"Disable enhanced sound"'''<br />
<br />
Disables the enhanced sound rendering functions enabled by OpenAL Soft.<br />
<br />
===Launcher===<br />
====-portable_mode====<br />
'''"Store config in portable location"'''<br />
<br />
Uses the root directory of FSO for storing pilot and config files. The current launcher does not have proper support for this yet so you need to manually copy the fs2_open.ini from the original config directory to your FreeSpace Root directory.<br />
<br />
===Multiplayer===<br />
====-standalone====<br />
'''"Run as Stand Alone Server"'''<br />
<br />
Creates a standalone multi-player server.<br />
<br />
====-startgame====<br />
'''"Skip Mainhall and Start Hosting"'''<br />
<br />
Once you launch and choose a pilot within the game, you will immediately have begun to host a game. This can be used in conjunction with several options to customize the game you create: -closed, -restricted, -password, -gamename, -allowabove, and -allowbelow. -startgame has no effect when -standalone is used.<br />
<br />
See related: [[Command-Line_Reference#-closed|-closed]] [[Command-Line_Reference#-restricted|-restricted]] [[Command-Line_Reference#-password|-password]] [[Command-Line_Reference#-gamename|-gamename]] [[Command-Line_Reference#-allowabove|-allowabove]] [[Command-Line_Reference#-allowbelow|-allowbelow]]<br />
<br />
====-closed====<br />
'''"Start Hosted Server as Closed"'''<br />
<br />
Hosts a new game in a closed state, where no one can join until the in-game "Close" button is cleared. This only works when used in conjunction with -startgame. Cannot be used in conjunction with -restricted or -password.<br />
<br />
See related: [[Command-Line_Reference#-startgame|-startgame]] [[Command-Line_Reference#-restricted|-restricted]] [[Command-Line_Reference#-password|-password]]<br />
<br />
====-restricted====<br />
'''"Host Confirms Join requests"'''<br />
<br />
Hosts a new game in a restricted state. The host is presented with option to accept or deny each client's request to join the game. This only works when used in conjunction with -startgame. Cannot be used in conjunction with -closed or -password.<br />
<br />
See related: [[Command-Line_Reference#-startgame|-startgame]] [[Command-Line_Reference#-closed|-closed]] [[Command-Line_Reference#-password|-password]]<br />
<br />
====-multilog====<br />
Creates a log file with a summary of packets sent and received in multiplayer games. The file is saved as \data\multi.log within the active mod folder&mdash;or with main data folder if no mod is active.<br />
<br />
====-clientdamage====<br />
{{Note| This feature is not available in current builds.}}<br />
<br />
====-mpnoreturn====<br />
'''"Disables Flight Deck option"'''<br />
<br />
Disables return to the flight deck screen after a mission completes.<br />
<br />
<br />
===Troubleshooting===<br />
<br />
====-no_set_gamma====<br />
'''"Disable Setting of Gamma"'''<br />
<br />
Disables the gamma settings in the options screen.<br />
<br />
====-nomovies====<br />
'''"Disable Video Playback"'''<br />
<br />
Disables all video playback.<br />
<br />
====-noparseerrors====<br />
'''"Disable Parsing Errors"'''<br />
<br />
Disables some parsing warnings and makes other parse errors non-fatal. Do not rely on this when creating new tables. The errors are there for a reason.<br />
<br />
====-parse_cmdline_only====<br />
'''"Parse Command Line Only"'''<br />
<br />
Parse only the application command line settings, and ignore any that may have been set in the on-disk data/cmdline_fso.cfg or per-user cmdline_fso.cfg (on Linux/Mac)<br />
<br />
====-query_speech====<br />
'''"Does this build have Speech?"'''<br />
<br />
Determines if the current build includes text-to-speech.<br />
<br />
====-novbo====<br />
'''"Disable OpenGL VBO"'''<br />
<br />
====-noibx====<br />
'''"Don't use cached index buffers (IBX)"'''<br />
<br />
Disables IBX caching of model geometry data. This will dramatically increase load times, but will help troubleshoot a model if one is working incorrectly.<br />
<br />
====-loadallweps====<br />
'''"Load all weapons, even those not used"'''<br />
<br />
====-disable_fbo====<br />
'''"Disable OpenGL RenderTargets"'''<br />
<br />
====-disable_pbo====<br />
'''"Disable OpenGL Pixel Buffer Objects"'''<br />
<br />
Disables the use of Pixel Buffer Objects (PBO) which may cause certain OpenGL operations to perform slower. Note PBO's were only used at three places in FSO anyway so it's *probably* not going to have a noticeable effect. <br />
<br />
May be required to workaround issues in certain versions of Linux's Mesa drivers for Intel integrated graphics cards where crashes occur in the mainhall (i.e. whenever a popup occurs). Distros that seem to have this problem presently include Ubuntu 13.10 and openSUSE 13.1.<br />
{{Table371|<br />
*This feature is present to work around a bug in Linux's Mesa drivers for Intel integrated graphics cards}}<br />
<br />
====-no_glsl====<br />
'''"Disable GLSL (shader) Support"'''<br />
<br />
Disables the use of GLSL rendering (OpenGL shaders). The game will revert to legacy fixed render pipeline. Please note that Normal and Height map effects will be unavailable.<br />
<br />
====-disable_glsl_model====<br />
'''"Don't use shaders for model rendering"'''<br />
<br />
====-ati_swap====<br />
'''"Fix Color issues on some ATI cards"'''<br />
<br />
[http://scp.indiegames.us/mantis/view.php?id=1669 Mantis #1669] is what led to this flag's creation.<br />
<br />
====-no_3d_sound====<br />
'''"Use only 2D/stereo for sound effects"'''<br />
<br />
====-disable_di_mouse====<br />
'''"Disables the DirectInput mouse code for FSO on windows."'''<br />
<br />
'''Windows Only''' Can make mouse movement smoother on certain machines.<br />
<br />
====-mipmap====<br />
'''"Enable mipmapping"'''<br />
<br />
Causes for non-mipmapped textures to have mipmaps generated within the GPU on certain kind of texture formats, (IIRC, DDS formatted textures with a power of 2 size in both width and height). <br><br />
Since the use of already mipmapped DDS textures has become common, it has become deprecated.<br />
The quality of the generated mipmaps depends on each GPU and used driver. It is normally used with [[Command-Line_Reference#-img2dds|-img2dds]] flag.<br />
<br />
====-use_gldrawelements====<br />
'''"Use glDrawElements instead of glDrawRangeElements"'''<br />
<br />
Introduced as a means of switching to the slower OpenGL call glDrawElements, instead of glDrawRangeElements.<br />
{{Table3614|<br />
*This feature may resolve certain rendering problems where parts of models are not drawn on Linux drivers}}<br />
<br />
====-keyboard_layout====<br />
'''"Manually sets a keyboard layout"'''<br />
<br />
A commandline parameter to set the keyboard layout as a string parameter.<br />
{{Table3614|<br />
*Currently the only valid string is "qwertz" (German) but French azerty may be added in future.}}<br />
<br />
====-old_collision====<br />
'''"Use old collision detection system"'''<br />
<br />
Uses the old collision code instead of Swifty's new collision code introduced in the 'go_even_faster' project.<br />
<br />
<br />
====-gl_finish====<br />
'''"Fix input lag on AMD+Linux"'''<br />
{{Table371|<br />
This option adds a "glFinish()" call just prior to swapping buffers. It works around an issue with "recent" (HD 6000 & newer?) AMD cards using proprietary drivers on Linux. Be warned that enabling this may reduce framerate.<br />
}}<br />
<br />
Refer to [http://www.hard-light.net/forums/index.php?topic=88102.0 this thread] and [https://github.com/ValveSoftware/Source-1-Games/issues/765 Valve's bugtracker] for more details).<br />
<br />
====-no_geo_effects====<br />
'''"Disable geometry shader for effects"'''<br />
<br />
Particle rendering uses geometry shaders for high performance, this flag disables that behaviour.<br />
<br />
====-set_cpu_affinity====<br />
'''"Sets processor affinity to config value"'''<br />
<br />
Use this to force FSO to run on the specified core. CPU cores are numbered starting with 0 for the first core.<br />
<br />
====-nograb====<br />
Disables focus grabbing in a window.<br />
{{Note| This feature is not available on Windows.}}<br />
<br />
====-noshadercache====<br />
'''"Disables the shader cache"'''<br />
<br />
On GPUs with support for OpenGL 4 and higher, FSO caches the compiled shaders for increased performance.<br />
<br />
====-fix_registry====<br />
'''"Use a different registry path"''''<br />
<br />
===Experimental===<br />
====-ingame_join====<br />
'''"Allows Ingame Joining"'''<br />
<br />
Enables ingame joining in multiplayer. FIXME: Host option?<br />
<br />
====-voicer====<br />
'''"Voice Recognition"'''<br />
<br />
Windows-only. Enables voice-recognition for wingmen commands. Must be specifically compiled into a build in order for it to be available; 3.6.10 final includes the feature. See [[Voice Recognition]] for more details.<br />
<br />
===Development Tools===<br />
====-fps====<br />
'''"Show frames per second on HUD"'''<br />
<br />
Displays current frames per second.<br />
<br />
====-bmpmanusage====<br />
'''"Show how many BMPMAN slots are in use"'''<br />
<br />
Adds a BMPMAN slot usage display near where the FPS display is (or would be, if it's not enabled). Can be used by mod makers to see if they need to increase their [[Game_settings.tbl#$BMPMAN Slot Limit:|BMPMAN slot limit]].<br />
<br />
====-pos====<br />
'''"Show Position of Camera"'''<br />
<br />
Displays current position coordinates of camera.<br />
<br />
====-window====<br />
'''"Run in Window"'''<br />
<br />
Runs the game in a window. No check to make sure that resolution is no higher than your desktop resolution, so be careful.<br />
<br />
====-fullscreen_window====<br />
'''"Run in Fullscreen Window"'''<br />
<br />
Runs the game in a borderless window.<br />
<br />
====-stats====<br />
'''"Show Statistics"'''<br />
<br />
Shows total and free physical memory, virtual memory and system pagefile.<br />
<br />
====-coords====<br />
'''"Show Coordinates"'''<br />
<br />
Shows coordinates of the mouse cursor.<br />
<br />
====-pofspew====<br />
Reads all objects in the pof file of the selected mod, and creates an ibx cache file for each object in the data/cache folder for that mod. <br><br />
Details for each object are output to a pofspew.txt file created in the data folder. <br><br />
Otherwise, ibx files are created in game before each mission.<br />
<br />
====-tablecrcs====<br />
Is actually now (or should be) a typed reference rather than as a selection item. Takes 1 argument, usually a descriptive name.<br />
Example usage: "-table_crcs MediaVPs" will create a table_crcs.csv file in the running mod (name can be separate of the mod selected) that allows for the validation of the tables used by that mod while on-line. The descriptive parameter given helps "allocate" that .csv file to the mod in question, and as such should closely or exactly match that mods name if possible.<br />
<br />
====-missioncrcs====<br />
Is actually now (or should be) a typed reference rather than as a selection item. Takes 1 argument, usually a descriptive name.<br />
Example usage: "-mission_crcs MediaVPs" will create a mission_crcs.csv file in the running mod (name can be separate of the mod selected) that allows for the validation of the missions used by that mod while on-line. The descriptive parameter given helps "allocate" that .csv file to the mod in question, and as such should closely or exactly match that mods name if possible.<br />
<br />
====-dis_collisions====<br />
'''"Disable Collisions"'''<br />
<br />
Disables all collisions.<br />
<br />
====-dis_weapons====<br />
'''"Disable Weapon Rendering"'''<br />
<br />
Disables weapons rendering.<br />
<br />
====-output_sexps====<br />
This will make the FSO build spit out an html file that documents the supported SEXP's.<br />
<br />
Just double click on sexps.html and it should open in your default web browser.<br />
<br />
====-output_scripting====<br />
This will make the FSO build spit out an html file that documents the supported scripting hooks and LUA libraries.<br />
<br />
Just double click on scripting.html and it should open in your default web browser.<br />
<br />
====-save_render_target====<br />
'''"Save Render Targets to file"'''<br />
<br />
====-debug_window====<br />
'''"Display Debug Window"'''<br />
<br />
Lists the fs2_open.log in (nearly)real-time generation.<br />
<br />
====-verify_vps====<br />
'''"Spew VP crcs to vp_crcs.txt"'''<br />
<br />
Exports the CRC values of the VP files being loaded into a vp_crcs.txt file.<br />
<br />
====-reparse_mainhall====<br />
'''"Reparse mainhall.tbl when loading halls"'''<br />
<br />
Mainhall.tbl will be reparsed every time a mainhall is loaded, as opposed to just once at game startup.<br />
<br />
====-profile_frame_time====<br />
'''"Profile engine subsystems"'''<br />
<br />
Activates the frame profiling code. This presents a readout showing the current, minimum, maximum and average percentages of frametime a given section of code has taken up; this can be used to identify particular bottlenecks or measure the effectiveness of certain optimizations.<br />
<br />
====-profile_write_file====<br />
'''"Write profiling information to file"'''<br />
<br />
This will write the frame times of each gameplay frame to the file 'profiling.csv' where each line is ''<time>;<frametime>''. Both times are measured in microseconds. ''time'' is measured from an arbitrary time in the past. To get consistent results the first ''time'' value should be substracted from all ''time'' values. The first two frames are usually very long because the timer is set at engine startup so you might want to exclude those from your data.<br />
<br />
====-no_unfocused_pause====<br />
'''"Don't pause if the window isn't focused"'''<br />
<br />
When the FSO window looses focus it will not pause the game, useful for doing non-interactive test runs.<br />
<br />
====-benchmark_mode====<br />
'''"Puts the game into benchmark mode"'''<br />
See [[Benchmarking]] for more information.<br />
<br />
====-noninteractive====<br />
'''"Disables interactive dialogs"'''<br />
Disables all dialogs and chooses the default option when one would be displayed. Very useful for a standalone server on a headless system.<br />
<br />
====-json_pilot====<br />
'''"Dump pilot files in JSON format"'''<br />
<br />
Writes the information stored in savefiles to JSON files.<br />
<br />
====-json_profiling====<br />
'''"Generate JSON profiling output"'''<br />
<br />
Gathers information from the built-in profiling tools and writes them out to a .json file readable by the Google Chrome tracer or TraceCompass/SpaceCompass.<br />
NOTE: This will create fairly massive data sets (several hundred megabytes per minute of gameplay). The files will be written to the subdirectory "tracing" in the FreeSpace data folder; FreeSpace will not create that folder automatically, however.<br />
<br />
==Other==<br />
The following options are not available as checkboxes in the launcher. Many require parameters, which follow the flag separated by a space. The prototype for use in this case is "-option argument"<br />
<br />
===Lighting===<br />
These factors can dramatically alter the atmosphere of the game. [[Sample Lighting Settings|This page]] has some sample lighting settings with screenshots.<br />
<br />
====-ambient_factor====<br />
This must be entered into the "Custom flags" field. This is a multiplier applied to the intensity of ambient lighting. Ambient light is lighting applied to all parts of a ship. FS2's standard value is 120. Try 75 for a good and realistic looking value. However, that is relative.<br />
<br />
====-no_emissive_light====<br />
By default, all ships in FS2 have a light generated on their own, it is more or less similar to a minimal amount of -ambient_factor. This feature was implemented to help the player seeing the ships over a black background. This flag disables this feature. Use it with a low -ambient_factor value to obtain an ultra-realistic dark looking.<br />
<br />
====-spec_exp====<br />
*'''''This feature is now deprecated, it will have no effect on rendering.'''''<br />
This must be used with the -spec command line parameter and must be entered into the "Custom flags" field. Adjusts the size of the shiny spot on ships. Higher number mean smaller spots. Default is 16. However, 11 is recommended. This is a relative value.<br />
<br />
====-spec_point====<br />
This must be used with the -spec command line parameter and must be entered into the<br />
"Custom flags" field. Adjusts how much laser weapons contribute to specular highlights. Higher number mean greater contributions. Default is 1.0. However, 0.6 is recommended. This is a relative value.<br />
<br />
====-spec_static====<br />
This must be used with the -spec command line parameter and must be entered into the "Custom flags" field. Adjusts how much suns contribute to specular highlights. Higher numbers mean a greater contribution. Default is 1.0. However, is 0.8 recommended. This is a relative value.<br />
<br />
====-spec_tube====<br />
This must be used with the -spec command line parameter and must be entered into the "Custom flags" field. Adjusts how much Beam Weapons contribute to specular highlights. Higher numbers mean a greater contribution. Default is 1.0. However, 0.4 is recommended. This is a relative value.<br />
<br />
====-ogl_spec====<br />
*'''''This feature is now deprecated, it will have no effect on rendering.'''''<br />
Takes a numerical argument. This value changes the basic shininess of the specular light in OpenGL. A lower value reduces the overall intensity of the light making it broader and less powerful. A higher value makes it more focused and brighter. The default value is 80, and the usable range is 0 to 128 (clamped). The original default value was 60, but it was raised to behave more D3D like.<br />
<br />
<br />
===Graphics===<br />
====-bloom_intensity====<br />
Requires -post_processing ("Enable Post Processing") command.<br />
Default value is 75. Range is 0-200.<br />
<br />
====-clipdist====<br />
Changes the distance from the viewpoint for the near-clipping plane.<br />
<br />
Takes one argument decimal specifying the distance to the near-clipping plane.<br />
<br />
====-res====<br />
Allows you to specify a resolution if the desired one cannot be set in the Launcher. <br />
For example, -res 1920x1080 would run the game in 1920 x 1080 resolution. Since it requires an argument, it needs to be entered as a custom flag when using the Launcher. The "Run at specified resolution" option the Launcher gives is essentially this, but without being able to actually specify a resolution, it doesn't work.<br />
<br />
====-center_res====<br />
Specifies how much of the screen area should be utilized by menus, movies, the HUD, and various other 2D graphics. Intended for use with configurations with an extremely wide field of view, such as triple-monitor setups.<br />
<br />
By default, if the screen resolution's aspect ratio is wider than 7:2, most 2D elements utilize only the center 3/10 of the screen area. This setting allows users to override this behavior to make better use of the center monitor. (The reason for using 3/10 rather than 1/3 is that many triple-monitor setups use bezel correction, which reduces the fraction of the screen area that the center monitor displays.)<br />
<br />
For example, if the screen resolution is 6000x1080, then -center_res 1920x1080 will keep most 2D graphics in the center 1920x1080 area. This setting is automatically scaled to fit the screen resolution, so (assuming the resolution is still 6000x1080) -center_res 1280x720 is given, then that resolution is enlarged to 1920x1080.<br />
<br />
====-fxaa_preset====<br />
Requires both -post_processing and -fxaa. Can be used to adjust the FXAA quality and speed, 0 is fastest, 9 is highest quality. Default setting is 6.<br />
<br />
===Gameplay===<br />
====-start_mission====<br />
'''"Skip the mainhall in jump right into the specified mission"'''<br />
<br />
Jump into the mission specified by the filename. Only in effect on the first run. This will skip load of the mainhall and its other related things altogether.<br />
<br />
====-mod====<br />
Specifies in which folders inside FreeSpace 2 directory, the game looks for all the game data (models, missions, textures, tables, ...). Retail version only looks inside ''Freespace2/data/'' structure and ''Freespace2/vp archives''.<br />
<br />
This flag allows installing several different mods that modify retail behavior, and switching between them without needing to erase files or having undesired cross effects. Each mod should be installed in its own folder.<br />
<br />
It takes one argument string: the chain of names of the used directories. Comma (''',''') must be used as separator. In this way, '''-mod dir1,dir2,dir3,...,dirx''' causes the game to use the following directory precedence:<br />
<br />
#Freespace2/dir1/<br />
#Freespace2/dir2/<br />
#Freespace2/dir3/<br />
# ... (the rest of the typed directories) ...<br />
#Freespace2/dirx/<br />
#Freespace2/<br />
<br />
This flag can be indirectly set, (and it is normally set), through Launcher MOD tab and [[mod.ini]] file.<br />
<br />
Within the Launcher's MOD tab you can select one directory, (let's call it ''moddir''), so the flag is at least set to '''-mod moddir'''.<br />
If ''Freespace2/moddir/[[mod.ini]]'' exists it will be used to modify the -mod flag, too.<br />
<br />
For further details, see '''[[mod.ini]]'''<br />
<br />
'''Data precedence'''<br />
<br />
As already said, within the different directories, the data precedence is set by the specified order in the -mod flag. The lowest priority goes to the Freespace2 installation directory.<br />
<br />
Inside each directory, data precedence is the following:<br />
<br />
#Individual files located in ''Current_dir/data/'' subdir structure. See [[FS2_Data_Structure|FS2 Data Structure topic]] for deeper info about the different folders and contents this structure has.<br />
#Files located inside vp archives. (These vp archives are "similar" to zip archives. They just contain other files and folders. Moreover, files have to be stored using the same ''data/'' structure used outside it). <br>Vp archives are read in alphabetical order, so aaa.vp files have higher priority than aab.vp files and so on.<br />
<br />
The highest priority file overrides the rest of them. In this way, if you have a ''Mission.fs2'' inside ''Freespace2/Pri1/data/missions/'' it doesn't matter that this ''Mission.fs2'' is also inside ''Freespace2/Pri1/aaa.vp'', ''Freespace2/Pri1/aab.vp'', ... or ''Freespace2/data/missions/''. This data precedence allows the user to quickly replace old files by corrected or enhanced ones adding them in a higher priority place.<br />
<br />
<br />
'''Additional notes'''<br />
# As derived from the explanation, the exact names for directories or vp archives are actually irrelevant. It only matters the directory order inside -mod flag argument and the alphabetical order for vp archives inside each used directory.<br />
# This flag is also used by [[Portal:FRED|FRED]]. So if there is special mod info, (like backgrounds maps, ship models or whatever), it must be typed, (''Fred2_Open_r.exe -MOD whatever''), or FRED won't be able to use it. A special build of wxLauncher is able to configure FRED so that the -mod doesn't have to be done manually see [http://www.hard-light.net/forums/index.php?topic=67950.msg1387911#msg1387911 the forum post] for more details.<br />
{{Table3612|As of 3.6.12 FRED now loads cmdline_fso.cfg just like FS does so FRED will use the same settings as FS including the -mod settings}}<br />
# Be careful while typing the directory names in the flag argument or inside mod.ini files. The program doesn't check if the typed directories exist. If they do not exist, they are just ignored. No warnings, no errors, no messages at all.<br />
<br />
{{Warning| '''Priority and Texture Formats'''<br />
<br />
''Obsolete behavior - Until FS2_open v3.6.9.:''<br />
<br />
FS2_Open can use several file formats in textures: [http://en.wikipedia.org/wiki/PCX PCX], [http://en.wikipedia.org/wiki/DirectDraw_Surface DDS], [http://en.wikipedia.org/wiki/JPG JPG] and [http://en.wikipedia.org/wiki/TGA TGA]. Make sure you keep the format when you update your texture. For example if you update the old ''TextureOfMyFighter.tga'', do not save it as ''TextureOfMyFighter.dds'' in a higher priority place, because there is a chance of the game loading the old one despite of all.<br />
<br />
The reason to do this is that, loading process (including priorities) is applied firstly for a kind of textures (TGAs), then for another kind (JPGs), and so on. This behavior can lead to situation where your new, updated and higher priority placed texture is not read because the format of the older one.<br />
<br />
<br />
''New behavior - From FS2_open v3.6.10. (including previous beta testing releases):''<br />
<br />
The former issue has been fixed. Now texture format priority is only applied within the same location. In this ''strange'' situation it goes DDS -> TGA -> JPG -> PCX. Examples:<br />
* ''/Freespace2/MyVp.vp>>>data/maps/MyTexture.dds'' is loaded instead of ''/Freespace2/MyVp.vp>>>data/maps/MyTexture.tga''.<br />
* But your improved ''/Freespace2/data/maps/MyTexture.xxx'' will override them both despite of its format.<br />
In this way, when you update any texture, you don't have to pay attention to its original format. Just place it in a higher priority place.<br />
<br />
Nevertheless, global priority is kept between animated and static textures. Because of their management, animated textures (ANIs and EFFs) are looked for BEFORE static ones. In this way there's no way to update an animated texture with a static one (an obsolete ANI is always going to be loaded before the newer DDS version). The solution: use an updated EFF with just one frame.<br />
<br />
}}<br />
<br />
====-fov====<br />
This flag allows the player to specify the ''vertical'' Field of View (FoV) angle, in radians, for the player eyepoint. The angle is measured across the full height of the viewing cone. The FoV angle is technically known as the Angle of View (AoV)<br />
<br />
*Syntax: '''''float''''' Angle<br />
*Valid Values: 0 to 2*Pi radians<br />
*Default Value: 0.75 radians<br />
<br />
{{Note|For peculiar reasons, the actual FoV/AoV used by the game will be the supplied value multiplied by 1.39626348.}}<br />
<br />
<br />
The the FoV angle/AoV is what determines the relative zoom level of the main game camera. Smaller angles generally equal to higher zoom levels, while larger angles equal to lower zoom levels (down to the theoretical x0 magnification).<br />
<br />
<br />
However, too small of an angle will have a squashed look on the edges of your screen, and too high of an angle will greatly stretch edges. It is recommended to change the AoV, as FS2's default AoV has some perspective distortion at the screen edges (the default AoV is too high).<br />
<br />
<br />
A natural looking (as if you where physically in the cockpit) AoV depends on the distance the player's actual eyes are away from the screen: the further away from the screen, the smaller the AoV should be, and vice versa. "Ergonomic" distances generally yield a '''''diagonal''''' AoV of 0.523 radians (30 degrees), but you can easily find the natural AoV by the following formula:<br />
<br />
<br />
AoV (radians) = 2 * atan( H / ( 2*D ))<br />
<br />
where:<br />
<br />
Height of screen = H<br />
<br />
Distance between head/eye and the screen = D<br />
<br />
<br />
Generally, gamers like to increase the AoV in order to increase their peripheral vision on the screen, so as to gain a better situational awareness around their craft. An AoV of 0.39 radians seems to be a good start, but feel free to experiment and use whatever AoV you are most comfortable with.<br />
<br />
===Multiplayer===<br />
====-gamename====<br />
Specifies the name of the game to be created by the host. This only works when used in conjunction with -startgame. <br />
<br />
Takes one argument string, the name to be assigned to the game being created.<br />
<br />
This argument does nothing when used with -standalone. To set the name for a standalone server, see [[Multiplayer(Main)#Standalone Servers|Standalone Servers]].<br />
<br />
See related:&nbsp;&nbsp; [[Command-Line_Reference#-startgame|-startgame]]&nbsp;&nbsp; [[Multiplayer(Main)#Standalone Servers|Standalone Servers]]<br />
<br />
====-password====<br />
Specifies the password for a standalone server. This only works when used in conjunction with -startgame. Cannot be used in conjunction with -closed or -restricted.<br />
<br />
Takes one argument string, the required password for the game being created.<br />
<br />
See related: [[Command-Line_Reference#-startgame|-startgame]] [[Command-Line_Reference#-closed|-closed]] [[Command-Line_Reference#-restricted|-restricted]]<br />
<br />
====-allowabove====<br />
Specifies a player's minimum rank for joining a game. This only works when used in conjunction with -startgame.<br />
<br />
Takes one argument integer, the points ranking above which a player must be to enter the game.<br />
<br />
See related: [[Command-Line_Reference#-startgame|-startgame]]<br />
<br />
====-allowbelow====<br />
Specifies a player's maximum rank for joining a game on a standalone server. This only works when used in conjunction with -startgame.<br />
<br />
Takes one argument integer, the points ranking below which a player must be to enter the game.<br />
<br />
See related: [[Command-Line_Reference#-startgame|-startgame]]<br />
<br />
====-port====<br />
Specifies the port on which to host a game or serve a standalone game.<br />
<br />
Takes one argument integer, the port on which the host will listen for clients.<br />
<br />
====-connect====<br />
Automatically connect to multiplayer IP:PORT.<br />
<br />
Takes one string value, such as 192.168.0.1:<br />
<br />
====-timeout====<br />
Multiplayer network timeout (secs).<br />
<br />
Takes one integer argument, the timeout value in seconds. Default is 30.<br />
<br />
====-cap_object_update====<br />
Caps the maximum object update the server will respond to regardless of what the client has set. If the client is set to request high object updates but the server is capped to low, then that's all the client will get. <br />
<br />
Takes one argument integer (0 to 3) which corresponds to the object update cap (With 0 being low and 3 being LAN).<br />
<br />
===Help===<br />
====-help====<br />
Instructs FSO to print out all supported parameters. Some launchers can use these options to automatically populate the available command line options, even if the version of FSO is far newer than the launcher itself. NOTE: This option only works in Linux builds...<br />
<br />
====--help====<br />
See [[Command-Line_Reference#-help|-help]]<br />
<br />
====-h====<br />
See [[Command-Line_Reference#-help|-help]]<br />
<br />
====-?====<br />
See [[Command-Line_Reference#-help|-help]]<br />
<br />
===Deprecated Options===<br />
These options were present in the executable for some time, but have since been removed and deprecated. The engine will throw a non-fatal error when they are found in the commandline. Some of these functions have been removed entirely, others are now part of the standard operation of the engine.<br />
<br />
====-spec====<br />
<br />
====-env====<br />
<br />
====-glow====<br />
<br />
====-normal====<br />
<br />
====-height====<br />
<br />
====-missile_lighting====<br />
<br />
====-img2dds====<br />
<br />
====-snd_preload====<br />
<br />
====-nohtl====<br />
<br />
====-safeloading====<br />
<br />
====-timerbar====<br />
<br />
===Completely Removed Options===<br />
Using one of these is the same as using a random string.<br />
<br />
====-show_mem_usage====<br />
<br />
[[Category:Lists]]<br />
[[Category:Source Code Project]]</div>PIehttps://wiki.hard-light.net/index.php?title=TF_Kestrel&diff=58451TF Kestrel2018-09-04T10:35:35Z<p>PIe: /* Download link: */</p>
<hr />
<div>{{User-made Ships|''TF '''Kestrel'''''}}<br />
<br />
<br />
{{shipimage|image=[[Image:tfkestrel.jpg]]|caption=TF Kestrel}}<br />
<br />
==Description:==<br />
<br />
===TVWP Tech Room Description===<br />
The Kestrel has just recently become available to LR pilots following the successful seizure of its <br />
blueprints from the PRM eight months ago. Heavily armored and capable of carrying the deadliest weaponry, <br />
this ship excels in assault missions. Although it is slower and less maneuverable than the Mustang Alpha, <br />
the Kestrel more than makes up for it in sheer firepower.<br />
<br />
===Credits List===<br />
*Model by '''KillMeNow''' with texturing by '''Lightspeed'''<br />
<br />
==Performance:==<br />
===Statistics===<br />
{|<br />
|-<br />
| style="width:200px" | '''[[Technical_Terms_and_Definitions#Type|Type]]'''<br />
| style="width:200px" | Heavy Assault<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Manufacturer|Manufacturer]]'''<br />
| Unknown<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Maneuverablity|Maneuverability]]'''<br />
| Unknown<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Max Velocity|Max Velocity]]'''<br />
| 50.0 mps<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Max Afterburner Velocity|Max Afterburner Velocity]]'''<br />
| 70.0 mps<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Armor|Armor]]'''<br />
| Heavy<br />
|-<br />
| [[Technical_Terms_and_Definitions#Hitpoints|Hitpoints]]<br />
| 400<br />
|-<br />
| [[Technical_Terms_and_Definitions#Shields|Shields]]<br />
| N/A <br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Length|Length]]'''<br />
| 36 m<br />
|}<br />
<br />
===Armaments===<br />
<br />
{{shipimage|image=[[Image:ICF Kestrel from Dawn.png|400px]]|caption=ICF Kestrel from [[Dawn of Sol]] / FSOpen 3.6.14}}<br />
<br />
*'''[[Technical_Terms_and_Definitions#Gun Mounts|Gun Mounts]]'''<br />
{| border=1 cellpadding=4 style="border-collapse: collapse"<br />
|- align="center"<br />
| colspan=4 style="background:#351515;"| '''Default Statistics'''<br />
|- align="center"<br />
| style="width:40px" |Bank<br />
| style="width:60px" |Guns<br />
| style="width:40px" |Capacity<br />
| style="width:160px" |Standard Loadout<br />
|- align="center"<br />
| 1st<br />
| 2<br />
| 2.0<br />
| Halberd<br />
|- align="center"<br />
| 1st<br />
| 2<br />
| 1.0<br />
| P-16<br />
|- align="center"<br />
| colspan=4| Compatible Primaries<br />
|-<br />
| colspan=4| M-72, M-83, P-16, P-22, Nelson XD-5, Halberd, Thunderbolt, T-01 Trainer, T-07 Trainer, T-09 Trainer<br />
|}<br />
<br />
*'''[[Technical_Terms_and_Definitions#Missile Banks|Missile Banks]]'''<br />
{| border=1 cellpadding=4 style="border-collapse: collapse"<br />
|- align="center"<br />
| colspan=3 style="background:#351515;"| '''Default Statistics'''<br />
|- align="center"<br />
| style="width:40px" |Bank<br />
| style="width:60px" |Capacity<br />
| style="width:160px" |Standard Loadout<br />
|- align="center"<br />
| 1st<br />
| 40<br />
| Lance<br />
|- align="center"<br />
| 1st<br />
| 60<br />
| Ballista<br />
|- align="center"<br />
| colspan=3| Compatible Secondaries<br />
|-<br />
| colspan=3| Crossbow, Longbow, Lance, Ballista, Firestorm <br />
|}<br />
<br />
===Veteran Comments===<br />
{{comment|The heaviest of the TVWP fighters, with strong armor and large countermeasure stores. Pre-Great War missiles are easily decoyed, which makes the Kestrel nearly immune to guided secondary weapons. Whether you consider this or the [[TF Mustang Alpha|Mustang Alpha]] to be the best of the early TVWP fighters is a matter of preference. The former is better armored while the latter is more agile.}}<br />
<br />
==Download link:==<br />
*TVWP Demo: http://www.hard-light.net/forums/index.php/topic,51123.0.html<br />
*Dawn of Sol (Release 1 Full Package): http://www.freespacemods.net/download.php?view.607 <br />
** DoS ships with glowpoints: [https://sectorgame.com/fsfiles/download/dXBsb2Fkcy9Qcm9qZWN0cyUyMC0lMjBDYW1wYWlnbnMlMjAtJTIwVENzL0NhbXBhaWducy9TQ1AlMjBDYW1wYWlnbnMvRGF3biUyMG9mJTIwU29sJTIwJTI4R2xvd3BvaW50ZWQlMjBTaGlwcyUyOS5yYXI=/h/bac530b408cbb9ff1932bf57b762e063 FSFiles]</div>PIehttps://wiki.hard-light.net/index.php?title=TF_Kestrel&diff=58450TF Kestrel2018-09-04T10:35:11Z<p>PIe: /* Download link: */</p>
<hr />
<div>{{User-made Ships|''TF '''Kestrel'''''}}<br />
<br />
<br />
{{shipimage|image=[[Image:tfkestrel.jpg]]|caption=TF Kestrel}}<br />
<br />
==Description:==<br />
<br />
===TVWP Tech Room Description===<br />
The Kestrel has just recently become available to LR pilots following the successful seizure of its <br />
blueprints from the PRM eight months ago. Heavily armored and capable of carrying the deadliest weaponry, <br />
this ship excels in assault missions. Although it is slower and less maneuverable than the Mustang Alpha, <br />
the Kestrel more than makes up for it in sheer firepower.<br />
<br />
===Credits List===<br />
*Model by '''KillMeNow''' with texturing by '''Lightspeed'''<br />
<br />
==Performance:==<br />
===Statistics===<br />
{|<br />
|-<br />
| style="width:200px" | '''[[Technical_Terms_and_Definitions#Type|Type]]'''<br />
| style="width:200px" | Heavy Assault<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Manufacturer|Manufacturer]]'''<br />
| Unknown<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Maneuverablity|Maneuverability]]'''<br />
| Unknown<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Max Velocity|Max Velocity]]'''<br />
| 50.0 mps<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Max Afterburner Velocity|Max Afterburner Velocity]]'''<br />
| 70.0 mps<br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Armor|Armor]]'''<br />
| Heavy<br />
|-<br />
| [[Technical_Terms_and_Definitions#Hitpoints|Hitpoints]]<br />
| 400<br />
|-<br />
| [[Technical_Terms_and_Definitions#Shields|Shields]]<br />
| N/A <br />
|-<br />
| '''[[Technical_Terms_and_Definitions#Length|Length]]'''<br />
| 36 m<br />
|}<br />
<br />
===Armaments===<br />
<br />
{{shipimage|image=[[Image:ICF Kestrel from Dawn.png|400px]]|caption=ICF Kestrel from [[Dawn of Sol]] / FSOpen 3.6.14}}<br />
<br />
*'''[[Technical_Terms_and_Definitions#Gun Mounts|Gun Mounts]]'''<br />
{| border=1 cellpadding=4 style="border-collapse: collapse"<br />
|- align="center"<br />
| colspan=4 style="background:#351515;"| '''Default Statistics'''<br />
|- align="center"<br />
| style="width:40px" |Bank<br />
| style="width:60px" |Guns<br />
| style="width:40px" |Capacity<br />
| style="width:160px" |Standard Loadout<br />
|- align="center"<br />
| 1st<br />
| 2<br />
| 2.0<br />
| Halberd<br />
|- align="center"<br />
| 1st<br />
| 2<br />
| 1.0<br />
| P-16<br />
|- align="center"<br />
| colspan=4| Compatible Primaries<br />
|-<br />
| colspan=4| M-72, M-83, P-16, P-22, Nelson XD-5, Halberd, Thunderbolt, T-01 Trainer, T-07 Trainer, T-09 Trainer<br />
|}<br />
<br />
*'''[[Technical_Terms_and_Definitions#Missile Banks|Missile Banks]]'''<br />
{| border=1 cellpadding=4 style="border-collapse: collapse"<br />
|- align="center"<br />
| colspan=3 style="background:#351515;"| '''Default Statistics'''<br />
|- align="center"<br />
| style="width:40px" |Bank<br />
| style="width:60px" |Capacity<br />
| style="width:160px" |Standard Loadout<br />
|- align="center"<br />
| 1st<br />
| 40<br />
| Lance<br />
|- align="center"<br />
| 1st<br />
| 60<br />
| Ballista<br />
|- align="center"<br />
| colspan=3| Compatible Secondaries<br />
|-<br />
| colspan=3| Crossbow, Longbow, Lance, Ballista, Firestorm <br />
|}<br />
<br />
===Veteran Comments===<br />
{{comment|The heaviest of the TVWP fighters, with strong armor and large countermeasure stores. Pre-Great War missiles are easily decoyed, which makes the Kestrel nearly immune to guided secondary weapons. Whether you consider this or the [[TF Mustang Alpha|Mustang Alpha]] to be the best of the early TVWP fighters is a matter of preference. The former is better armored while the latter is more agile.}}<br />
<br />
==Download link:==<br />
*TVWP Demo: http://www.hard-light.net/forums/index.php/topic,51123.0.html<br />
*Dawn of Sol (Release 1 Full Package): http://www.freespacemods.net/download.php?view.607 <br />
** DoS ships with glowpoints: https://sectorgame.com/fsfiles/download/dXBsb2Fkcy9Qcm9qZWN0cyUyMC0lMjBDYW1wYWlnbnMlMjAtJTIwVENzL0NhbXBhaWducy9TQ1AlMjBDYW1wYWlnbnMvRGF3biUyMG9mJTIwU29sJTIwJTI4R2xvd3BvaW50ZWQlMjBTaGlwcyUyOS5yYXI=/h/bac530b408cbb9ff1932bf57b762e063</div>PIehttps://wiki.hard-light.net/index.php?title=Portal:Multiplayer&diff=58448Portal:Multiplayer2018-09-02T22:09:26Z<p>PIe: /* External Links */</p>
<hr />
<div>{| border=0 align=center cellpadding=4 cellspacing=0 width=95% style="margin: 0 0 1em 1em; background: #202020; border: 1px #AA2020 solid; border-collapse: collapse; font-size: 95%;"<br />
! style="color: white; height: 30px; background: #512020; 70%;"|'''The FreeSpace Multiplayer Portal'''<br />
|}<br />
<br />
{| border=0 align=right cellpadding=4 cellspacing=0 width=20% style="margin: 0 0 1em 1em; background: #302020; border: 1px #AA2020 solid; border-collapse: collapse; font-size: 95%;"<br />
! style="color: white; height: 30px; background: #512020; 70%;"|'''''Technical'''''<br />
|-<br />
! style="color: white; height: 30px; 70%;"|[[Multiplayer Getting Started Guide|Getting Started Guide]]<br />
|-<br />
! style="color: white; height: 30px; 70%;"|[[List of FS2NetD-Supported Mods]]<br />
|-<br />
! style="color: white; height: 30px; 70%;"|[[Troubleshooting#Multiplayer|Troubleshooting]]<br />
|-<br />
! style="color: white; height: 30px; 70%;"|[[Multiplayer FAQ]]<br />
|-<br />
! style="color: white; height: 30px; 70%;"|[[FS2_WebUI_Standalone|WebUI Standalone Servers]]<br />
|-<br />
! style="color: white; height: 30px; background: #512020; 70%;"|'''''Gameplay'''''<br />
|-<br />
! style="color: white; height: 30px; 70%;"|[[Multiplayer Medals and Awards|Medals & Awards]]<br />
|-<br />
! style="color: white; height: 30px; background: #512020; 70%;"|'''''Community'''''<br />
|-<br />
! style="color: white; height: 30px; 70%;"|[[:Category:Multiplayer Squadrons|Multiplayer Squadrons]]<br />
|-<br />
! style="color: white; height: 30px; 70%;"|[[Playing tips (multiplayer)|Playing Tips]]<br />
|-<br />
! style="color: white; height: 30px; 70%;"|[[Multiplayer code of conduct|Code of Conduct]]<br />
|-<br />
! style="color: white; height: 30px; 70%;"|[[Multiplayer lingo]]<br />
|-<br />
|}<br />
<br />
Welcome to the FreeSpace Multiplayer Portal. This section is dedicated to providing guides on how to set up, play, host, and enjoy multiplayer games, as well as useful information about the multiplayer community such as squadrons, codes of conduct, and the like.<br />
<br />
===FreeSpace Multiplayer===<br />
[[Image:Create_game_screen.JPG|left|300px|thumb|Create Game Screen]]<br />
Currently, the [[FreeSpace Open]] engine supports multiplayer games with up to 12 human participants as well as any number of AI players. Play can be both cooperative and head-to-head, and can consist of anything from single mission slugfests up to full-length cooperative campaigns.<br />
<br />
All games are currently hosted by one of their participants. The host chooses the mission (''see image to the left''), and has the power to kick players, set privileges, and the like.<br />
<br />
The retail release of FreeSpace 2 in 1999 included a standalone server option which was later broken by various changes made by the SCP. Recently, a lot of work has been done to correct this, and on current builds the standalone server '''will work''' when run with retail data. Work is still progressing on making it compatible with the new data formats introduced by the Source Code Project. <br />
<br />
===Connection Types===<br />
There are two several ways of playing online games using FSO. You can also play the game on LAN.:<br />
* The rebooted PXO.<br> This service is available through a special build that is currently (9/2/2018) compatible only with retail data. See [https://www.hard-light.net/forums/index.php?topic=94588.0 https://www.hard-light.net/forums/index.php?topic=94588.0] for setup instructions.<br />
*Connecting through [[FS2NetD]].<br>FS2NetD is a replacement for the original Parallax Online service that has now been terminated. It acts as a lobby for multiplayer games, tracking servers and facilitating connections without users needing to worry about each other's IP addresses, and also tracks stats for games that are played using validated data and missions. It does not actually host the games that are played, acting merely as a middle man. Unfortunately, though the game tracker is still up and running, the website does not allow new registrations.<br />
<br />
*Direct IP connection.<br />It is also possible to play IP games, but doing this requires all participants to manually enter the IP of the server that hosts the game.<br />
<br />
Details of setting up FSO to use either of these two options are explained in the getting started guide.<br />
<br />
*LAN<br />To play on LAN, you'll have to change a few settings. Go into your ../Freespace 2/data/multi.cfg file and remove everything (back up the old file somewhere). Then add the following line: +lan_update<br />
<br />
Now save the file. In the FS2 launcher, set the multiplayer connection to LAN and leave the Force IP and Force Port fields blank. You can enable "Allow in-game joining" in the Features/Experimental tab. Run Freespace 2.<br />
<br />
In FreeSpace 2, create a multiplayer pilot. Then go into Options and select the Multi tab. Enable TCP, and /Multidata. Disable PXO. Do not set any IPs. Apply the changes. Go back to lobby and click on Create Game and set up a new server. Make sure the firewall on your LAN is not blocking the connection to your LAN server.<br />
<br />
===MODs and Custom Missions===<br />
It is possible to use mods and play custom missions using FSO. Mods will need to be distributed to all participating players in advance, but missions will be automatically distributed if any participants are missing them.<br />
<br />
When playing on FS2NetD, note that while mods and custom missions are allowed, stats will not be saved for games that use them. ''Only'' games using validated missions and data are counted. For IP games (where stats are not saved anyway) there are no such considerations.<br />
<br />
===Validated Missions===<br />
A package containing all currently validated multiplayer missions for FreeSpace 2 is available from the downloads section below. A voice pack for those missions is also available. To use them, the best way is to place them in a separate directory and select that as a mod from the launcher.<br />
<br />
Do not place them in the [[mediaVP]]s directory if you intend to play for stats, as the current mediaVPs are not validated.<br />
==External Links==<br />
*[https://www.hard-light.net/forums/index.php/topic,63609.0.html Multiplayer FAQ & Getting started guide]<br />
*[http://fs2netd.game-warden.com/ FS2NetD Website - Player stats & Information about current games]<br />
*[https://www.hard-light.net/forums/index.php/board,135.0.html HLP Multiplayer Forum]<br />
<br />
==Downloads==<br />
*[http://www.fubar.org/FS2/multi.rar Complete mission and voice package for FS2]<br />
*[http://www.mediafire.com/file/ni84x2vrctjw64r/multi-mission-pack.7z Just the missions]<br />
__NOTOC__<br />
[[Category:Multiplayer]]</div>PIehttps://wiki.hard-light.net/index.php?title=Portal:Multiplayer&diff=58447Portal:Multiplayer2018-09-02T22:07:32Z<p>PIe: /* Downloads */</p>
<hr />
<div>{| border=0 align=center cellpadding=4 cellspacing=0 width=95% style="margin: 0 0 1em 1em; background: #202020; border: 1px #AA2020 solid; border-collapse: collapse; font-size: 95%;"<br />
! style="color: white; height: 30px; background: #512020; 70%;"|'''The FreeSpace Multiplayer Portal'''<br />
|}<br />
<br />
{| border=0 align=right cellpadding=4 cellspacing=0 width=20% style="margin: 0 0 1em 1em; background: #302020; border: 1px #AA2020 solid; border-collapse: collapse; font-size: 95%;"<br />
! style="color: white; height: 30px; background: #512020; 70%;"|'''''Technical'''''<br />
|-<br />
! style="color: white; height: 30px; 70%;"|[[Multiplayer Getting Started Guide|Getting Started Guide]]<br />
|-<br />
! style="color: white; height: 30px; 70%;"|[[List of FS2NetD-Supported Mods]]<br />
|-<br />
! style="color: white; height: 30px; 70%;"|[[Troubleshooting#Multiplayer|Troubleshooting]]<br />
|-<br />
! style="color: white; height: 30px; 70%;"|[[Multiplayer FAQ]]<br />
|-<br />
! style="color: white; height: 30px; 70%;"|[[FS2_WebUI_Standalone|WebUI Standalone Servers]]<br />
|-<br />
! style="color: white; height: 30px; background: #512020; 70%;"|'''''Gameplay'''''<br />
|-<br />
! style="color: white; height: 30px; 70%;"|[[Multiplayer Medals and Awards|Medals & Awards]]<br />
|-<br />
! style="color: white; height: 30px; background: #512020; 70%;"|'''''Community'''''<br />
|-<br />
! style="color: white; height: 30px; 70%;"|[[:Category:Multiplayer Squadrons|Multiplayer Squadrons]]<br />
|-<br />
! style="color: white; height: 30px; 70%;"|[[Playing tips (multiplayer)|Playing Tips]]<br />
|-<br />
! style="color: white; height: 30px; 70%;"|[[Multiplayer code of conduct|Code of Conduct]]<br />
|-<br />
! style="color: white; height: 30px; 70%;"|[[Multiplayer lingo]]<br />
|-<br />
|}<br />
<br />
Welcome to the FreeSpace Multiplayer Portal. This section is dedicated to providing guides on how to set up, play, host, and enjoy multiplayer games, as well as useful information about the multiplayer community such as squadrons, codes of conduct, and the like.<br />
<br />
===FreeSpace Multiplayer===<br />
[[Image:Create_game_screen.JPG|left|300px|thumb|Create Game Screen]]<br />
Currently, the [[FreeSpace Open]] engine supports multiplayer games with up to 12 human participants as well as any number of AI players. Play can be both cooperative and head-to-head, and can consist of anything from single mission slugfests up to full-length cooperative campaigns.<br />
<br />
All games are currently hosted by one of their participants. The host chooses the mission (''see image to the left''), and has the power to kick players, set privileges, and the like.<br />
<br />
The retail release of FreeSpace 2 in 1999 included a standalone server option which was later broken by various changes made by the SCP. Recently, a lot of work has been done to correct this, and on current builds the standalone server '''will work''' when run with retail data. Work is still progressing on making it compatible with the new data formats introduced by the Source Code Project. <br />
<br />
===Connection Types===<br />
There are two several ways of playing online games using FSO. You can also play the game on LAN.:<br />
* The rebooted PXO.<br> This service is available through a special build that is currently (9/2/2018) compatible only with retail data. See [https://www.hard-light.net/forums/index.php?topic=94588.0 https://www.hard-light.net/forums/index.php?topic=94588.0] for setup instructions.<br />
*Connecting through [[FS2NetD]].<br>FS2NetD is a replacement for the original Parallax Online service that has now been terminated. It acts as a lobby for multiplayer games, tracking servers and facilitating connections without users needing to worry about each other's IP addresses, and also tracks stats for games that are played using validated data and missions. It does not actually host the games that are played, acting merely as a middle man. Unfortunately, though the game tracker is still up and running, the website does not allow new registrations.<br />
<br />
*Direct IP connection.<br />It is also possible to play IP games, but doing this requires all participants to manually enter the IP of the server that hosts the game.<br />
<br />
Details of setting up FSO to use either of these two options are explained in the getting started guide.<br />
<br />
*LAN<br />To play on LAN, you'll have to change a few settings. Go into your ../Freespace 2/data/multi.cfg file and remove everything (back up the old file somewhere). Then add the following line: +lan_update<br />
<br />
Now save the file. In the FS2 launcher, set the multiplayer connection to LAN and leave the Force IP and Force Port fields blank. You can enable "Allow in-game joining" in the Features/Experimental tab. Run Freespace 2.<br />
<br />
In FreeSpace 2, create a multiplayer pilot. Then go into Options and select the Multi tab. Enable TCP, and /Multidata. Disable PXO. Do not set any IPs. Apply the changes. Go back to lobby and click on Create Game and set up a new server. Make sure the firewall on your LAN is not blocking the connection to your LAN server.<br />
<br />
===MODs and Custom Missions===<br />
It is possible to use mods and play custom missions using FSO. Mods will need to be distributed to all participating players in advance, but missions will be automatically distributed if any participants are missing them.<br />
<br />
When playing on FS2NetD, note that while mods and custom missions are allowed, stats will not be saved for games that use them. ''Only'' games using validated missions and data are counted. For IP games (where stats are not saved anyway) there are no such considerations.<br />
<br />
===Validated Missions===<br />
A package containing all currently validated multiplayer missions for FreeSpace 2 is available from the downloads section below. A voice pack for those missions is also available. To use them, the best way is to place them in a separate directory and select that as a mod from the launcher.<br />
<br />
Do not place them in the [[mediaVP]]s directory if you intend to play for stats, as the current mediaVPs are not validated.<br />
==External Links==<br />
*[http://www.game-warden.com/forum/showthread.php?t=267 GameWarden Multiplayer FAQ & Getting started guide]<br />
*[http://fs2netd.game-warden.com/ FS2NetD Website - Player stats & Information about current games]<br />
*[http://www.hard-light.net/forums/index.php/board,135.0.html HLP Multiplayer Forum]<br />
==Downloads==<br />
*[http://www.fubar.org/FS2/multi.rar Complete mission and voice package for FS2]<br />
*[http://www.mediafire.com/file/ni84x2vrctjw64r/multi-mission-pack.7z Just the missions]<br />
__NOTOC__<br />
[[Category:Multiplayer]]</div>PIehttps://wiki.hard-light.net/index.php?title=Portal:Multiplayer&diff=58446Portal:Multiplayer2018-09-02T22:06:09Z<p>PIe: /* Connection Types */</p>
<hr />
<div>{| border=0 align=center cellpadding=4 cellspacing=0 width=95% style="margin: 0 0 1em 1em; background: #202020; border: 1px #AA2020 solid; border-collapse: collapse; font-size: 95%;"<br />
! style="color: white; height: 30px; background: #512020; 70%;"|'''The FreeSpace Multiplayer Portal'''<br />
|}<br />
<br />
{| border=0 align=right cellpadding=4 cellspacing=0 width=20% style="margin: 0 0 1em 1em; background: #302020; border: 1px #AA2020 solid; border-collapse: collapse; font-size: 95%;"<br />
! style="color: white; height: 30px; background: #512020; 70%;"|'''''Technical'''''<br />
|-<br />
! style="color: white; height: 30px; 70%;"|[[Multiplayer Getting Started Guide|Getting Started Guide]]<br />
|-<br />
! style="color: white; height: 30px; 70%;"|[[List of FS2NetD-Supported Mods]]<br />
|-<br />
! style="color: white; height: 30px; 70%;"|[[Troubleshooting#Multiplayer|Troubleshooting]]<br />
|-<br />
! style="color: white; height: 30px; 70%;"|[[Multiplayer FAQ]]<br />
|-<br />
! style="color: white; height: 30px; 70%;"|[[FS2_WebUI_Standalone|WebUI Standalone Servers]]<br />
|-<br />
! style="color: white; height: 30px; background: #512020; 70%;"|'''''Gameplay'''''<br />
|-<br />
! style="color: white; height: 30px; 70%;"|[[Multiplayer Medals and Awards|Medals & Awards]]<br />
|-<br />
! style="color: white; height: 30px; background: #512020; 70%;"|'''''Community'''''<br />
|-<br />
! style="color: white; height: 30px; 70%;"|[[:Category:Multiplayer Squadrons|Multiplayer Squadrons]]<br />
|-<br />
! style="color: white; height: 30px; 70%;"|[[Playing tips (multiplayer)|Playing Tips]]<br />
|-<br />
! style="color: white; height: 30px; 70%;"|[[Multiplayer code of conduct|Code of Conduct]]<br />
|-<br />
! style="color: white; height: 30px; 70%;"|[[Multiplayer lingo]]<br />
|-<br />
|}<br />
<br />
Welcome to the FreeSpace Multiplayer Portal. This section is dedicated to providing guides on how to set up, play, host, and enjoy multiplayer games, as well as useful information about the multiplayer community such as squadrons, codes of conduct, and the like.<br />
<br />
===FreeSpace Multiplayer===<br />
[[Image:Create_game_screen.JPG|left|300px|thumb|Create Game Screen]]<br />
Currently, the [[FreeSpace Open]] engine supports multiplayer games with up to 12 human participants as well as any number of AI players. Play can be both cooperative and head-to-head, and can consist of anything from single mission slugfests up to full-length cooperative campaigns.<br />
<br />
All games are currently hosted by one of their participants. The host chooses the mission (''see image to the left''), and has the power to kick players, set privileges, and the like.<br />
<br />
The retail release of FreeSpace 2 in 1999 included a standalone server option which was later broken by various changes made by the SCP. Recently, a lot of work has been done to correct this, and on current builds the standalone server '''will work''' when run with retail data. Work is still progressing on making it compatible with the new data formats introduced by the Source Code Project. <br />
<br />
===Connection Types===<br />
There are two several ways of playing online games using FSO. You can also play the game on LAN.:<br />
* The rebooted PXO.<br> This service is available through a special build that is currently (9/2/2018) compatible only with retail data. See [https://www.hard-light.net/forums/index.php?topic=94588.0 https://www.hard-light.net/forums/index.php?topic=94588.0] for setup instructions.<br />
*Connecting through [[FS2NetD]].<br>FS2NetD is a replacement for the original Parallax Online service that has now been terminated. It acts as a lobby for multiplayer games, tracking servers and facilitating connections without users needing to worry about each other's IP addresses, and also tracks stats for games that are played using validated data and missions. It does not actually host the games that are played, acting merely as a middle man. Unfortunately, though the game tracker is still up and running, the website does not allow new registrations.<br />
<br />
*Direct IP connection.<br />It is also possible to play IP games, but doing this requires all participants to manually enter the IP of the server that hosts the game.<br />
<br />
Details of setting up FSO to use either of these two options are explained in the getting started guide.<br />
<br />
*LAN<br />To play on LAN, you'll have to change a few settings. Go into your ../Freespace 2/data/multi.cfg file and remove everything (back up the old file somewhere). Then add the following line: +lan_update<br />
<br />
Now save the file. In the FS2 launcher, set the multiplayer connection to LAN and leave the Force IP and Force Port fields blank. You can enable "Allow in-game joining" in the Features/Experimental tab. Run Freespace 2.<br />
<br />
In FreeSpace 2, create a multiplayer pilot. Then go into Options and select the Multi tab. Enable TCP, and /Multidata. Disable PXO. Do not set any IPs. Apply the changes. Go back to lobby and click on Create Game and set up a new server. Make sure the firewall on your LAN is not blocking the connection to your LAN server.<br />
<br />
===MODs and Custom Missions===<br />
It is possible to use mods and play custom missions using FSO. Mods will need to be distributed to all participating players in advance, but missions will be automatically distributed if any participants are missing them.<br />
<br />
When playing on FS2NetD, note that while mods and custom missions are allowed, stats will not be saved for games that use them. ''Only'' games using validated missions and data are counted. For IP games (where stats are not saved anyway) there are no such considerations.<br />
<br />
===Validated Missions===<br />
A package containing all currently validated multiplayer missions for FreeSpace 2 is available from the downloads section below. A voice pack for those missions is also available. To use them, the best way is to place them in a separate directory and select that as a mod from the launcher.<br />
<br />
Do not place them in the [[mediaVP]]s directory if you intend to play for stats, as the current mediaVPs are not validated.<br />
==External Links==<br />
*[http://www.game-warden.com/forum/showthread.php?t=267 GameWarden Multiplayer FAQ & Getting started guide]<br />
*[http://fs2netd.game-warden.com/ FS2NetD Website - Player stats & Information about current games]<br />
*[http://www.hard-light.net/forums/index.php/board,135.0.html HLP Multiplayer Forum]<br />
==Downloads==<br />
*[http://www.fszmirror.com/files/multi-mission-pack.vp Validated missions package for FreeSpace 2]<br />
*[http://www.fszmirror.com/files/multi-voice-pack.vp Voice package for the validated missions]<br />
__NOTOC__<br />
[[Category:Multiplayer]]</div>PIehttps://wiki.hard-light.net/index.php?title=FS2_Status_Page&diff=58445FS2 Status Page2018-09-02T21:44:48Z<p>PIe: </p>
<hr />
<div>{| style="background-color: #000;" border="0"<br />
|colspan="3" align="left"|<br />
<br />
==Latest Recommended Release==<br />
|-<br />
|[https://www.hard-light.net/forums/index.php?topic=93812.0 3.8.0 '''Final''']<br />
|align="center" style="color: limegreen;"|GOOD<br />
|Release Date: 22 Auguest 2017<br />
|-<br />
|[https://www.hard-light.net/forums/index.php?topic=94988.0 '''MediaVPs''' 3.8]<br />
|align="center" style="color: limegreen;"|GOOD<br />
|Release Date: 12 August 2018<br />
|-<br />
|[http://scp.indiegames.us/builds/oalinst.zip '''OpenAL''']<br />
|align="center" style="color: limegreen;"|GOOD<br />
|-<br />
|[http://kcat.strangesoft.net/openal.html#download '''OpenALSoft''']<br />
|align="center" style="color: limegreen;"|GOOD<br />
|-<br />
|colspan="3" align="left"|<br />
<br />
==Latest Official Release==<br />
|-<br />
|[https://www.hard-light.net/forums/index.php?topic=93812.0 3.8.0 '''Final''']<br />
|align="center" style="color: limegreen;"|GOOD<br />
|Release Date: 22 Auguest 2017<br />
|-<br />
|[https://github.com/scp-fs2open/wxLauncher/releases '''wxLauncher''' 0.12.0]<br />
|align="center" style="color: limegreen;"|GOOD<br />
|Supports 3.8.0 final and all nightly builds (Cross-platform)<br />
|-<br />
|[https://www.hard-light.net/forums/index.php?topic=94988.0 '''MediaVPs''' 3.8]<br />
|align="center" style="color: limegreen;"|GOOD<br />
|Release Date: 12 August 2018<br />
|-<br />
|colspan="3" align="left"|<br />
<br />
==Multiplayer==<br />
|-<br />
|valign="top"|[http://www.game-warden.com/fs2open_pxo.cfg '''Multiplayer config file''']<br />
|align="center" valign="top" style="color: limegreen;"|GOOD<br />
|Tip: Save this file as <b>data\fs2open_pxo.cfg</b> AND <b><i>mediavps</i>\data\fs2open_pxo.cfg</b><br />
If you are not able to connect to FS2NetD in-game when it is known to be online, [http://www.hard-light.net/forums/index.php/topic,41508.msg849031.html#msg849031 see this post].<br />
|-<br />
|[http://fs2netd.game-warden.com/ '''FS2NetD''' web site]<br />
|align="center"|[http://www.hard-light.net/forums/index.php/topic,42138.msg859904.html#msg859904 Server Status Check]<br />
|&larr; Click any of the "Server Status Check" links to see the status of several FS2 servers<br />
<br />
|-<br />
|colspan="3" align="left"|<br />
<br />
==Community==<br />
|-<br />
|[http://www.game-warden.com/ '''game-warden.com''']<br />
|align="center"|[http://www.hard-light.net/forums/index.php/topic,42138.msg859904.html#msg859904 Server Status Check]<br />
|-<br />
|[https://dev.tproxy.de/fs2/mirrors/ Installer Mirrors]<br />
|align="center" style="color: limegreen;"|GOOD<br />
|&larr; Status check of all mod mirrors currently configured in the installer<br />
|<br />
|}<br />
<br />
[[Category:The games]]<br />
[[Category:Source Code Project]]</div>PIehttps://wiki.hard-light.net/index.php?title=Guide_to_FS_Open_and_git&diff=58444Guide to FS Open and git2018-09-02T21:38:47Z<p>PIe: /* Getting the source: Tortoise Git */</p>
<hr />
<div>== Getting the source: Tortoise Git ==<br />
<br />
(based on a previous revision of [[Getting_the_FreeSpace2:_SCP_Source_Code]])<br />
<br />
{{note|this is intended for people who want to get the code and compile executables. If you want to write code & submit patches, see the [[Guide_to_FS_Open_and_git#Simple_Development:_Tortoise_Git | next section]] }}<br />
<br />
* Download and install [https://gitforwindows.org/ Git For Windows] (this is a dependency for TortoiseGit)<br />
* Download and install [https://tortoisegit.org/ TortoiseGit] (you probably need to reboot after installing)<br />
<br />
{{gitdocostep | image=[[File:Git-clone-1a.png]] | text=<br />
* Make a new folder on your HDD where you'd like to install the code. <br />
** You'll need a fair bit of space for the code + the intermediate files when building it.<br />
* Press right mouse and choose Git Clone from the list.<br />
| cmdlinetxt=N/A; see next step<br />
}}<br />
<br />
{{gitdocostep | image=[[File:Git-clone-2a.png]] | text=<br />
* A new window will open up. Cut and paste the URL of the FSO Github repository into the URL of repository box <br />
** (https://github.com/scp-fs2open/fs2open.github.com.git)<br />
* Press OK to begin downloading from the repository (this may take a few minutes, depending on the speed of your internet connection)<br />
| cmdlinetxt=git clone https://github.com/scp-fs2open/fs2open.github.com.git<br />
}}<br />
<div style="clear: both"></div><br />
<br />
== Simple Development: Tortoise Git ==<br />
<br />
{{Note | The guide assumes that you will be developing using a github fork (which is recommended for everyone, SCP members and non-members alike) }}<br />
<br />
{{gitdocostep | image=[[File:Github-forka.png|900px]] | text=<br />
* Go to the [https://github.com github webpage] and create an account<br />
* Go to the [https://github.com/scp-fs2open/fs2open.github.com FSO repository on github] and click on Fork<br />
|cmdlinetxt=N/A<br />
}}<br />
<br />
{{gitdocostep | image=[[File:Github-fork-2.png|900px]] | text=<br />
* Record the URL for your newly forked copy of the FSO repository<br />
|cmdlinetxt=N/A<br />
}}<br />
<br />
{{gitdocostep | image=[[File:Git-branch-1a.png]] | text=<br />
* Install the software and get the code per the [[Guide to FS Open and git#Getting the source: Tortoise Git|guide above]]<br />
** Note: you need to use the URL for '''your forked repository''', not the main FSO repository listed above<br />
* Right click on the repository directory and select TortoiseGit -> Create Branch<br />
** Note: all development should be done in a new branch, instead of being done in the "master" branch. It's just simpler<br />
|cmdlinetxt=git clone https://YOUR/FORKS/URL<br />
}}<br />
<br />
{{gitdocostep | image=[[File:Git-branch-2a.png]] | text=<br />
* In the new window, enter the name for the new branch, verify that the branch is based on HEAD (master) and check the "Switch to new branch" box<br />
|cmdlinetxt=git checkout -b BRANCH_NAME master<br />
}}<br />
<br />
{{gitdocostep | image=[[File:Git-commit-1a.png]] | text=<br />
* Write some code with your Editor of Choice<br />
* Test your new code<br />
* When you're happy with the code, right click on the repository directory and select TortoiseGit -> Diff<br />
|cmdlinetxt=git diff<br />
}}<br />
<br />
{{gitdocostep | image=[[File:Git-commit-2a.png]] | text=<br />
* Review your changes by double-clicking on all the files listed in the new window (ensure no unwanted changes have snuck in!).<br />
|cmdlinetxt=N/A<br />
}}<br />
<br />
{{gitdocostep | image=[[File:Git-commit-3.png|900px]] | text=<br />
* This is how the diff will be displayed (using TortoiseGitMerge, which is also used to resolve conflicts)<br />
|cmdlinetxt=N/A<br />
}}<br />
<br />
<br />
{{gitdocostep | image=[[File:Git-commit-4a.png]] | text=<br />
* When your review is complete, press "Commit" (in the same window that you double clicked on all the changed files)<br />
* In the new window, add a commit message and press OK<br />
|cmdlinetxt=git commit -a<br />
}}<br />
<br />
{{gitdocostep | image=[[File:Git-commit-5a.png]] | text=<br />
* When the commit is complete, press the "push" button to send your commit(s) to your github repository<br />
|cmdlinetxt=git push origin BRANCH_NAME<br />
}}<br />
<br />
{{gitdocostep | image=[[File:Git-commit-6a.png]] | text=<br />
* Select your local branch name from the drop down list and ensure your Destination -> Remote: is "origin"<br />
* If you want to, you can give the public remote branch a different name to your local branch (this can be useful when rebasing a branch already published to your public repository)<br />
* Finally, press OK<br />
|cmdlinetxt=N/A<br />
}}<br />
<br />
{{gitdocostep | image=[[File:Git-commit-7a.png|900px]] | text=<br />
* Go to your Github Repository webpage and select the branch you just pushed<br />
|cmdlinetxt=N/A<br />
}}<br />
<br />
{{gitdocostep | image=[[File:Git-commit-8a.png|900px]] | text=<br />
* When you have the correct branch selected, click on the "Pull/Review/Compare" button<br />
|cmdlinetxt=N/A<br />
}}<br />
<br />
{{gitdocostep | image=[[File:Git-commit-8a.png|900px]] | text=<br />
* Now click on "Create Pull Request"<br />
|cmdlinetxt=N/A<br />
}}<br />
<br />
* Note: The previous three steps can be done as a single step if you have recently pushed a branch by selecting the "Compare and Pull Request" button<br />
<br />
{{gitdocostep | image=[[File:Git-commit-10.png|900px]] | text=<br />
* Add comments to the pull request if you wish, then click "Send Pull Request"<br />
|cmdlinetxt=N/A<br />
}}<br />
<br />
* That's it! Now wait for the pull request to be reviewed and committed to primary FSO master branch<br />
<br />
<div style="clear: both"></div><br />
<br />
== Syncing: Tortoise Git ==<br />
<br />
=== Pushing ===<br />
<br />
This section will go over synchronizing your local git repo with a remote<br />
<br />
<br />
{{gitdocostep | image=[[File:Git-sync-push-1a.png]] | text=<br />
Once you've committed to your local git repo and verified its integrity (a simple build-check will suffice), you should update the remote repo through the "Push" process.<br />
<br />
*Right click on the repository directory and select "Push..."<br />
}}<br />
<br />
{{gitdocostep | image=[[File:Git-sync-push-2a.png]] | text=<br />
The Push dialog is displayed. From here, you can push one or more branches from one repo to another, local and remote alike. The "Ref" control group will be the repo that will be pushed onto the repo specified in the "Destination" control group. If you are managing multiple remotes, you may also push one remote to another.<br />
<br />
For now, we'll focus on just pushing our local repo onto the remote.<br />
<br />
*Select the branch from the local repo in the "Ref" control group<br />
*Select the branch from the remote repo you wish to push to in the "Destination" control group.<br />
*Click OK to start the push<br />
<br />
If a conflict between the remote repo and your local repo arises, git will halt the push. Otherwise it should complete as shown below.<br />
}}<br />
<div style="clear: both"></div><br />
<br />
=== Pulling ===<br />
<br />
This section will go over pulling commits from an "upstream" remote (assuming that you're developing in a github forked repo and you want to get new commits from the "official" repo)<br />
<br />
{{gitdocostep | image=[[File:Git-sync-1.png]] | text=<br />
If you don't already have it, add the official repo as a remote called "upstream"<br />
* Right click on your local repo dir<br />
* Select TortoiseGit -> Settings<br />
* Select Git -> Remote<br />
* In the Remote field, enter "upstream"<br />
* In the URL field, enter the URL of the official repo<br />
* Set the Tags drop-down box to "None"<br />
* Click "Add New/Save"<br />
}}<br />
<br />
{{gitdocostep | image=[[File:Git-addremote-3.png]] | text=<br />
* You should be prompted if you want to "...fetch remote branches...", select "Yes" <br />
}}<br />
<br />
{{gitdocostep | image=[[File:Git-sync-2.png]] | text=<br />
The defaults in the next screen are fine, click OK to "fetch" all the "upstream" commits<br />
}}<br />
<br />
{{gitdocostep | image=[[File:Git-sync-3.png]] | text=<br />
Now we "pull" the commits from the upstream master into our own master<br />
* Switch to your local repo master branch (optional really, you can set this in the next step)<br />
* Right click on the local repo directory and select "Git Sync"<br />
* Click on the chooser next to the remote branch dropdown<br />
}}<br />
<br />
{{gitdocostep | image=[[File:Git-sync-4.png]] | text=<br />
* Select the upstream remote repo in the left hand window<br />
* Select the master remote branch in the right hand window<br />
* Click OK<br />
}}<br />
<br />
{{gitdocostep | image=[[File:Git-sync-5.png]] | text=<br />
We're back to the previous window. Note how the remote repo and remote branch dropdowns are set to upstream/master<br />
* Click on Pull to import commits<br />
* Wait until the process completes... and that is it<br />
* As always you can use "Show Log" to review the new commits<br />
}}<br />
<div style="clear: both"></div><br />
<br />
<br />
=== Resolving Conflicts ===<br />
<br />
This is a simple example of how to resolve a conflict that occurs when you try to push changes to a public repo. This example specifically used:<br />
* A github "personal" repo cloned from another "master" repo<br />
* A branch with conflicting changes; one computer committed changes to a file, while the 2nd computer (running TGit) committed changes to the same lines in that file.<br />
* And yes, the changes are silly<br />
<br />
{{gitdocostep | image=[[File:Git-push-conflict-1.png]] | text=<br />
Here's the commit from the other computer.<br />
}}<br />
<br />
{{gitdocostep | image=[[File:Git-push-conflict-2.png]] | text=<br />
Here's the commit in your local repo that you're about to push to the same branch.<br />
}}<br />
<br />
{{gitdocostep | image=[[File:Git-push-conflict-3.png]] | text=<br />
* Right click and select "push", accept all the defaults<br />
}}<br />
<br />
{{gitdocostep | image=[[File:Git-push-conflict-4.png]] | text=<br />
As expected that didn't work...<br />
}}<br />
<br />
{{gitdocostep | image=[[File:Git-push-conflict-5.png]] | text=<br />
As suggested, try a pull with the default options.<br />
}}<br />
<br />
{{gitdocostep | image=[[File:Git-push-conflict-6.png]] | text=<br />
As expected we have merge conflicts. <br />
}}<br />
<br />
{{gitdocostep | image=[[File:Git-push-conflict-7.png]] | text=<br />
At this "yes / no" prompt either options can be picked, it'll be a bit quicker to pick "yes" if you want to resolve the conflict now.<br />
}}<br />
<br />
{{gitdocostep | image=[[File:Git-push-conflict-8.png]] | text=<br />
If you didn't pick yes in the previous step, you can get this window by select "Diff" from the TGit menu<br />
* Start TGitMerge by doubling clicking on a file that has the status of "conflict" (only one file in this example)<br />
}}<br />
<br />
{{gitdocostep | image=[[File:Git-push-conflict-9.png]] | text=<br />
"Resolve the conflict" (often simpler said than done). Some tips are available [[Guide_to_FS_Open_and_git#TortoiseGitMerge_Tips | here]].<br />
}}<br />
<br />
<br />
{{gitdocostep | image=[[File:Git-push-conflict-10.png]] | text=<br />
Since this is a trivial example, I've used an equally trivial resolution of taking one line from remote repo and one from the local repo.<br />
* When you're finished, click on the save button<br />
}}<br />
<br />
{{gitdocostep | image=[[File:Git-push-conflict-11.png]] | text=<br />
A prompt should appear asking if you want to mark the conflict as resolved. <br />
* If you're happy with the resolution, select yes<br />
* If you've messed something up and want to start over, select no<br />
}}<br />
<br />
{{gitdocostep | image=[[File:Git-push-conflict-12.png]] | text=<br />
Note that the Diff window hasn't updated, it still says the file has a conflict :/ If you double click on the file however, nothing will happen.<br />
* Since the conflict is resolved and there was only one file with a conflict, close the Diff window.<br />
}}<br />
<br />
{{gitdocostep | image=[[File:Git-push-conflict-13.png]] | text=<br />
Commit your changes<br />
* Right click and select "Commit -> {Branch Name}"<br />
** As an alternative, you could probably have clicked commit in the Diff window (previous step)<br />
* The default commit message is fine in this case, so just click OK<br />
}}<br />
<br />
{{gitdocostep | image=[[File:Git-push-conflict-14.png]] | text=<br />
The commit was successful.<br />
}}<br />
<br />
{{gitdocostep | image=[[File:Git-push-conflict-15.png]] | text=<br />
Now back to what was originally wanted - push the changes to the remote repo<br />
* Enter your username & password when prompted<br />
}}<br />
<br />
{{gitdocostep | image=[[File:Git-push-conflict-16.png]] | text=<br />
Success!<br />
}}<br />
<br />
<div style="clear: both"></div><br />
<br />
=== Sync changes with upstream ===<br />
<br />
This section will go over synchronizing your local git development branch with the changes made to the official master branch.<br />
<br />
Option 1; Rebase (grudgingly *recommended* since most of the SCP seem to prefer this approach)<br />
NOTE: This will change all your commit IDs/hashes; you *should ensure* that no one else has used your existing commits before you rebase. What's that? You pushed commits to a public repo? Then:<br />
* you can't ensure that so you're going to make life miserable for anyone that has used your old commits.<br />
* to push again to a public repo you're going to need to use the --force option; *NEVER EVER EVER* use --force on a master branch, you will delete, possibly permanently, someone else's commits (they surely aren't coming back with the same commit IDs... which means _everyone_ probably needs to nuke their fork and start again)<br />
<br />
{{gitdocostep | image=none | text=<br />
Fetch the changes in the official/upstream master branch<br />
|cmdlinetxt=git fetch upstream master<br />
}}<br />
<br />
{{gitdocostep | image=none | text=<br />
Merge those changes with your local master (possibly optional)<br />
|cmdlinetxt=git checkout master; git merge upstream/master --ff-only<br />
}}<br />
<br />
{{gitdocostep | image=none | text=<br />
Rebase the changes onto your local branch directly from master<br />
|cmdlinetxt=git checkout YOUR_BRANCH; git rebase upstream/master<br />
}}<br />
<br />
{{gitdocostep | image=none | text=<br />
Resolve any conflicts (see the relevant section)<br />
|cmdlinetxt=(see the relevant section)<br />
}}<br />
<br />
Option 2; Merge<br />
NOTE: This will add extra "merge commits" to your history, and when you create a PR those extra commits will probably end up in the main master branch. Some consider this to be ugly.<br />
<br />
{{gitdocostep | image=none | text=<br />
Fetch the changes in the official/upstream master branch<br />
|cmdlinetxt=git fetch upstream master<br />
}}<br />
<br />
{{gitdocostep | image=none | text=<br />
Merge those changes with your local master (possibly optional)<br />
|cmdlinetxt=git checkout master; git merge upstream/master --ff-only<br />
}}<br />
<br />
{{gitdocostep | image=none | text=<br />
Merge the local master with your branch<br />
|cmdlinetxt=git checkout YOUR_BRANCH; git merge master<br />
}}<br />
<br />
{{gitdocostep | image=none | text=<br />
Resolve any conflicts (see the relevant section)<br />
|cmdlinetxt=(see the relevant section)<br />
}}<br />
<br />
<div style="clear: both"></div><br />
<br />
== Collaboration with remotes: Tortoise Git ==<br />
=== Forking a Branch ===<br />
Here we'll go through:<br />
<br />
* adding a remote branch from someone else's repository<br />
* committing to that branch and pushing it back to your own repository<br />
<br />
You may do this when you're collaborating on a feature prior to it being committed to the master<br />
<br />
<br />
{{gitdocostep | image=[[File:Git-addremote-1.png]] | text=<br />
* Start by right clicking on the local repository directory and selecting "Settings"<br />
}}<br />
<br />
{{gitdocostep | image=[[File:Git-addremote-2.png]] | text=<br />
* Select the "Remote" item from the left hand menu, then<br />
** add a local name for the new remote repository<br />
** add the remote repository URL (I'm using m!m's github repository in this example)<br />
** Set the "Tags" dropdown to "None"<br />
** Click "Add New/Save"<br />
}}<br />
<br />
<br />
{{gitdocostep | image=[[File:Git-addremote-3.png]] | text=<br />
* You should be prompted if you want to "...fetch remote branches...", select "Yes"<br />
}}<br />
<br />
{{gitdocostep | image=[[File:Git-addremote-4.png]] | text=<br />
* All the defaults should be fine, click "OK"<br />
* Note that this step may take a little time<br />
}}<br />
<br />
{{gitdocostep | image=[[File:Git-remotebranch-1.png]] | text=<br />
* When it's complete you want to create a local branch to track one of the remote repositories branches<br />
* Right click on the local repository directory and select "Create Branch..."<br />
}}<br />
<br />
{{gitdocostep | image=[[File:Git-remotebranch-2.png]] | text=<br />
* Set "Base On" -> "Branch" to the remote branch you want to work on<br />
* Check "Switch to new branch"<br />
* Click "OK"<br />
}}<br />
<br />
{{gitdocostep | image=[[File:Git-remotebranch-3.png]] | text=<br />
* Write some code!<br />
* When you're ready to commit, right click on the local repository directory and select "Git Commit -> (branchname)..."<br />
}}<br />
<br />
{{gitdocostep | image=[[File:Git-remotebranch-4.png]] | text=<br />
* Enter a commit message<br />
* Review the changes that will make up the commit by double-clicking on files in the list<br />
}}<br />
<br />
{{gitdocostep | image=[[File:Git-remotebranch-5.png]] | text=<br />
* When the commit is completed there will be a button to "Push" your branch.<br />
* If this is your first time pulling from the other persons remote, you probably won't have permission to push to it. We'll push to your own remote repository for the time being.<br />
* Optionally change the remote branch name (e.g. with a reference to the remote it can from)<br />
* Select "Origin" as your "Destination" -> "Remote"<br />
* Click "OK"<br />
}}<br />
<br />
{{gitdocostep | image=[[File:Git-remotebranch-6.png]] | text=<br />
* Now you can tell the other person that you've added to their branch and have pushed the changes to your own remote branch<br />
* They can now follow (most of) the steps above to add your repository as (to them) a remote and fetch/merge your changes into their branch<br />
* When that happens you probably want to get their changes into your local branch<br />
* Firstly ensure that you have the branch to want to merge into selected<br />
* Right click on the repository directory and select "Fetch..."<br />
}}<br />
<br />
{{gitdocostep | image=[[File:Git-remotebranch-7.png]] | text=<br />
* Select the correct remote repository from the dropdown<br />
}}<br />
<br />
{{gitdocostep | image=[[File:Git-remotebranch-8.png]] | text=<br />
* Right click on the repository directory and select "Merge..."<br />
}}<br />
<br />
{{gitdocostep | image=[[File:Git-remotebranch-9.png]] | text=<br />
* Select the correct remote branch to merge from<br />
* Click OK and you're done (assuming there are no merge conflicts of course...)<br />
}}<br />
<div style="clear: both"></div><br />
<br />
=== Contributing to an Existing Remote Branch ===<br />
The steps to contributing to an existing remote branch is the same as in [[Guide_to_FS_Open_and_git#Forking_a_Branch|Forking a Branch]], except when you go to push the branch to your remote, you push to the other person's remote instead.<br />
<br />
For this to succeed, however, you must have write permissions in order to do so. On GitHub, this is as easy as having the other person adding your to the repo's collaborators list through Settings > Collaborators.<br />
<br />
Once you have write permission, you may push to that remote normally.<br />
<br />
This method is recommended for team projects, as it helps keep everyone on the team up-to-date with the rest of the team's progress rather than requiring everyone to constantly pull from everyone else's remote whenever somebody updates. The owner of the project remote would then typically be considered the team lead or chief maintainer of the branch, but anyone on the team still has the option of splitting off and do their own thing on their own repo.<br />
<br />
== Patches: TortoiseGit ==<br />
<br />
(from http://www.hard-light.net/forums/index.php?topic=83453.msg1736781#msg1736781, written by m!m)<br />
<br />
=== Creating Patches ===<br />
<br />
{{gitdocostep | image=[[File:Git-patch-1.png]] | text=<br />
Just choose the "Create Patch Serial" from the context menu.<br />
}}<br />
<br />
{{gitdocostep | image=[[File:Git-patch-2.png]] | text=<br />
In the window choose from which point onwards the patch should be created, master is probably a good idea. Once you hit OK TGit will create a number of patch files in your repository which you can then transfer to the other repository.<br />
}}<br />
<div style="clear: both"></div><br />
<br />
=== Applying patches ===<br />
<br />
{{gitdocostep | image=[[File:Git-patch-3.png]] | text=<br />
To apply a patch serial choose "Apply Patch Serial". You will need to select the patch files from the previous step and possibly rearrange them (in most cases the default ordering should be sufficient though).<br />
}}<br />
<br />
{{gitdocostep | image=[[File:Git-patch-4.png]] | text=<br />
Hit Apply and TGit will start creating commits with the changes in the patch files.<br />
}}<br />
<br />
{{gitdocostep | image=[[File:Git-patch-5.png]] | text=<br />
If there are conflicts you will need to resolve or skip them.<br />
}}<br />
<br />
When that is finished you will have all the changes from the patches in your repository.<br />
<div style="clear: both"></div><br />
<br />
== Applying old patches plus conflict resolution: TortoiseGit ==<br />
<br />
Here's one way to apply old patches using git. When I say "old patch", I mean a patch that you almost certainly know is going to have conflicts. This is based off a technique I've used with the git command line. It may be that TortoiseGit provides alternate ways of achieving this, however the advantage of this technique is that it's very similar to the conflict resolution that you may need to do when syncing your repo (plus I have a good example in one of Axem's patches that's been floating around for... nearly 2.5 years!) And I really hate dealing with .rej files, I find the graphical tools used in this method make conflict resolution much easier (of course YMMV depending on your experience/preference!)<br />
<br />
=== Steps ===<br />
<br />
{{gitdocostep | image=[[File:Git-conflict-res-1.png]] | text=<br />
* Before you start, ensure that your master is up to date (perform a Sync / Pull)<br />
* Start with creating a new branch (i.e. the typical git response when you want to do almost anything! :))<br />
* The only trick is that you want to create the branch based on a specific commit - in this case the commit that the patch was based on<br />
** Right Click -> TortoiseGit -> Show Log is your friend in finding the commit revision you need to select <br />
}}<br />
<br />
{{gitdocostep | image=[[File:Git-conflict-res-2.png]] | text=<br />
* Save the patch to a file and copy it to somewhere inside the git repository<br />
** depending on the paths in the patch, the exact location of the patch file *may* matter (I haven't personally tested this)<br />
* Right Click on the patch file, then select TortoiseGit -> Review/apply single patch<br />
}}<br />
<br />
{{gitdocostep | image=[[File:Git-conflict-res-3.png]] | text=<br />
* TortiseGitMerge should start with an extra window displayed<br />
* Click "Patch all items" in the extra window to apply the patch<br />
** If you started the branch at the correct revision the patch *should* apply correctly without any editing<br />
* When done, close both windows (no save is required)<br />
}}<br />
<br />
<br />
{{gitdocostep | image=[[File:Git-conflict-res-4.png]] | text=<br />
* Next commit the changes to your branch (this is pretty much the normal commit process)<br />
}}<br />
<br />
{{gitdocostep | image=[[File:Git-conflict-res-5.png]] | text=<br />
Now we're onto something new - you are going to "rebase" the current master onto your branch. The sequence of steps is basically, remove the patch you applied, then in order apply all the commits from master to your branch, *and then* reapply the patch "on top" of all those changes. This is different to a "merge" which is more like applying all the commits from master "on top" of your current patch<br />
{{ Warning| DO NOT EVER perform a rebase on a branch that you have pushed to a public repository. A rebase changes the previously published commit history which will cause pain for anyone else who has started using your published branch. Perform a "merge" instead. Or maybe create a new branch based off your existing branch, then rebase *the new* local branch and push to a *new* public branch. }}<br />
* Right click on the repository directory, select TortoiseGit -> Rebase<br />
* Select "master" as the upstream<br />
* Click "Start Rebase"<br />
}}<br />
<br />
{{gitdocostep | image=[[File:Git-conflict-res-6.png]] | text=<br />
* As expected, the "Rebase" fails due to conflicts<br />
* Check which files failed, then double click on each file to resolve the conflicts<br />
}}<br />
<br />
{{gitdocostep | image=[[File:Git-conflict-res-7.png|900px]] | text=<br />
* The TortoiseGitMerge window should open. This a a graphical interface that assists with conflict resolution.<br />
* The three windows show code from:<br />
** the master branch (Theirs - REMOTE for a rebase)<br />
** your branch + patch (Mine - LOCAL)<br />
** the output of your conflict resolution (Merged - filename)<br />
* Non conflicting changes should be automatically merged<br />
* Conflicts are marked in red highlight, and their are "Previous Conflict" and "Next Conflict" buttons at the top of the screen to move between conflicts in this file<br />
}}<br />
<br />
{{gitdocostep | image=[[File:Git-conflict-res-8.png|900px]] | text=<br />
* The conflict in this file is simple to resolve<br />
* Right click on the numbers in the "Theirs" window and select "Use text block from 'theirs' before 'mine'"<br />
* Note the red "????" lines in merged window turn green to show the conflict has been resolved<br />
}}<br />
<br />
{{gitdocostep | image=[[File:Git-conflict-res-9.png]] | text=<br />
* That's all for this file, click "Save" then select "Mark as Resolved"<br />
}}<br />
<br />
{{gitdocostep | image=[[File:Git-conflict-res-10.png]] | text=<br />
* Close the window, and that's one file down, two to go! (which I'll skip over in this case)<br />
}}<br />
<br />
* Once all the files with conflicts are resolved, click "Commit" to complete the process<br />
* TortoiseGit -> Show Log is very useful to double check that you got the commit right before pushing it to a public repo<br />
* If you didn't get it right, edit the files in your normal IDE to fix the mistakes, make another commit and "squash" the two commits together before pushing to a public repository<br />
* As a last resort if the rebase is beyond saving, simply delete the branch and start again<br />
<br />
=== TortoiseGitMerge Tips ===<br />
====Merge Conflict Tips:====<br />
*The best way to resolve merge conflicts is to avoid them altogether in the first place. This is because it's more likely to induce bugs or unintended behavior whenever manual conflict resolutions come into play.<br />
*Git offers a few conflict resolution strategies. See the Git documentation on "git merge -strategy" to see if one of them can solve most of the conflicts for you.<br />
*Never, Ever, try to resolve the conflicts by writing your own .diff or patch. Use the merge tools available to you. Besides simple "Theirs, Mine" resolutions, most of them allow editing, too.<br />
*If possible, find a merge tool that show you four windows: (unfortunately TGitMerge doesn't do this, only merge tool like this that I've found so far is kdiff3)<br />
** Your changes<br />
** Their changes<br />
** Output / merged results<br />
** Common ancestor (this is what most tools seem to omit - showing the original code can really clarify what's going on without needing to open another window & find the ancestor yourself)<br />
<br />
<br />
===Local Merge Conflicts: Merging branches===<br />
*If you find that a branch has conflicts when doing a merge, retrieve the commit log for the branch your merging into and save the commit as a unified diff. Use this as a reference during conflict resolutions to ensure you get only the changes that you have made.<br />
*If you find that a branch has conflicts with files that have nothing to do with the changes you made in the commit, you can quickly choose "Solve Conflict Using Theirs" or "Solve Conflict Using Mine" from the commit dialog by right clicking on the file. This will help reduce the number of files you'll have to spot check to just the ones you made changes to.<br />
<br />
Lastly, here's a list of some of the tools offered by TortoiseGitMerge which can help with conflict resolution (the list has some overlap with stuff I've already mentioned)<br />
* Right click the line numbers in the "theirs" or "mine" windows to select "text blocks" which will be applied to the "merged" window<br />
* For simple conflicts you can choose "theirs then mine" or vice versa from the right click menu<br />
* By clicking on the line numbers on the left hand side you can select individual lines to apply<br />
* Similarly you can select multiple lines by click/dragging on the line numbers<br />
* When "theirs/mine" lines are selected another right-click option becomes available, "copy". These lines can then be pasted to "merged"<br />
* You can also make edits in the "merged" window just like any other text editor<br />
* Use the "Next/Previous Commit" buttons to rapidly find the conflicts<br />
* Click the "Mark as Resolved" button when you're done. This not only saves your changes/selections, but also clears the conflict flags from the file. If the commit dialog still shows the resolved file as in-conflict, you can right click on the file name and select "Resolved" to mark it as resolved.<br />
<br />
<br />
==General Repo Housekeeping==<br />
Doing a full fork of the scp-fs2open codebase will likely leave you with a number of branches that won't be of much interest to you. Thankfully, you can prune off the unwanted/unneeded branches from your fork leaving only the branches you will be working on. Should you decide that you want to see what's going on in any of the other branches (such as antipodes), you can still issue a pull from "upstream".<br />
<br />
*Check out all the branches that you want to work on from origin onto your local machine<br />
*In the git console, issue a "git push origin --prune" to start the process. Git may give you a warning message about the push.default setting, you may safely ignore this.<br />
*Check on the status of your pruning using either github's web page or by issuing "git branch -r" to the git console</div>PIehttps://wiki.hard-light.net/index.php?title=Bug_Reporting&diff=58443Bug Reporting2018-09-02T21:36:23Z<p>PIe: /* Places to ask about or report bugs */</p>
<hr />
<div>== Places to ask about or report bugs ==<br />
<br />
* All new bugs are submitted here:<br />
**[https://github.com/scp-fs2open/fs2open.github.com/issues GitHub issues page]<br />
<br />
* If you want to ask about bugs, you can do so on the forums:<br />
**[https://www.hard-light.net/forums/index.php/board,50.0.html FSSCP Forums]<br />
<br />
== Basic Guidelines ==<br />
<br />
# Look before you leap - make sure there isn't a similar bug before you post a new one. If there is a similar bug, post info on your particular circumstance.<br />
# ALWAYS post what build you're using (If it's named something like "fs2_open_r", post where you got it from and what date it was posted).<br />
# ALWAYS post what command lines you're using (And which ones the bug happens with).<br />
# ALWAYS post what graphics options you are using (OpenGL/D3D).<br />
# Don't just post the bug. Post any and all relevant info, and if you aren't sure if something might be relevant - post it anyway.<br />
# If at all possible, post contact info. Nothing is more convenient for a dev than having an ICQ number you can use to talk with a person having a problem. It can also speed things up a lot.<br />
# If you've got the time, run a debug build and post any errors you get with it (Not all builds have a debug build with them though).<br />
# Keep track of any bugs you post (in)! Nothing is more annoying than not being able to close a bug simply because you don't know if it's solved or not.<br />
# Make sure to include what mediaVPs you're using.<br />
<br />
== Error logs ==<br />
<br />
Especially when using debug builds, FreeSpace 2 will generate files called "errorlog.txt" and more importantly "fs2_open.log" (new version of older "fs.log"). <br />
<br />
<br />
=== fs.log OR fs2_open.log ===<br />
<br />
These files - "fs.log" and "fs2_open.log" - are generally the same except the later is renamed and is placed into the main data directory instead of the root FreeSpace 2 directory (where the "fs.log" is placed)<br />
<br><br><br />
Debug build builds new "fs2_open.log" file every time its run - even when there is no problems encountered - so make sure to gather the relevant data before running the debug build again. Posting the last five lines or so of "fs2_open.log" can be handy. Note that Notepad will not display it properly, so you'll have to open it up in Wordpad to view it properly. Posting the "fs2_open.log" in its full extent is not very useful as it contains a lot of information that debug build reports there.<br />
<br><br><br />
In some cases it also helps to create an empty text file named "[[debug_filter.cfg]]" to the '''data''' directory under the 'root' FreeSpace 2 directory and then recreate the "fs2_open.log" file (that is to run debug build again) - with older "fs.log" file the "[[debug_filter.cfg]]" ought to be placed into 'root' FreeSpace 2 directory. This causes the debug build to gather a lot more data into the "fs2_open.log" file which may prove useful for debugging the actual issues. The "fs2_open.log" files created with "debug_filter.cfg" in use are easily over a megabyte in size often will not even open in Notepad.<br />
<br><br><br />
If you read the "fs2_open.log" file you may notice problematic sections by yourself as well but in general '''do not post the whole "fs2_open.log"''' file - just the last five or so lines. There are also other very important sections in the "fs2_open.log" file that may help in identifying the issues. Like the section that begins with '''Building file index...''' (search for this) and ends to '''Found 21 roots and 12326 files''' (numbers may vary) as it contains information of all the various vp files the game loads. Also other sections like OpenAL initialization or OpenGL/D3D initialization may be of some use<br />
<br />
=== errorlog.txt ===<br />
<br />
Posting the first chunk of data from the corresponding entry in errorlog.txt can be a big help, as it may tell the dev exactly what went wrong where. (This chunk is recognizable, as it should have the date and time that the crash occured).<br />
<br><br><br />
Most recent 'crash report' is the last one that has been listed into the "errorlog.txt". If you encounter the crash repeatedly you might want to first remove the "errorlog.txt" file from the 'root' FreeSpace 2 directory and then run the game again. Then you get only single entry to the "errorlog.txt".<br />
<br><br><br />
Often the only useful information from the "errorlog.txt" is found from the first line of the corresponding entry.<br />
<br />
==== Example ====<br />
<br />
*The first chunk from a "errorlog.txt" entry<br />
<br />
<pre>fs2_open_r-P4 caused an Illegal Instruction in module fs2_open_r-P4.exe at 001b:005f11b7.<br />
Exception handler called in FreeSpace 2 Main Thread.<br />
Error occurred at 1/14/2007 15:17:32.<br />
E:\Games\FreeSpace2\fs2_open_r-P4.exe, run by Unknown.<br />
1 processor(s), type 586.<br />
1024 MBytes physical memory.</pre><br />
<br />
*The first line - in this case '''fs2_open_r-P4 caused an Illegal Instruction in module fs2_open_r-P4.exe at 001b:005f11b7.''' - tells something about the error that occurred. It is also the line that ought to be included into to the error/bug reports.<br />
<br />
<br />
[[Category:Source Code Project]]</div>PIehttps://wiki.hard-light.net/index.php?title=Manually_Installing_FreeSpace_2_Open&diff=58442Manually Installing FreeSpace 2 Open2018-09-02T21:33:49Z<p>PIe: </p>
<hr />
<div><span style="font-size:125%; font-weight:bold; color:red">This page covers installing FSO and associated mods by hand. You may want to use the [[Knossos (mod manager)]] or the [[FreeSpace Open Installer]] as it considerably streamlines and automates the whole process.</span><br />
<br/>&nbsp;<br/><br />
<br />
This guide assumes you already have a working copy of FreeSpace 2 installed. If not, see [[Installing FreeSpace 2]].<br />
<br />
== Step One: Understanding what you need ==<br />
There are three main components that you need to get the most out of fs2_open.<br />
<br />
* First, you need to install the retail data from [[Installing FreeSpace 2|FreeSpace 2]]<br />
* Second, the '''fs2_open build'''. This is the core game engine, a single executable file.<br />
* Next, the '''launcher'''. This lets you configure the fs2_open executable for your particular system, in much the same way the original FreeSpace 2 launcher is used to configure it.<br />
* Finally, the '''MediaVPs'''. These contain all sorts of graphical improvements and are highly recommended. Version numbers of mediaVPs generally agree with the fs2_open build that they're supposed to be used with.<br />
<br />
== Step Two: Getting the Launcher ==<br />
<br />
Unless you are using an extremely old build, you will want to get the appropriate launcher for your OS. It may be bundled with your release but the direct download link is below.<br />
<br />
Windows: [http://www.hard-light.net/forums/index.php?topic=67950.0 wxLauncher]<br />
<br />
OS X: [http://www.hard-light.net/forums/index.php?topic=67950.0 wxLauncher] unless you are using Tiger or a PowerPC Mac, in which case use Soulstorm's [http://www.hard-light.net/forums/index.php?topic=51391.0 OS X Launcher 3.0] ([[Soulstorm's OS X Launcher|instructions]])<br />
<br />
Linux: [http://www.hard-light.net/forums/index.php?topic=67950.0 wxLauncher] (build it from source; see the [http://code.google.com/p/wxlauncher/source/browse/ReadMe.txt readme] for instructions)<br />
<br />
== Step Three: Choosing a build ==<br />
There are two main types of fs2_open builds, at the time of this writing. A "build" is any executable built from source code. Any build may also be a debug build. (Debug builds usually have names that end with "_d" or "_dbg" or somesuch) If you don't know why you'd want to use a debug build, you're almost certainly better off not using one.<br />
<br />
All builds should be extracted to your main FreeSpace 2 folder.<br />
<br />
=== Official Releases ===<br />
The first type is the "stable" release build. Additionally, some official release builds are available with installers. It's a good idea to get the most recent official release, even if you end up deciding to get a recent build anyway. Current official release is '''FreeSpace Open 3.8.0'''.<br />
<br />
[https://www.hard-light.net/forums/index.php?topic=93812.0 FreeSpace Open 3.8.0 release thread]<br />
<br />
=== Test Builds ===<br />
Recent Builds are ones that individual coders release. Most of the time they're released to either test or showcase some particular new feature. If you're curious about how reliable a build is, your best bet is to check the original thread it was posted in and see what people's responses were.<br />
<br />
[https://www.hard-light.net/forums/index.php/board,97.0.html Test builds forum]<br />
<br />
[https://www.hard-light.net/forums/index.php/board,113.0.html Cross Platform Development forum (for Linux/OS X builds)]<br />
<br />
=== Nightly Builds ===<br />
<br />
In addition to recent builds, nightly builds are built every evening after any changes have been applied to the source code. These are put out so that the code base can be quickly verified for general stability. Testing nightly builds on a regular basis and reporting bugs helps ensure a stable code base is maintained.<br />
<br />
[https://www.hard-light.net/forums/index.php/board,173.0.html Nightly builds forum]<br />
<br />
== Step Four: MediaVPs ==<br />
<br />
With the release of the 3.8 MediaVPs, there is once again only one set of recommended MediaVPs available. The detailed instructions for installing and the current links can currently be found in the MediaVPs Release Thread linked below.<br />
<br />
MediaVPs should be installed in a new 'MediaVPs_38X' directory under the main FreeSpace directory (\freespace2\MediaVPs_38X) This preserves the possibility to play with either with retail FreeSpace 2 vp files if this is desired (for example in multiplayer) and using the retail FreeSpace 2 executive files and requires minimal extra time to set up. (See step six for further details).<br />
<br />
[https://www.hard-light.net/forums/index.php?topic=94988.0 3.8 MediaVPs Release Thread]<br />
<br />
== Step Five: Configuring Everything ==<br />
<br />
=== Basic setup ===<br />
<br />
At this point, you have one final stage remaining before fs2_open is ready to go. Open up wxLauncher. Select the EXE you'd like to use from the dropdown menu in the "Basic Settings" tab. There are two types typically for any build release: <br />
* a debug build with the name containing 'd', 'debug' or 'FASTDBG' right after the version number. For example, fs2_open_3_8_0_x64_AVX-FASTDBG.exe.<br />
* a regular/release build with the name containing 'r' or nothing right after the version number. For example, fs2_open_3_8_0_x64_AVX.exe.<br />
<br />
For normal play you will want to use a regular build but for any testing, development, or bug reporting you definitely want to use a debug build. For example, fs2_open_3_8_0_x64_AVX-FASTDBG.exe vs fs2_open_3_8_0_x64_AVX.exe.<br />
<br />
Next, ensure that the "Audio/Joystick" and "Network" tabs have the proper settings.<br />
<br />
=== Speech setup ===<br />
<br />
If you are using Windows XP, or have the Speech API installed, fs2_open will be able to read briefings, techroom descriptions, and even ingame messages to you using computer-generated voices. Although no match for real voice acting, it is convenient when valid plot points are mentioned in the middle of combat. Speech in the various locations can be turned on and off by checking and unchecking the check boxes; you can choose which of the installed voices to use in fs2_open by changing the drop-down menu. As of this writing, fs2_open will only use the voice you choose for everything. Text to Speech is typically only available in stable release builds. Recent Builds from a coder's test branch will usually not have it, nor will Nightly Builds.<br />
<br />
=== Video setup ===<br />
<br />
In the "Video" section, you can choose choose various graphics options. Here, you can set the resolution as well as the colour depth. It is recommended to use a resolution greater or equal to 1024x768 at 32 bits of colour depth.<br />
<br />
=== Mod setup ===<br />
<br />
The "Mods" tab lets you easily switch between mods by clicking on them and hitting the "Activate" button.<br />
<br />
This tab allow you to choose a mod directory to use; files in the mod directory will be given precedence over other files, so you can easily switch between mods by installing them to different directories.<br />
<br />
=== Advanced setup ===<br />
<br />
This tab is where most of fs2_open's options can be toggled on and off. At the bottom is a readout of your current command line; you should include this in any debugging reports you make.<br />
<br />
The long list of checkboxes let you toggle the various new features in fs2_open, many of which are graphical improvements. Recommended options for midrange systems are "Enable post processing", "Enable soft particles" and "Enable FXAA anti-aliasing". There are many, many more options, but these should get you started.<br />
<br />
"Custom flags" allows you to add any command line flags that don't show up in the Launcher. This may be because they require additional arguments, as is the case with the "-fov" command line argument. For more information, see the [[Command-Line Reference]] page.<br />
<br />
[http://wiki.hard-light.net/index.php/Command-Line_Reference line Flags]<br />
<br />
=== Language Setup ===<br />
<br />
Freespace & Freespace 2 supported non-English languages such as French, German & Polish. Some mods (most notably Freespace Port) also support non-English languages. The steps required to change the language differ depending on which OS FSO is running on.<br />
<br />
Note that due to pilot file limitations, pilots can only be used with '''one''' language. If you switch languages you need to have multiple pilots.<br />
<br />
To set the language, modify the Language entry in the [[Getting_started_with_FreeSpace_2#Registry|registry or the [Default] section of the .ini file]].<br />
<br />
e.g.<br />
<br />
<code><br />
[Default]<br />
<br />
...<br />
<br />
Language=French<br />
</code><br />
<br />
== Step Six: Cutscenes ==<br />
<br />
Depending on how you installed the game, the cutscenes might not be in the proper location. If you bought your copy of FS2 from Good Old Games, the cutscenes (ten .mve files) are somewhere in \freespace2\data2\ or \freespace2\data3\ . You can get them working by moving them to \freespace2\data\movies\ . Create the directory if it does not exist. You can also download either the [http://www.freespacemods.net/download.php?view.124 original MVE cutscenes] or [http://freespacemods.net/download.php?view.128 OGG-encoded versions] from FreeSpaceMods.net. If you have the game CDs/DVD, you can copy the cutscenes from them to the FreeSpace2/data/movies/ folder. The OGG cutscenes are smaller but might not perform as well on older hardware that could run the MVEs without problem. Now you should have the full gamut of updated and retail content installed!<br />
<br />
Note: If you've found the AVI versions of the cutscenes, do not use them. Support for AVI has been removed in FSO versions 3.6.10 and higher.<br />
<br />
[[Category:Source Code Project]]</div>PIehttps://wiki.hard-light.net/index.php?title=Manually_Installing_FreeSpace_2_Open&diff=58441Manually Installing FreeSpace 2 Open2018-09-02T21:17:35Z<p>PIe: /* Official Releases */</p>
<hr />
<div><span style="font-size:125%; font-weight:bold; color:red">This page covers installing FSO and associated mods by hand. You may want to use the [[FreeSpace Open Installer]] as it considerably streamlines and automates the whole process.</span><br />
<br/>&nbsp;<br/><br />
<br />
This guide assumes you already have a working copy of FreeSpace 2 installed. If not, see [[Installing FreeSpace 2]].<br />
<br />
== Step One: Understanding what you need ==<br />
There are three main components that you need to get the most out of fs2_open.<br />
<br />
* First, you need to install the retail data from [[Installing FreeSpace 2|FreeSpace 2]]<br />
* Second, the '''fs2_open build'''. This is the core game engine, a single executable file.<br />
* Next, the '''Launcher'''. This lets you configure the fs2_open executable for your particular system, in much the same way the original FreeSpace 2 launcher is used to configure it.<br />
* Finally, the '''MediaVPs'''. These contain all sorts of graphical improvements and are highly recommended. Version numbers of mediaVPs generally agree with the fs2_open build that they're supposed to be used with.<br />
<br />
== Step Two: Getting the Launcher ==<br />
<br />
Unless you are using an extremely old build, you will want to get the appropriate launcher for your OS. It may be bundled with your release but the direct download link is below.<br />
<br />
Windows: [http://www.hard-light.net/forums/index.php?topic=67950.0 wxLauncher] (highly recommended) or [http://swc.fs2downloads.com/files/Launcher55g.zip Launcher 5.5g] (does not work on Windows 8/10)<br />
<br />
OS X: [http://www.hard-light.net/forums/index.php?topic=67950.0 wxLauncher] unless you are using Tiger or a PowerPC Mac, in which case use Soulstorm's [http://www.hard-light.net/forums/index.php?topic=51391.0 OS X Launcher 3.0] ([[Soulstorm's OS X Launcher|instructions]])<br />
<br />
Linux: [http://www.hard-light.net/forums/index.php?topic=67950.0 wxLauncher] (build it from source; see the [http://code.google.com/p/wxlauncher/source/browse/ReadMe.txt readme] for instructions)<br />
<br />
== Step Three: Choosing a build ==<br />
There are two main types of fs2_open builds, at the time of this writing. A "build" is any executable built from source code. Any build may also be a debug build. (Debug builds usually have names that end with "_d" or "_dbg" or somesuch) If you don't know why you'd want to use a debug build, you're almost certainly better off not using one.<br />
<br />
All builds should be extracted to your main FreeSpace 2 folder.<br />
<br />
=== Official Releases ===<br />
The first type is the "stable" release build. Additionally, some official release builds are available with installers. It's a good idea to get the most recent official release, even if you end up deciding to get a recent build anyway. Current official release is '''FreeSpace Open 3.8.0'''.<br />
<br />
[https://www.hard-light.net/forums/index.php?topic=93812.0 FreeSpace Open 3.8.0 release thread]<br />
<br />
=== Test Builds ===<br />
Recent Builds are ones that individual coders release. Most of the time they're released to either test or showcase some particular new feature. If you're curious about how reliable a build is, your best bet is to check the original thread it was posted in and see what people's responses were.<br />
<br />
[http://www.hard-light.net/forums/index.php/board,97.0.html Test builds forum]<br />
<br />
[http://www.hard-light.net/forums/index.php/board,113.0.html Cross Platform Development forum (for Linux/OS X builds)]<br />
<br />
=== Nightly Builds ===<br />
<br />
In addition to recent builds, nightly builds are built every evening after any changes have been applied to the source code. These are put out so that the code base can be quickly verified for general stability. Testing nightly builds on a regular basis and reporting bugs helps ensure a stable code base is maintained.<br />
<br />
[http://www.hard-light.net/forums/index.php/board,173.0.html Nightly builds forum]<br />
<br />
== Step Four: MediaVPs ==<br />
<br />
With the release of the 2014 MediaVPs, there is once again only one set of recommended MediaVPs available. The detailed instructions for installing and the current links can currently be found in the MediaVPs Release Thread linked below.<br />
<br />
MediaVPs should be installed in a new 'mediavps_2014' directory under the main FreeSpace directory (\freespace2\mediavps_2014) This preserves the possibility to play with either with retail FreeSpace 2 vp files if this is desired (for example in multiplayer) and using the retail FreeSpace 2 executive files and requires minimal extra time to set up. (See step six for further details).<br />
<br />
[http://www.hard-light.net/forums/index.php?topic=86475.0 2014 MediaVPs Release Thread]<br />
<br />
== Step Five: Configuring Everything ==<br />
<br />
=== Basic setup ===<br />
<br />
At this point, you have one final stage remaining before fs2_open is ready to go. Open up the Launcher. (It should be in your main FreeSpace 2 folder). Select the EXE you'd like to use by clicking the "Browse..." button at the top of the Launcher. There are two types typically for any build release: <br />
* a debug build with the name containing 'd' or 'debug' right after the version number. For example, fs2_open_3_6_10'''d'''.exe.<br />
* a regular/release build with the name containing 'r' or nothing right after the version number. For example, fs2_open_3_6_10.exe or fs2_open_3_6_11'''r'''_sse2-20100131_r5862.exe.<br />
<br />
For normal play you will want to use a regular build but for any testing, development, or bug reporting you definitely want to use a 'd' build. For example, fs2_open_3_6_10d.exe vs fs2_open_3_6_10.exe.<br />
<br />
Next, ensure that the "Audio/Joystick" and "Network" tabs have the proper settings.<br />
<br />
=== Speech setup ===<br />
<br />
If you are using Windows XP, or have the Speech API installed, fs2_open will be able to read briefings, techroom descriptions, and even ingame messages to you using computer-generated voices. Although no match for real voice acting, it is convenient when valid plot points are mentioned in the middle of combat. Speech in the various locations can be turned on and off by checking and unchecking the check boxes; you can choose which of the installed voices to use in fs2_open by changing the drop-down menu. As of this writing, fs2_open will only use the voice you choose for everything. Text to Speech is typically only available in stable release builds. Recent Builds from a coder's test branch will usually not have it, nor will Nightly Builds.<br />
<br />
=== Video setup ===<br />
<br />
On the "Video" tab, you can choose choose various graphics options. Here, you can set the resolution as well as the colour depth. It is recommended to use a resolution greater or equal to 1024x768 at 32 bits of colour depth. The other options, especially the anisotropic filter and antialiasing sliders, should not be altered.<br />
<br />
=== Features setup ===<br />
<br />
This tab is where most of fs2_open's options can be toggled on and off. At the top is a readout of your current command line; you should include this in any debugging reports you make.<br />
<br />
The next box, with the buttons "Select mod" and "No mod" allow you to choose a mod directory to use; files in the mod directory will be given precedence over other files, so you can easily switch between mods by installing them to different directories.<br />
<br />
"Custom flags" allows you to add any command line flags that don't show up in the Launcher. This may be because they require additional arguments, as is the case with the "-fov" command line argument. For more information, see the [[Command-Line Reference]] page.<br />
<br />
Finally, the two boxes below this let you toggle the various new features in fs2_open, many of which are graphical improvements. Recommended options for midrange systems are "Enable specular", "Enable glowmaps", "Enable Environment Maps", and "Enable normal maps". (You may have to choose a different section in the drop-down box to get to some of these options). There are many, many more options, but these should get you started.<br />
<br />
[http://www.hard-light.net/wiki/index.php/Command-Line_Reference Command line Flags]<br />
<br />
=== Language Setup ===<br />
<br />
Freespace & Freespace 2 supported non-English languages such as French, German & Polish. Some mods (most notably Freespace Port) also support non-English languages. The steps required to change the language differ depending on which OS FSO is running on.<br />
<br />
Note that due to pilot file limitations, pilots can only be used with '''one''' language. If you switch languages you need to have multiple pilots.<br />
<br />
To set the language, modify the Language entry in the [[Getting_started_with_FreeSpace_2#Registry|registry or the [Default] section of the .ini file]].<br />
<br />
e.g.<br />
<br />
<code><br />
[Default]<br />
<br />
...<br />
<br />
Language=French<br />
</code><br />
<br />
== Step Six: Cutscenes ==<br />
<br />
Depending on how you installed the game, the cutscenes might not be in the proper location. If you bought your copy of FS2 from Good Old Games, the cutscenes (ten .mve files) are somewhere in \freespace2\data2\ or \freespace2\data3\ . You can get them working by moving them to \freespace2\data\movies\ . Create the directory if it does not exist. You can also download either the [http://www.freespacemods.net/download.php?view.124 original MVE cutscenes] or [http://freespacemods.net/download.php?view.128 OGG-encoded versions] from FreeSpaceMods.net. If you have the game CDs/DVD, you can copy the cutscenes from them to the FreeSpace2/data/movies/ folder. The OGG cutscenes are smaller but might not perform as well on older hardware that could run the MVEs without problem. Now you should have the full gamut of updated and retail content installed!<br />
<br />
Note: If you've found the AVI versions of the cutscenes, do not use them. Support for AVI has been removed in FSO versions 3.6.10 and higher.<br />
<br />
[[Category:Source Code Project]]</div>PIe